================================ 
====Mega Man Legends 2 Guide==== 
================================ 
 
by Estil (aka Dittohead Servbot #24) 
: http://megaman.retrofaction.com 
: estilrumage@hotmail.com 
 
====== 
Index: 
====== 
1. Introduction
2. Game Mechanics
3. Mega Buster
4. Special Weapons
5. Body Parts
6. Normal Items
7. Key Items
8. Intro Stage
9. Abandoned Mines at Calinca Island
10. Forbidden Island
11. Pokte Village at Manda Island
12. First Key Ruins: Manda (Forest) Ruins
13. Ruminoa City at Nino Island & Calbania Island
14. Second Key Ruins: Nino (Water) Ruins
15. Kimotoma City at Saul Kada Island
16. Third Key Ruins: Saul Kada (Fire) Ruins
17. Yosyonke City at Calinca Island
18. Fourth Key Ruins: Calinca (Ice) Ruins
19. Elysium
20. Mother Zone
21. Licenses and Sub-Ruins
22. Sub-Quests
23. MegaMan's Reputation 
24. Secrets and Tips
25. Legal
 
 
================ 
1. Introduction: 
================ 
Welcome to the official Mega Man Network Guide for Mega Man Legends 2, 
the third installment in the Mega Man Legends series and the sequel of 
Mega Man Legends.  Refer to the index above for an easy reference guide, 
and go to http://megaman.retrofaction.com/mml/guides to find guides for 
all of the other games in the Mega Man Legends series.  Happy gaming. 

SPECIAL NOTE TO PS2 USERS:
If you are playing this game on a PS2, set Texture Smoothing to ON 
(Smooth), but set Fast Loading Time to OFF (Standard).  Having Texture 
Smoothing on will give you much better, almost N64-quality, graphics.  
Having Fast Loading Time on, however, may cause the game to crash 
occassionally when you try to leave the Inventory screen.

This guide was last revised on February 27, 2004.



==================
2. Game Mechanics:
==================

MegaMan 101
============
MegaMan Volnutt is again the star of the show and has basically the same 
functions as he did in the first Legends game, along with several brand 
new features.  First off, when MegaMan locks-on to an enemy, you will 
see a target appear, with red arrows if your Buster is out of range and 
yellow if your Buster is in range.  If you lock-on to a person, the 
target will be light blue triangles.  In addition, when your Life Gauge 
is fully depleted, it will begin to flash red.  That means that your 
next hit will kill you, so be extra careful until you can get an energy 
refill. 

Although you no longer have to worry about a Shield, there are four 
different kinds of Special Damage you must be careful of:

ENERGY LEAK:
If you are hit by a green gas attack from an enemy or step on a purple 
panel (Elysium only), then you will won't be able to fire your Buster 
for a short time, and your Special Weapon energy will go down QUICKLY, 
unless it has infinite energy.  To stop the Special Weapon energy leak, 
just go to the menu and turn your Special Weapon off (to Lifter).  

ELECTRIC:
If you land on an electrifed panel, you will have a very hard time 
running or jumping, but it won't take away any energy.  If you have the 
Light Barrier, the numbness will stop as soon as you leave the 
electtrifed panel.  If you're wearing the Hover Shoes, then the 
electrifed panels won't hurt you at all.

FIRE: 
If you are hit by a flame attack from an enemy or land on lava, you will 
catch on fire, which will slowly deplete your energy until the fire goes 
out.  If you have the Flame Barrier, you won't catch fire from enemy 
attacks and although you will still catch on fire if you're on lava, it 
will immediately go out as soon as you step out of it.  If you land on 
lava, you're energy will go down VERY quickly unless you're wearing the 
Asbestos Shoes.

BLUE FIRE: 
If you are hit by blue fire or touch a blue fire floor, you will catch 
on blue fire which will slowly deplete your energy until it goes out, 
just like regular fire.  Unfortunatley, neither the Flame Barrier or 
Asbestos Shoes will protect you from it.


Roll 101
========
Roll Caskett is back and just like the first Legends game, can create 
Special Weapons, Shoes, and even the Adapter Plug out of parts you find 
or buy, and can also change or improve your Special Weapons.  You are 
only allowed to do all this if you talk to Roll inside the Flutter (or 
during the Birdbot Battles at Nino Island where she has her tools with 
her).  There is no Spotter's Car this time; the Flutter is your main 
source of transportation.  You can also give her money to make repairs 
and buy things for the Flutter.  Finally, you can even buy three 
presents for her from the General Store as well as several other Flutter 
furnishings.


Data 101
========
MegaMan's best friend is back and just like the first Legends game, he 
can recharge both your Life Gauge and Special Weapons Gauge, give you 
helpful advice, and most important of all, Data allows you to SAVE.  
Each file you save takes up one block on a PSX Memory Card, and you can 
save up to five files.  If you are beaten (your Life Gauge runs 
completely out), you will have to start over from where you last saved.  
So it is very important to save often, especially after completing major 
game objectives.


Terra 101
=========
Unlike in the other two Legends games that took place on only one island 
(Ryship in MOTB and Kattelox in Legends 1), this Legends installment 
takes place on six different islands.  You are only allowed to visit 
those islands with yellow arrows (islands you've previously visited) and 
the one marked with the red arrow (where you should go next).  Here is a 
list of every island in the game:

CALINCA ISLAND (Yosyonke City):
Very first island you visit, this is where Roll finds the dropship that 
will allow MegaMan to go to Forbidden Island.  Much later on, you will 
find the Fourth Key Ruins here at the Church.  In addition, you'll also 
find the Post Office where you receive your letters (five in all) as 
well as the Condominium where Joe stays to recover from his injuries.  
Finally, the Church here is also one of two places where you can take 
the License Tests.

FORBIDDEN ISLAND:
This is where MegaMan must go to save Barrell and Bluecher aboard the 
Sulphur-Bottom that got caught in the maelstorm surrounding the island.  
This is also where you find Geetz and Sera who want you to get the Four 
Keys to the Mother Lode.  If you revisit Forbidden Island after clearing 
it, the maelstorm will have stopped and the entire island will be empty 
(including those who were stranded before).

MANDA ISLAND (Pokte Village):
This island is home to the First Key Ruins and the Class B Sub-Ruins.  
In additon, you will also find the School where you can take quizzes 
with the Mayor and her two students for prizes.

NINO ISLAND (Ruminoa City):
This island is home of the Second Key Ruins, but cannot be explored 
until after you defeat the Birdbot forces here, then the Birdbot 
Fortress at Calbaina Island, and finally Glyde's Main Ship back here.  
Finally, this is the other one of two places where you can take the 
License Tests.

CALBAINA ISLAND (Kito Village):
This island is not only home to the Birdbot Fortress that you must clear 
before going into the Second Key Ruins, but also the Class A Sub-Ruins.  
In addition, this is also home of Shu and her two little twin brothers, 
Appo and Dah.

SAUL KADA ISLAND (Kimotoma City):
Home of the Third Key Ruins and the Class S Sub-Ruins, this island is 
also where you can compete at the Kimotoma Raceway (similar to the races 
you did in the first Legends game).


Flutter 101
===========
This is your form of transportation for this game.  Unlike the first 
Legends game, which only had MegaMan's, Roll's, and Barrell's bedrooms, 
along with the living room, the Flutter in this game has many, many more 
rooms in addition to the ones above.  There are several places inside 
the Flutter where you can find zenny and other Items as well.

BRIDGE (Deck 1, brown door with ship wheel):
This is where the Flutter is steered from, and where you will find both 
Roll and Data.  You can recharge and save with Data like usual, but by 
talking with Roll, you can have Special Weapons and other Items made 
from parts, as well as changing and improving of Special Weapons.

MEGAMAN'S ROOM (Deck 1, blue door with a "M"):
Inside MegaMan's Room, be sure to check inside the light blue chest next 
to his desk for 1000z.  If you bought the Comic Book and Game Cartridge 
from the General Store, you'll find them on the bed and on the brown 
crate nearest the door, respectively.

ROLL'S ROOM (Deck 1, red door with a "R"):
Here you can read Roll's Diary.  Entries in red are new ones that you 
haven't read yet.  Some entries are automatic, others only appear under 
certain circumstances.  Check the Legends 2 Game Script to find out what 
they all are.  If you bought any of Roll's Presents from the General 
Store, you'll find the Stuffed Doll on the couch, the Cushion in front 
of the couch, and the Model Ship flying around the room (leap up and 
grab on it to ride it if you'd like!).  If you bought the Houseplant 
from the General Store, you'll find it between the couch and bed.  If 
you bought the Wallpaper from the General Store, the room's walls will 
be in a red and white checkered design.

BARRELL'S ROOM (Deck 1, tan door with a "B"):
Here you can check Barrell's Files at the bookcase on the left wall.  
There you can find out about Barrell's first visit to Forbidden Island, 
his discovery of MegaMan, the adventures on Kattelox Island from the 
first Legends game, and a Digger's Manual where you can find out the 
basics of being a Digger.  Be sure to check the nightstand next to 
Barrell's bed for a letter from Roll's mother, Matilda, from ten years 
ago.  Also, be sure to check Barrell's bed for 5000z and the dresser 
(with the Flutter model) for 1000z.  If you bought the Vase from the 
General Store, it'll be between the bookcase and the desk.  If you 
bought the Painting from the General Store, it will be above the 
nightstand.

TOILET (Deck 2, tan door):
Here you will find the toilet, which if you bought the Toilet Cleaner 
from the General Store, will have blue water and a fresh scent if you 
check it.

STORAGE ROOM (Deck 2, blue door):
Here, check the large blue chest for the Broken Motor.

LIVING ROOM (Deck 2, orange door):
Here you will find the new TV and the Newspaper that you can read (if 
you bought them).

BATHROOM (Deck 2, left door from Living Room):
Here you will find the Flutter's bathtub, which is only used for a Sub-
Quest.

KITCHEN (Deck 2, right door from Living Room):
If you bought the Refrigerator, you can check it and get a Picnic Lunch, 
which will fully recharge your Life Gauge.  You can only carry one at a 
time, but you can come back for another one after you use it.

ENGINE ROOM (Deck 3, green door):
This room has the Flutter's engine.  Check the small wall panel on the 
right for 2000z.

HANGER (Deck 3, blue door):
This is where the dropship from Yosyonke is stored when it's not used.  
The red door in the back leads to the Lab.

LAB (Deck 3, red door at the Hanger):
This is the lab where Roll works.  Check the desk here for the Rapid 
Fire.


Sulphur-Bottom 101
==================
This gigantic ship serves as Bluecher's home base and where you go to 
turn in each of the Four Keys to the Mother Lode (go to Bluecher's 
Office with each Key).  The Flutter is parked at Deck 3, where you can 
also find a Junk Shop in the northwest corner.  Be sure to also check 
the single red crate next to the green pillar to the right of the double 
doors here for the Heavy Duty Gear, and also check the group of four red 
crates on the west wall for 1000z.  Then check the northeast stack of 
crates nearest the Flutter for 1800z.  Also be sure to check the plant 
inside the southeast room of Deck 1 for 500z and the plant inside 
Bluecher's Office for 2000z. 


Zenny 101
=========
This is the currency in the MegaMan Legends world and can be earned by 
either winning Sub-Quests, selling Items, or defeating enemies.  Enemies 
can also sometimes leave red Energy Cubes; small ones will refill one 
Unit of Energy, large ones will refill three.  Now enemies can sometimes 
leave blue Weapon Prisms, which will refill some of your Special Weapon 
energy.  Zenny from defeated enemies comes in six denominations:

Purple: 1000z
Pink: 500z
Orange: 300z
Yellow: 100z
Green: 50z
White: 10z



===============
3. Mega Buster:
===============
The Mega Buster is MegaMan's main weapon and is on his left arm.  There 
are 31 Buster Parts in all.  Unlike in the first Legends game, there are 
no Buster Parts that are assembled from parts; all the Buster Parts here 
come ready to use when bought or found.  You are only allowed to equip 
two different Buster Parts at a time until you acquire the Adapter Plug 
later in the game that will allow you to equip three Buster Parts at 
once.  The Mega Buster can fire an infinite number of shots and how 
effective the shots are in combat depends on the following ratings (all 
four ratings are on a scale from 0-7):

Attack (A): How powerful the shots are.  In addition, this determines 
the size and color of the Buster shots:
0: Small Pink
1: Large Pink
2: Small Green
3: Large Green
4: Small Yellow
5: Large Yellow
6: Small Blue
7: Large Blue
Energy (E): How many shots can be on screen at once:
0: 3
1: 4
2: 5
3: 6
4: 7
5: 8
6: 9
7: INFINITE
Range (R): How far the shots can go.
Rapid (D): How fast the shots fire.

BUSTER PARTS THAT CAN BE BOUGHT FROM THE JUNK STORE:
(avaiable at the start of the game):
Power Raiser (A:+2): 1600z
Turbo Charger (E:+2): 800z
Range Booster (R:+2): 1200z
(after completing Forbidden Island):
Blaster Unit (A:+1/E:+2): 3000z
Buster Unit (A:+1/R:+2): 4000z
Autofire Unit (E:+2/D:+1): 2500z
(after collecting the First Key):
Upgrade Pack (A/E/R:+1): 4000z
Booster Pack (A/E/D:+1): 4000z
(after giving the Second Key to Bluecher):
Power Raiser Alpha (A:+4): 16,000z
Turbo Charger Alpha (E:+4): 8000z
Rapid Fire Alpha (D:+4): 10,000z
(after giving the Third Key to Bluecher):
Blaster Unit Omega (A:+2/E:+3): 10,000z
Buster Unit Omega (A:+2/R:+3): 10,000z
Power Blaster Omega (A:+3/D:+2): 25,000z
(after giving the Fourth Key to Bluecher):
Power Raiser Omega (A:MAX): 800,000z
Range Booster Omega (R:MAX): 600,000z
Rapid Fire Omega (D:MAX): 500,000z
Upgrade Pack Omega (A:+1/E:+3/R:+3): 35,000z

BUSTER PARTS THAT CAN BE FOUND INSIDE THE RUINS:
Turbo Charger Omega (E:MAX): Found inside the Fourth Key Ruins.
Range Booster Alpha (R:+4): Found inside the Second Key Ruins.
Rapid Fire (D:+2): Found inside the small tan desk inside the Flutter's 
Lab.
Power Blaster (A:+2/D:+1): Found inside the Second Key Ruins.
Sniper Unit (E:+1/R:+2): Found inside the Class A Sub-Ruins.
Sniper Unit Omega (E:+2/R:+3): Found inside the Defense Area of Elysium.
Autofire Unit Omega (E:+3/D:+2): Found inside the Third Key Ruins.
Energizer Pack (E/R/D:+1): Won from the Mayor's Quiz at Pokte Village.
Booster Pack Omega (A:+3/E:+3/D:+1): Found inside the Defense Area of 
Elysium.
Energizer Pack Omega (E:+3/R:+1/D:+3): Found inside the Defense Area of 
Elysium.
Accessory Pack (A/E/R/D:+1): Found inside the Birdbot Fortress.
Accessory Pack Alpha (A/E/R:+2/D:+1): Found inside the Side Area of 
Elysium.
Accessory Pack Omega (A/E/R/D:MAX): Available from the very start and 
automatically equipped when playing on Easy Mode.



===================
4. Special Weapons:
===================
There are 15 Special Weapons in this game and are each made from two 
different parts.  All the Special Weapons from the first Legends game 
return (except for the Grenade Arm and Grand Grenade) along with five 
brand new Special Weapons!

Special Weapons are assembled and equipped by Roll inside the Flutter.  
You are only allowed to have one Special Weapon equipped at a time and 
you can only switch Special Weapons whenever you talk to Roll.  Unlike 
in the first Legends game, where none of the weapons allowed you to move 
while using, some of these Special Weapons will allow you to move while 
using it.  Each weapon has five ratings:
Attack (A): How powerful the shots are.
Energy (E): How much ammo your weapon has.
Range (R): How far the shots can go.
Rapid (D): How fast the shots can fire.
Special (S): Varies with each Special Weapon.

A new feature for the Special Weapons is that each one has two gauges, 
green and blue.  The green gauge depletes as you fire the Special 
Weapon, and once the green gauge runs out, you cannot fire that weapon 
until it replenishes itself.  The blue gauge represents the Special 
Weapon's energy, and is depleted whenever the green gauge reloads.  When 
the blue gauge runs dry, you cannot fire that Special Weapon anymore 
period (until you get it refilled, of course).

If a Special Weapon's rating can be upgraded, it can be upgraded up to 
three levels.  Otherwise, the rating cannot be upgraded at all.  Here is 
a list of all the Special Weapons, the parts needed, what they do, how 
much it costs to upgrade each rating and how much it is upgraded (most 
Special Weapons will not allow you to upgrade ALL ratings, however).

CRUSHER:
Parts: Soft Ball, Taser
Legends 1 equivalent: New weapon
Special Rating: Time fireball remains
Move While Firing?: No
Use: This will launch a large pink fireball that will suck in nearby 
enemies and deal serious damage.
Ratings:
A: 100,000z-->1,000,000z-->3,000,000z
E: 75,000z-->95,000z-->115,000z (MAX)
R: -0-
D: -0-
S: 100,000z-->800,000z-->3,000,000z
TOTAL COST: 8,285,000z

BUSTER CANNON:
Parts: Thick Pipe, Artillery Notes (Mechanical Notes #2)
Legends 1 equivalent: New weapon
Special Rating: None
Move While Firing?: No
Use: This will fire a small blue beam one at a time that tracks the 
nearest target, and cause you to get kicked back a little.  This weapon 
is most useful for the Birdbot battles at Nino Island and at the Birdbot 
Fortress at Calbania Island.  
Ratings:
A: 30,000z-->50,000z-->500,000z
E: 30,000z-->60,000z-->120,000z (MAX)
R: 30,000z-->50,000z-->60,000z
D: -0-
S: -0-
TOTAL COST: 930,000z

HYPER SHELL:
Parts: Rusty Bazooka, Firecracker
Legends 1 equivalent: Powered Buster
Move While Firing?: No 
Special Rating: Wider explosive power when enemy is hit
Use: Fires a large, powerful missle like a bazooka.  You can only fire 
one missle at a time.  If an enemy is hit, it will create an explosive 
shockwave that will take out other nearby enemies as well.
Ratings:
A: 60,000z-->100,000z-->200,000z
E: 30,000z-->60,000z-->120,000z (MAX)
R: 25,000z-->75,000z-->120,000z
D: -0-
S: 10,000z-->50,000z-->100,000z
TOTAL COST: 950,000z

HOMING MISSLE:
Parts: Bottle Rocket, Radar Notes (Mechanical Notes #1)
Legends 1 equivalent: Active Buster
Special Rating: Homing capacity
Move While Firing?: Yes
Use: This fires a small missle that can track its target.  
Ratings:
A: 10,000z-->120,000z-->1,000,000z
E: 15,000z-->30,000z-->500,000z (INFININTE)
R: 5000z-->30,000z-->60,000z
D: 10,000z-->30,000z-->100,000z
S: 10,000z-->30,000z-->1,000,000z
TOTAL COST: 2,950,000z

GROUND CRAWLER:
Parts: Bowling Ball, Rusted Mine
Legends 1 equivalent: New weapon
Special Rating: Homing capacity
Move While Firing?: Yes
Use: Fires bombs that roll along the ground and explode after a short 
time.  It can also track the nearest target.
Ratings:
A: 2000z-->4000z-->6000z
E: 3000z-->5000z-->7000z (MAX)
R: 1000z-->1500z--->2000z
D: 1500z-->2500z-->3500z
S: 5000z-->7500z-->18,000z
TOTAL COST: 69,500z

VACUUM ARM:
Parts: Broken Motor, Broken Vaccum
Legends 1 equivalent: Vacuum Arm
Special Rating: Suction speed
Move While Firing?: No
Use: This will allow to suck up nearby zenny, Energy Cubes, and Weapon 
Prisms, just like a vacuum cleaner!
Ratings:
A: -0-
E: 1000z-->10,000z-->100,000z (INFINITE)
R: 1000z-->2000z-->4000z
D: -0-
S: 1000z-->2000z-->5000z
TOTAL COST: 126,000z

REFLECTOR ARM:
Parts: Superball, Bomb Schematic
Legends 1 equivalent: New weapon
Special Rating: None
Move While Firing?: Yes
Use: Fires similar to a BB gun at first, but can bounce off a wall and 
explode.
Ratings:
A: 5000z-->7000z-->35,000z
E: 4000z-->5500z-->7000z (MAX)
R: 2000z-->3000z-->5000z
D: 3000z-->4500z-->6000z
S: -0-
TOTAL COST: 87,000z

SHIELD ARM:
Parts: Shield Generator, Shield Notes (Mechanic Notes #5)
Legends 1 equivalent: Shield Arm
Special Rating: None
Move While Firing?: Yes
Use: When activated, this will create an aurora around you that will 
protect you from most enemy attacks.  You cannot use your Buster while 
the aurora is active.
Ratings:
A: -0-
E: 12,000z-->15,000z-->18,000z (INFININTE)
R: -0-
D: -0-
S: -0-
TOTAL COST: 45,000z

BLADE ARM:
Parts: Zetsabre, Beamblade Notes (Mechanic Notes #4)
Legends 1 equivalent: Blade Arm
Special Rating: None
Move While Firing?: No
Use: Back from the first Legends game, but much cooler looking this 
time!  This is a rainbow colored beam sabre that is just like Zero's Z-
Sabre from the X Series!  By tapping the Special Weapon button twice, 
you can create a very cool three swipe combo!
Ratings:
A: 100,000z-->300,000z-->500,000z
E: 10,000z-->50,000z-->200,000z (INFINTE)
R: 50,000z-->200,000z-->600,000z
D: -0-
S: -0-
TOTAL COST: 2,010,000z

SHINING LASER:
Parts: Laser Manual, Green Eye
Legends 1 equivalent: Shining Laser
Special Rating: None
Move While Firing?: No
Use: Just like in the first Legends game, this is by far the most 
powerful weapon in this game.  This fires a large laser that can cut 
through multiple targets and can eliminate nearly all enemies in one 
shot and take out bosses (even the Final Boss) in a matter of seconds.
Ratings:
A: 50,000z-->500,000z-->5,000,000z
E: 100,000z-->1,000,000z-->9,999,999z (INFINITE)
R: 100,000z-->500,000z-->1,000,000z
D: -0-
S: -0-
TOTAL COST: 18,249,999z

MACHINE GUN ARM:
Parts: Long Barrel, Broken Model Gun
Legends 1 equivalent: Machine Buster
Special Rating: None
Move While Firing?: Yes
Use: This will fire small bullets just like a machine gun!  You can even 
see the bullet shells pop out of the gun just like a real one!  
Ratings: 
A: 3000z-->30,000z-->100,000z
E: 5000z-->15,000z-->25,000z (MAX)
R: 1000z-->5000z-->10,000z
D: 2000z-->20,000z-->50,000z
S: -0-
TOTAL COST: 266,000z

SPREAD BUSTER:
Parts: Sower, Spreadfire Notes (Mechanic Notes #3)
Legends 1 equivalent: Spread Buster
Special Rating: Can fire in five directions instead of three when 
upgraded.  
Move While Firing?: Yes
Use: Fires just like the Buster, but fires in three directions.  
Ratings:
A: 10,000z-->20,000z-->30,000z
E: 10,000z-->15,000z-->18,000z (MAX)
R: 6500z-->8000z-->10,000z
D: 5000z-->7500z-->9000z
S: 100,000z (upgrades to MAX rating immediately)
TOTAL COST: 249,000z

AQUA BLASTER:
Parts: None
Legends 1 equivalent: New weapon
Special Rating: None
Move While Firing?: No
Use: The very first Special Weapon you have.  You can put out fires with 
it.  That's basically about it.  Can be used only in the Intro Stage and 
during the Glyde's Main Ship battle.  
Ratings:
A: -0-
E: INFININTE
R: -0-
D: -0-
S: -0-

HUNTER SEEKER:
Parts: Sensor, Autofire Notes (Mechanic Notes #6)
Legends 1 equivalent: Splash Mine
Special Rating: Time before mine goes off
Move While Firing?: Yes
Use: Fires a small mine that stops, floats in the air, and then explodes 
after a short time.  You can only fire one at a time.  Ratings:
A: 10,000z-->15,000z-->30,000z
E: 10,000z-->20,000z-->30,000z (MAX)
R: -0-
D: -0-
S: 10,000z-->100,000z-->500,000z
TOTAL COST: 725,000z

DRILL ARM:
Parts: Broken Drill, Heavy Duty Gear
Legends 1 equivalent: Drill Arm
Special Rating: None
Move While Firing?: No
Use: Used to drill through weak walls inside the First Key Ruins and 
Second Key Ruins, and the dirt wall inside the Class B Sub-Ruins.  Just 
like in the first Legends game, it can also knock away the Shields from 
the Shield Reaverbots.
Ratings:
A: 1000z-->2000z-->3000z
E: 1000z-->1500z-->2000z
R: -0-
D: -0-
S: -0-
TOTAL COST: 10,500z

Here is a recap of the total costs to fully upgrade each weapon, from 
most to least expensive:
Shining Laser: 18,249,999z
Crusher: 8,285,000z
Homing Missle: 2,950,000z
Blade Arm: 2,010,000z
Hyper Shell: 950,000z
Buster Cannon: 930,000z
Hunter Seeker: 725,000z
Machine Gun Arm: 266,000z
Spread Buster: 249,000z
Vacuum Arm: 126,000z
Reflector Arm: 87,000z
Ground Crawler: 69,500z
Shield Arm: 45,000z
Drill Arm: 10,500z
Aqua Blaster: 0z
GRAND TOTAL: 34,952,999z



==============
5. Body Parts:
==============
HELMET:
Normal Helmet: Guards against knockdown.  Found inside the First Key 
Ruins.
Padded Helmet: This will allow to easily tumble dodge attacks when hit 
more than once.  Available at a Junk Shop for 10,000z after giving the 
Second Key to Bluecher.

ARMOR:
Normal Armor: Guards against knockdown.  Available at a Junk Shop for 
3500z right at the start of the game.
Padded Armor: Reduces damage by 25%.  Available at a Junk Shop for 
15,000z after completing Forbidden Island.
Padded Armor Omega: Reduces damage by 25% and guards against knockdown.  
Available at a Junk Shop for 25,000z after giving the First Key to 
Bluecher.
Link Armor: Reduces damage by 50%.  Available at a Junk Shop for 40,000z 
after giving the Second Key to Bluecher.
Link Armor Omega: Reduces damage by 50% and guards against knockdown.  
Available at a Junk Shop for 60,000z after giving the Third Key to 
Bluecher.
Kevlar Armor: Reduces damage by 75%.  Available at a Junk Shop for 
80,000z after giving the Fourth Key to Bluecher.
Kevlar Armor Omega: Reduces damage by 75% and guards against knockdown.  
Available at a Junk Shop for 100,000z after completing the Defense Area 
of Elysium.

SHOES:
Jet Skates: These allow you to skate very fast making travel quicker and 
easier.  You can also skate off a ledge or hill and make a long jump.  
Made from the Old Hoverjets and Rollerboard.
Hover Shoes: Designed especially for the First Key Ruins, these will 
protect you from electrifed floors.  Made from the Light Chip.
Hydro Jets: Designed especially for the Second Key Ruins, these will 
allow you to use Jet Skates underwater.  Made from the Aqua Chip.
Asbestos Shoes: Designed especially for the Third Key Ruins, these will 
prevent you from remaining on fire after stepping out of lava (you'll 
still be on fire while standing in the lava, though).  Made from the 
Resistor Chip.
Cleated Shoes: Designed especially for the Fourth Key Ruins, these will 
prevent you from sliding on icy surfaces.  Made from the Spike Chip.



================
6. Normal Items:
================
BIONIC PARTS:
These add an additional point to your Life Gauge capacity. 
6: 1000z
7: 5000z
8: 10,000z
9: 30,000z
10: 50,000z

ENERGY CANTEEN:
Can be bought at the Junk Shop for 600z and includes 5 extra units of 
Energy.  Refills cost 500z.  This allows you to refill your Life Gauge 
at any time.  Extra Packs can also be purchased at the Junk Shop (and 
include a free refill of the Canteen):
6: 3000z
7: 4000z
8: 5000z
9: 6000z
10: 7500z
11: 10,000z
12: 12,500z
13: 15,000z
14: 17,500z
15-99: 20,000z each

MEDICINE BOTTLE:
Can be bought at the Junk Shop for 6400z and includes five units.  
Refills cost 500z.  This allows you to heal special damage.  Extra 
Medicine Packs can also be purchased at the Junk Shop (and include a 
free refill of the Bottle):
6: 9000z
7: 10,500z
8: 12,000z
9: 13,500z
10: 15,000z
11: 16,500z
12: 18,000z
13-99: 20,000z

OTHER POWER-UPS:
Hyper Cartridge: Will fully recharge your Special Weapon energy.  
Available at a Junk Store for 2000z after giving the First Key to 
Bluecher. 
Picnic Lunch: Will fully recharge your Life Gauge.  Found inside 
Flutter.
Fried Chicken: Will fully recharge your Life Gauge.  Found inside the 
Birdbot Fortress.

ROLL'S PRESENTS (from General Store):
(after defeating Tron's Crabbot in Pokte Village):
Stuffed Animal: 5000z
Model Ship: 100,000z
(after giving the First Key to Bluecher):
Cushion: 20,000z

FLUTTER FURNISHINGS (from General Store):
(after completing Forbidden Island):
Toilet Cleaner (Toilet Room): 1500z
(after collecting the First Key):
Houseplant (Roll's Room): 5000z
Comic Book (MegaMan's Room): 1200z
Vase (Barrell's Room): 30,000z
(after giving the Second Key to Bluecher):
Wallpaper (Roll's Room): 45,000z
Painting (Barrell's Room): 60,000z
Game Cartridge (MegaMan's Room): 40,000z

BARRIERS:
Light Barrier: Will protect you from electrical attacks and render 
electrified panels harmless.  Can be bought for 50,000z at a Junk Store 
after giving the First Key to Bluecher.
Flame Barrier: Will protect you from fire attacks (but NOT blue fire 
attacks from the Fourth Key Ruins) and you will not remain on fire after 
stepping out of lava.  Can be bought for 150,000z at a Junk Store after 
giving the Second Key to Bluecher.

SHOE DEVELOPMENT ITEMS:
Rollerboard: One of two parts needed to make the Jet Skates.  Can be 
bought at a Junk Store for 3000z.
Old Hoverjets: One of two parts needed to make the Jet Skates.  Found 
inside the Abandoned Mine at Yosyonke.
Light Chip: Needed to make the Hover Shoes.  Can be bought for 30,000z 
at a Junk Store.
Aqua Chip: Needed to make the Hydrojets.  Can be bought for 10,000z at a 
Junk Store after giving the First Key to Bluecher.
Resistor Chip: Needed to make the Asbestos Shoes.  Can be bought for 
200,000z at a Junk Store after giving the First Key to Bluecher
Spike Chip: Needed to make the Cleated Shoes.  Found at Yosyonke City 
after defeating the Gomoncha.

SPECIAL WEAPON DEVELOPMENT ITEMS:
Joint Plug: Needed to make the Adapter Plug.  Can be bought at a Junk 
Store for 100,000z after defeating Glyde's Main Ship at Nino Island.
Broken Vacuum: One of two parts needed to make the Vacuum Arm.  Found at 
Yosyonke City.
Broken Motor: One of two parts needed to make the Vacuum Arm.  Found 
inside the Flutter.
Long Barrel: One of two parts needed to make the Machine Gun Arm.  Can 
be bought at a Junk Store for 1000z after completing Forbidden Island.
Broken Model Gun: One of two parts needed to make the Machine Gun Arm.  
Found inside the Abandoned Mines at Calinca Island. 
Broken Drill: One of two parts needed to make the Drill Arm.  Found at 
Pokte Village.
Heavy Duty Gear: One of two parts needed to make the Drill Arm.  Found 
inside the Sulphur-Bottom.
Bowling Ball: One of two parts needed to make the Ground Crawler.  Found 
at Pokte Village.
Rusted Mine: One of two parts needed to make the Ground Crawler.  Found 
inside the First Key Ruins.
Bottle Rocket: One of two parts needed to make the Homing Missle.  Can 
be bought at a Junk Store for 1000z after completing Forbidden Island.
Superball: One of two parts needed to make the Reflector Arm.  Can be 
bought at a Junk Store for 500z after giving the Second Key to Bluecher.
Bomb Schematic: One of two parts needed to make the Reflector Arm.  
Found inside the Class B Sub-Ruins.
Thick Pipe: One of two parts needed to make the Buster Cannon.  Found 
inside the First Key Ruins.
Green Eye: One of two parts needed to make the Shining Laser.  Found 
inside the Defense Area of Elysium.
Laser Manual: One of two parts needed to make the Shining Laser.  Found 
inside the Fourth Key Ruins.
Sower: One of two parts needed to make the Spread Buster.  Found inside 
the Second Key Ruins.
Taser: One of two parts needed to make the Crusher.  Can be bought from 
the Shady Dealer at Kimotoma City for 10,000z.
Soft Ball: One of two parts needed to make the Crusher.  Found inside 
the Third Key Ruins.
Zetsabre: One of two parts needed to make the Blade Arm.  Won from the 
Mayor's Ultimate Quiz at Pokte Village or purchased from the Mayor for 
2,000,000z.
Shield Generator: One of two parts needed to make the Shield Arm.  Found 
inside the Fourth Key Ruins.
Rusty Bazooka: One of two parts needed to make the Hyper Shell.  Found 
inside the Class A Sub-Ruins.
Firecracker: One of two parts needed to make the Hyper Shell.  Given by 
the Guildmaster's Assistant after defeating Glyde at Nino Island.
Sensor: One of two parts needed to make the Hunter Seeker.  Found inside 
the Class S Sub-Ruins.

MECHANIC NOTES:
Radar Notes (#1): One of two parts needed to make the Homing Missle.  
Found in Yosyonke City.
Artillery Notes (#2): One of two parts needed to make the Buster Cannon.  
Found inside the Class B Sub-Ruins.
Spreadfire Notes (#3): One of two parts needed to make the Spread 
Buster.  Found inside the Second Key Ruins. 
Beam Blade Notes (#4): One of two parts needed to make the Blade Arm.  
Found inside the Third Key Ruins. 
Shield Notes (#5): One of two parts needed to make the Shield Arm.  
Found inside the Third Key Ruins. 
Autofire Notes (#6): One of two parts needed to make the Hunter Seeker.  
Found inside the Class S Sub-Ruins.

MYSTERY ITEMS:
Reaverbot Eye: Can be bought from the Shady Dealer at Kimotoma City for 
100,000z, and then can be resold to the Junk Store owner (must use back 
door) at Yosyonke City for up to 300,000z.
Cute Piggy: Given by Shu after rescuing her from the Birdbot Fortress.  
Can either be sold for 5000z or given to the Pig Farmer at Nino Island 
(she says she'll turn him into bacon, but changes her mind and keeps him 
as a pet instead).
Reaverbot Claw: Given by the Junk Store owner at Yosyonke from the back 
door.  Can be sold to the Shady Dealer at Kimotoma for 50,000z.
Notes: Won from the Older Student's First Quiz at Pokte Village.  Give 
this to Shu at Kito Village after clearing the Birdbot Fortress.
Pencil: Won from the Younger Student's First Quiz at Pokte Village.  
Give this to Shu at Kito Village after clearing the Birdbot Fortress.
Textbook: Won from the Mayor's Quiz at Pokte Village.  Give this to Shu 
at Kito Village after clearing the Birdbot Fortress.
Pokte Tea: Won from the Older Student's Second Quiz at Pokte Village.  
Can be sold at any Junk or General Store for 2500z.
Mug: Won from the Older Student's Third Quiz at Pokte Village.  Can be 
sold at any Junk or General Store for 12,500z.
Pokte Pastry: Won from the Older Student's Fourth Quiz at Pokte Village.  
This will fully recharge your Life Gauge.
Candy Apple: Won from the Younger Student's Second Quiz at Pokte 
Village.  This will recharge half your Life Gauge.
Candy Bar: Won from the Younger Student's Third Quiz at Pokte Village.  
This will recharge half your Life Gauge.
Strange Juice: Won from the Younger Student's Fourth Quiz at Pokte 
Village.  This will recharge half your Life Gauge.

REFRACTORS:
These are the main prizes for defeating the boss of the three Sub-Ruins.  
These can be sold at any Junk or General Store for the specified value:
Refractor B: 30,000z
Refractor A: 50,000z
Refractor S: 100,000z



=============
7. Key Items:
=============
THE FOUR KEYS TO THE MOTHER LODE: 
First Key: Key to the Mother Lode; found on Manda Island.
Second Key: Key to the Mother Lode; found on Nino Island.
Third Key: Key to the Mother Lode; found on Saul Kada Island.
Fourth Key: Key to the Mother Lode; found on Calinca Island.

DIGGER'S LICENSES:
Class C License (Easy Mode only): License needed to enter Class C ruins.
Class B License: License needed to enter Class B ruins.
Class A License: License needed to enter Class A ruins.
Class S License: License needed to enter Class S ruins.
Class SS License (Very Hard Mode only): License given to high-level 
Diggers.

QUEST ITEMS:
Adapter Plug: Made from the Joint Plug, this will allow you to equip 
three Buster Parts simutaneously instead of just two.
Rebreather: Allows MegaMan to breathe underwater inside the Second Key 
Ruins.
Refractor: Found in the Abandoned Mines and used to power the dropship 
for Forbidden Island.
Blue Card Key: Used to unlock the second half of the First Key Ruins.
Door Card Key 1, 2, & 3: Used to unlock the gates inside the Birdbot 
Fortress at Calbania Island.
Water Key 1 & 2: Used to unlock the door to the Second Key inside the 
Second Key Ruins.
Blue & Red Bonne Keys: Used to unlock the gates of Kimotoma City.
First Floor Key: Used to unlock the final door of the Third Key Ruins.
Train Key: Used to unlock the Train at Yosyonke.
Blue and Red Barrier Keys: Used to unlock the barriers in the Fourth Key 
Ruins.
Last Room Key 1, 2, & 3: Used to unlock the boss door of the Fourth Key 
Ruins and the Fourth Key.
Giant Refractor: Used to unlock the elevator at Elysium which will give 
you a shortcut to the Central Area.

LETTERS:
Twins' Letter 1: First Letter from Appo and Dah.
Twins' Letter 2: Second Letter from Appo and Dah.
Twins' Letter 3: Third Letter from Appo and Dah.
Servbot Letter 1: First letter from the Servbots. 
Servbot Letter 2: Second letter from the Servbots. 



===============
8. Intro Stage:
===============
This Intro Stage is a little different than what you're used to from the 
other two MegaMan Legends games.  In the other two Legends games, the 
Intro Stage was designed to get you used to the basic controls for that 
game.  This time, there's a seperate Tutorial Level at the Title Screen 
that will teach you the basic controls.  

In the Intro Stage of this game, you must save Data from a kitchen fire 
in the Flutter.  To do so, you must put out all the fires in all three 
rooms (hallway, Living Room, Kitchen).  To put out the fire, just lock-
on to each fire and fire away with your Aqua Blaster until it goes out.  
You'll only be able to use it for a few seconds at a time, and if it's 
green energy meter runs dry, you must give it a few seconds to recharge.  
You must put out all the fires in each room before you can move on to 
the next.  In the Kitchen, if Data catches on fire, you better put it 
out or else Data might slam into you in panic!  After finishing this 
level (regardless of whether or not you put out the fires before Roll 
turned the sprinklers on), you'll move on to the next phase of this 
game.  Later, talk to Roll to pay to have the Living Room and Kitchen 
repaired, which will cost 2000z-8000z depending on how quickly you put 
out all the fires.



=====================================
9. Abandoned Mines at Calinca Island:
===================================== 

Pre-Abandon Mines Walkthrough
=============================
After landing on Calinca Island, go directly north from where you're 
facing towards the green sign to enter the town.  You'll then see a sign 
with an arrow that reads "Junk Shop".  Go inside and after the 
conversation, leave.  Before meeting up with Roll again however, check 
around town for some cash and some Items.  First, check the Trash Can to 
the right of the General Store (to the right of the Junk Store) for the 
Mechanical Notes #1.  Now go inside the northeast House (the one with a 
woman in a red coat inside).  Check the glass case between the bookcases 
for the Broken Vacuum.  Leave this house and check behind it for a Trash 
Can with 1000z inside.  

Now you're ready to meet up with Roll who is waiting in front of the big 
Storage Building (Joseph's Lab) next to the Flutter.  Talk with Roll and 
tell her not to worry, that her father is alive.  Now both of you will 
go inside and see a dropship that looks just like the one in Roll's 
plans, along with Joe's daughter who says that her father Joe went to 
the Abandoned Mines to get a Refractor for the dropship.  Leave Joseph's 
Lab and head south towards the brown gate near the Flutter.  Now go east 
along the railroad track and take out any Reaverbots that pop out (but 
be careful not to shoot Roll!) on your way to the Abandoned Mines 
entrance.


Abandoned Mines Walkthrough
===========================
Upon entering, follow Roll east and then north to the door Roll is 
standing next to.  The south room here doesn't have anything so enter 
the northern door.  You can follow Roll east and then east again to the 
Elevator if you'd like, but if you want a Special Weapon part (and a 
little cash), go through the northern door instead of east.  Take out 
the two Green Reaverbots and proceed to the northern door (the eastern 
room is empty).  Now proceed east (there's only one way to go now) and 
take out another Green Reaverbot.  Now enter the next door east and 
destroy two more Green Reaverbots.  Continue south until you find a 
Treasure Box with the Broken Model Gun.  Now, make your way back to 
where Roll was (go to the room that's green on your map and has a blue 
and black square; that marks where the Elevator is).  Now go down this 
Elevator to the next part of the Abandoned Mines.

This time, you do not have a Map for this part of the Abandoned Mines 
(except for where you've already visited), so pay close attention to my 
directions.  Go west to the door directly in front of the Elevator to 
find a small room with two Treasure Boxes and a Green Reaverbot.  The 
left Treasure Box has 300z and the right one has 100z.  Leave this room 
and head south.  Defeat the Walking Reaverbot and turn west down a long 
hallway to another Walking Reaverbot and a door.  Enter to find a 
Treasure Box with 500z.  Leave and proceed north to find another pair of 
Green Reaverbots and two ways to go, straight north and west.  Go north 
first.  At the Walking Reaverbot, defeat it and go east to find and 
defeat another one if you want the extra zenny.  Now go through the door 
just west of the Walking Reaverbot and collect the Old Hoverjets inside 
the Treasure Box.  Once the trio of Green Reaverbots that dropped by are 
defeated, leave and go back south and then west down the path you 
ignored before.  Enter the door and go down the Elevator inside.  Enter 
the next door and you'll find an injured Joe and a blue Refractor.  
You'll now have to go through the next room east to face the boss.


Boss
====
HAMMER BARREL REAVERBOT:
This boss looks kinda like a walking half barrel with hammer-like arms.  
In any event, your first boss in this game, as expected, is quite easy.

ATTACKS:
1. If you get too close to the front, the boss will smash the ground (or 
you perhaps!) and create a blue shockwave.  Just leap over the shockwave 
and you'll be fine.  The boss will also shake before unleashing this 
attack, so be ready when he does.
2. Sometimes, the boss will simply try to swat you away like a 
bothersome insect!
3. (<2/3 energy) The boss will begin to use a much smaller, one handed 
yellow shockwave, but it doesn't go very far.

HOW TO DEFEAT THE HAMMER BARREL REAVERBOT:
You can just circle and fire to defeat the boss, since it can be hurt 
anywhere you shoot it.  But you'll deliver a lot more damage if you can 
hit its red tail.  You'll know you hit the tail if the boss grabs it 
with its hands after you blast it.  Keeping locked on to the boss and 
circling is the best way to get a good shot on its weak spot.  Either 
way, the boss is not very hard at all.


Walkthrough (continued)
=======================
After defeating the Reaverbot Boss and collecting the zenny, go back to 
Joe and you find that Roll came to check on him.  Talk with the pair and 
then collect the refractor.  After talking with Joe in the Hospital (or 
Condominum) and getting his permission to use his dropship, go back to 
the Flutter and head for Forbidden Island.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

BODY PART:
1. Old Hoverjets

SPECIAL WEAPONS PARTS:
1. Mechanical Notes #1 (Radar Notes)
2. Broken Vacuum
3. Broken Model Gun

ZENNY:
1. 1000z
2. 300z
3. 100z
4. 500z
TOTAL: 1900z



=====================
10. Forbidden Island:
=====================

Walkthrough
===========
With the Refractor in hand and after Joe gives you and Roll permission 
to use his dropship, head back to the Flutter and have Roll take you to 
Forbidden Island using the new dropship.

After landing on Forbidden Island, proceed north and defeat several 
Cricket Reaverbots that will pop out of the snow.  After defeating them, 
you'll find a few people frozen in snow as well as a mysterious woman 
unconscious inside another dropship.  Proceed north past that dropship 
and continue north.  You'll soon come across a Person Reaverbot that 
will start attacking you if you hit it or if you run into it.  After 
defeating (or ignoring if you'd like) it, you'll find a pair of Person 
Reaverbots and then one more before you reach the boss.


Boss
====
WOLF REAVERBOT:
This is the mini-boss of Forbidden Island.

ATTACKS:
1. Its only real attack is that it will run around you in a circle and 
then try to pounce on you.  Just leap or move aside quickly to avoid 
being pounced on.
2. This is not really an attack, but rather a defensive advantage; it 
has a big hole in its middle that your Buster shots can pass through 
without hurting it.

HOW TO DEFEAT THE WOLF REAVERBOT:
Simply keep locked-on it and blast away (it will be knocked down for 
about one second after you hit it) while it's running.  Avoid being 
pounced on and be mindful of the big hole in the boss' center.  Again, a 
pretty easy boss.


Walkthrough (continued)
=======================
Now continue north (and take out any Gray Reaverbots that pop out and 
try to get in your way) until you find a big hill of snow.  A Mammoth 
Reaverbot will pop out of the snow hill!  Defeat it and proceed east and 
you'll find two others hiding in nearby snow hills.  Go past the metal 
pole ahead and continue east to find more Mammoth Reaverbots that will 
appear out of the other side and try to charge at you!  Simply take 
cover at one of the three side parts of the path and continue east 
whenever you can.  At the end of this path, you have to leap over the 
incoming Mammoth Reaverbot to get onto the northern path.  There you 
will find Data.  Recharge and save before proceeding to the giant snow 
hill with a strange purple diamond and a stone tablet underneath it.  
Check the stone tablet to awaken the boss. 


Boss
====
GIANT MAMMOTH REAVERBOT:
This boss is just like the other Mammoth Reaverbots you faced before, 
but this one's HUGE!

ATTACKS:
1. It's main attack is to use it's trunk to shoot ice chunks at you.  
Just keep on the run and you should be able to avoid them.
2. The boss can also try to charge at you.  Just keep moving and you'll 
be fine.
3. The boss can also leap into the air and smash the ground and create a 
shockwave.  Just use careful timing and leap to avoid the shockwave.
4. (<1/2 energy) The boss will turn red and use its bottom to fire a red 
laser at you.  This does a considerable amount of damage, so do your 
best to avoid it.  At <1/4 energy, the boss will flash red.

HOW TO DEFEAT THE GIANT MAMMOTH REAVERBOT:
The best way to defeat the Giant Mammoth Reaverbot is to circle and fire 
(you don't have to lock-on, and in fact it may be easier if you don't) 
and to keep moving in order to avoid its attacks.  This is definitely 
one battle you don't want to be standing still in.



==================================
11. Pokte Village at Manda Island:
==================================

Walkthrough
===========
Now MegaMan and Roll are aboard Bluecher's Sulphur-Bottom.  Go to 
Bluecher's Office and talk to Barrell.  Say yes to Bluecher's request 
and you'll now begin your quest of finding the Four Keys to the Mother 
Lode.  Now go back to the Flutter and head for Pokte Island.

Upon landing at Pokte Island, you'll find three Servbots playing around 
plus a fourth at the Class B Sub-Ruins to the west.  Talk with them (or 
even tease them by kicking and throwing them around!) if you'd like, and 
then go east to meet Tron's new machine.  


Bonne Boss
==========
CRABBOT (Tron):
This is sort of like the Feldinaut from the first Legends game, but is a 
crab-like robot instead and is much tougher.

ATTACKS:
1. The Crabbot can fire machine guns at you from its mouth and backside.  
Just jump or move aside as it approaches.
2. Sometimes the Crabbot can swirl around and fire the machine gun that 
way, and fire at three levels.  This is an especially hard attack to 
avoid; just keep leaping over the fire and hope for the best.
3. The Crabbot can also do a backflip into the air and crush you!  But 
this is not hard to avoid if you know its coming.
4. The Crabbot can also pound the ground with its arms and create a 
shockwave.  Just avoid it like all the other shockwaves you've seen.
5. Bombs may be thrown from the top of the Crabbot.  These are not that 
hard to avoid either.
6. But the Crabbot's most devastating move is that it will swirl around 
and destroy at least the majority of the buildings, which you'll have to 
pay to have repaired!  Unless you're playing on Easy Mode (and even then 
you have to be QUICK), this is inevitable (since the Crabbot is 
invincible during this time).  And be sure not to get in the Crabbot's 
way!

HOW TO DEFEAT THE CRABBOT:
In addition to directly hurting the Crabbot, you can also shoot off its 
pinchers.  If you do so, it won't be able to do attacks 2 and 3.  This 
battle is fairly hard with the barrage of machine guns it fires (since 
once you get hit, you may get hit many more times before you can even 
move), but just stay on the move around the Crabbot and fire whenever 
you can.  


Walkthrough (continued)
=======================
After defeating Tron's Crabbot, go north to find the School (which is 
empty for now).  Check out the pair of jars next to the School's right 
wall; the right one has the Broken Drill.  Be sure to go back to the 
Flutter and use this along with the Heavy Duty Gear from the Sulphur-
Bottom to make the Drill Arm; you'll need it for the First Key Ruins.  
Enter and leave the nearby First Key Ruins and the village's citizens 
will return.  Go back to the village and check the Trash Can behind the 
Junk Shop (or where the Junk Shop would be anyway) in the southwest 
corner of the village to find the Bowling Ball.  If the southeastern 
house is still standing, check the shelves inside for 1800z.  The 
northwestern house, again if it hasn't been destroyed, has 2000z inside 
the chest, and 1200z inside the drawers.  If you want to donate zenny to 
help rebuild the town, talk to the girl in the pink and orange dress 
walking around the western tree.  Keep making 500z donations to her 
until she won't accept anymore; how much you must donate depends on how 
much damage was done, which can be up to 10,000z if everything in the 
village was leveled.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPONS PARTS:
1. Broken Drill
2. Bowling Ball

ZENNY:
1. 1800z
2. 2000z
3. 1200z
TOTAL: 5000z



==========================================
12. First Key Ruins: Manda (Forest) Ruins:
==========================================

Walkthrough
===========
FIND FLOOR B2:
Upon entering, Roll will ask you to check the big blue control panel 
inside this room.  You'll find that you need a key to access it, so 
first head west through the green door (the other two doors are locked) 
and take out the Tiny Snake Reaverbots that you see.  Continue southwest 
through this hallway until you find a group of Crawling Blade 
Reaverbots.  If you position yourself just right, you can get in between 
the two rows of them and be able to walk between them without getting 
hurt, or you can just leap to avoid them.  After going through another 
set of Crawling Blade Reaverbots (and seeing a large bug zapper that is 
not working), use the Elevator to go to floor B2.  Now you will find a 
pair of Green Frog Reaverbots.  Take these out and proceed down this 
path in a northeast direction.  You will have to defeat another pair of 
Green Frog Reaverbots before you reach another door where you'll face 
Bola for the first time.


Bola 1
======
BOLA 1:
While Bola has nothing against you personaly, he does relucantly want to 
help his partner Klaymoor get the Mother Lode, and hopes he's not too 
rusty in trying to stop you!

ATTACKS:
1. First, Bola will disappear, and then send four Green Frog Reaverbots 
after you.  After defeating them, Bola will return...
2. Then Bola will spend the rest of this battle throwing a set of three 
blades three times in a row, pause, and then throw the set of blades 
three times again.  These are not hard to avoid if you don't get too 
close and keep moving.  If you are hit, then Bola will keep firing 
blades until he misses three times in a row.
3. (<1/4 energy) The four Green Frog Reaverbots will return.  Blast them 
away and resume your battle with Bola again.  This time, Bola will fire 
the blades three times, pause, fire the blades six times, pause, fire 
the blades three times, and so on.

HOW TO DEFEAT BOLA 1:
Simple!  Just lock-on and blast away while avoiding the blades.  Not 
hard at all.  When the Green Frog Reaverbots appear, be sure to take 
them out quickly, or else they will grow into Giant Orange Frog 
Reaverbots that will be invincible and harass you while you battle Bola!


Walkthrough (continued)
=======================
MAP CONTROL PANEL:
After defeating(?) Bola, proceed east to another hallway with another 
Green Frog Reaverbot as well as five Venus Fly Trap Reaverbots that 
won't attack you for now.  Roll will tell you about the weak wall on the 
right side.  Use your Drill Arm (which you did remember to bring, 
right?) to destroy the wall and go inside to find two Treasure Boxes 
with 10,000z inside the left one and 5,000z inside the right one.  Don't 
forget to activate the Map Control Panel before leaving.  

RED KEY CONTROL PANEL:
Now proceed east to the next room where you'll find a non-electrifed 
floor that's safe to walk on for now.  There's also three GuruGuru 
Reaverbots inside along with a revolving bug zapper that is not on, but 
can still whap you if you're in its way!  The next door north leads to a 
hallway with three more GuruGurus.  At the end of this hallway is 
another door that leads back to the very first room, but now you're 
upstairs.  Check the Red Key Control Panel to your right BEFORE dropping 
down.  You should now be able to open the northern red door.  Do so.  
Since you're near the entrance and Data anyway, why not save before 
proceeding?

ITEM CONTROL PANEL & BLUE CARD KEY:
Now you're in another hallway with Electric Blade Reaverbots.  Watch out 
for their yellow Energy Balls and either defeat or ignore them as you 
proceed north.  Turn the corner east to find four Bunny Reaverbots.  Now 
you'll be inside a room with a door guarded by a pair of Shield 
Reaverbots and several Snake Reaverbots that will drop down from the 
ceiling.  Be very careful of the green gas that the Shield Reaverbots 
shoot; if it hits you, you'll turn green and won't be able to use your 
Mega Buster AND your Special Weapon energy will drain quickly (switch 
your Special Weapon to the Lifter to avoid losing weapon energy)!  It's 
risky, but you can try to use your Drill Arm to knock their shields 
away.  Enter the door they were guarding to find a room with another 
pair of Shield Reaverbots guarding the western hallway, a door south, 
and the Item Control Panel at the eastern wall.  Check the Item Control 
Panel first and then go through the southern door.  Inside is a Treasure 
Box with the Blue Card Key!  But unfortunatley, Bola will then appear 
for a rematch.


Bola 2
======
BOLA 2:
Bola is now ready for another round against you!  This time, Bola will 
disappear and reappear after each attack.

ATTACKS:
1. There are now five large stationary spinning blades in this room, one 
in each corner and one in the center, so be sure to watch your step and 
where you jump.
2. Bola can leap and create a blue shockwave upon landing.  It doesn't 
go that far, so it's not hard to avoid.
3. Bola's blade throwing is back, but this time he fires three at a time 
three times before leaving, regardless of whether the blades hit you or 
not.
4. (<1/4 energy) Bola will appear above the center blade and a blue 
aurora will appear around him (and will be invincible while the aurora 
is there), and will cause the corner blades to smash into the center 
blade and try to crush you!  Then the blades will retreat towards the 
walls (they won't stay at the corners now).  This will happen two more 
times before Bola disappears and does his next attack.

HOW TO DEFEAT BOLA 2:
Just deal with Bola like before, but be mindful of his extra attacks and 
especially those big spinning blades.
    

Walkthrough (continued)
=======================
PURPLE KEY CONTROL PANEL:
After defeating Bola again and getting his two cents worth of advice, 
leave and defeat the pair of Shield Reaverbots blocking the western 
hallway if you haven't done so already.  Go down this hallway to find 
the Purple Key Control Panel and use it to unlock all the Purple Doors, 
including the one right in front of you.  

BLUE KEY CONTROL PANEL:
This will lead back to the entrance where you can use the Blue Card Key 
to activate the Blue Key Control Panel.  This will open a bridge up 
ahead and activate a LOT more Reaverbots and traps inside the ruins, 
including some Mosquito Reaverbots right above you!  Be sure to go back 
to Data and save before proceeding through the western green door.

NOW MORE HAZARDOUS RUINS:
The first difference you'll find is that the dead bug zapper near the 
end of this hallway leading to the southwest Elevator is now on, so 
don't get zapped by it!  After reaching floor B2, take out the pair of 
Green Frog Reaverbots and later you'll find a pair of Red Frog 
Reaverbots!  Be careful not to let them hit you or you'll catch on fire!  
After defeating those and another pair of Red Frog Reaverbots, enter the 
next door and you should be inside the room where you fought Bola the 
first time.  Defeat the five Bunny Reaverbots and proceed east.  You 
should now be inside the hallway with a Green Frog Reaverbot and the 
Venus Fly Trap Reaverbots, that can now fire upon you!  Defeat or ignore 
these and proceed east to the next door.  Be sure to have your Hover 
Shoes ready so they'll protect you from the electrified floor.  Defeat 
the Blade Reaverbot and the three GuruGurus.  The next room has five 
more Blade Reaverbots and a pair of Shield Reaverbots.  

BACK TO FLOOR B1:
The next door west will take you back to the upstairs part of the 
entrance.  Cross the new bridge to get to the western door on the other 
side, but be careful of the Green Frog Reaverbot and the Mosquito 
Reaverbots.  Continue on to find a hallway with four Venus Fly Trap 
Reaverbots and a pair of Green Frog Reaverbots.  To your left you'll 
find another weak wall.  Destroy it with your Drill Arm and you'll find 
three Treasure Boxes, with 8000z inside the left one, 2000z inside the 
center one, and the Thick Pipe inside the right one.  Now leave and go 
back north towards the next door (the Venus Fly Trap Reaverbots will 
return if they were destroyed so be careful).  The next room has four 
Bunny Reaverbots and two more Treasure Boxes with 2000z inside the left 
one and 4000z inside the right one.  The next room has six Red Frog 
Reaverbots and a Shield Reaverbot guarding the next door.  Take out the 
Red Frog Reaverbots first before the Shielded Reaverbot and proceed.  
You should now be in a T-shaped hallway.  Check the western path and 
collect the 6000z inside the Treasure Box before going up the Elevator 
to floor B1.

HELMET & BOSS' LAIR:
You'll be in another T-shaped hallway.  Ignore the northern path (it's a 
dead end) and proceed until you find another Shield Reaverbot.  The path 
just to its left has a Fake Walking Treasure Box.  If you go this way 
and come back, you'll find another Shielded Reaverbot guarding both ways 
out!  The next room has an electric floor (so have your Hover Shoes on, 
just in case) along with two bug zappers, two Mosquito Reaverbots, and 
two Red Frog Reaverbots.  Proceed to the next room west to find a 
quartet of Treasure Boxes and a pair of Shielded Reaverbots guarding the 
way to the next room.  The northwest and southeast Treasure Boxes are 
Fake, but the northeast one has the Rusted Mine and the southwest one 
has the Normal Helmet (which you should equip as soon as you get it).  
Go through the next door and you'll find Data (so you know the Boss is 
coming up!).  Recharge and save before entering the Boss' lair.


FIRST KEY BOSS
==============
FROG REAVERBOT:
While Bola did get the First Key, the Frog Reaverbot ate it, and says 
that you can have the First Key, provided you can get it back from the 
Reaverbot.  After all, there's three more Keys and Bola figures Klaymoor 
will probably find the rest.

ATTACKS:
1. The Boss can shoot it's long tounge out to try to get you!  So be 
sure to get out of the way when it does!
2. The Boss can also shoot bubbles out of its mouth.  This is probably 
the best time to shoot at the Boss since the bubbles can be easily 
destroyed.
3. If you're on the same platform as the Frog, it will shoot a purple 
mist at you which will electrify and numb you if you get hit by it.
4. The Frog can leap from platform to platform, so leap out of the way 
to the next platform before it lands on top of you!
5. There are also a few Mosquito Reaverbots that you can shoot down and 
collect extra Energy from.  But DON'T let the Frog eat them, or it'll be 
refueled!!
6. Be on the look out also for the spinning blades along the outside 
walls and the four Tadpole Reaverbots down below.  The Tadpole 
Reaverbots can be destroyed if you wish to do so, but they will come 
back after a short time.

HOW TO DEFEAT THE FROG REAVERBOT:
The only way you can hurt the Frog Reaverbot is by shooting at its mouth 
when it's open.  Be especially sure not let the Frog refuel itself with 
the Mosquitos and shoot them down.  Then you can get the extra Energy 
instead!


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

BODY PART:
1. Normal Helmet

SPECIAL WEAPON PARTS:
1. Thick Pipe
2. Rusted Mine

ZENNY:
1. 10,000z
2. 5000z
3. 8000z
4. 2000z
5. 2000z
6. 4000z
7. 6000z
TOTAL: 37,000z



==================================================
13. Ruminoa City at Nino Island & Calbania Island:
==================================================

Nino Island Walkthrough
=======================
Upon arriving, go inside and take the Elevator downstairs.  From there, 
check a Garbage Can in the southwest corner for 3000z.  Find the door 
marked "Digout" and go inside.  Go inside the door just to your right to 
find the Guildmaster and his assistant, Johnny.  After talking to both 
of them, the Birdbots will begin their invasion.  You must go back 
upstairs and stop them!  Once there, you'll find Data and Roll (with her 
tools in case you need her for weapons development and such) and Door #1 
lit up.  That is where you must go to begin the first of five rounds of 
fighting.  In each of these rounds, there is a gate that the Birdbots 
will try to attack, and that gate has its own energy meter which will 
deplete as it takes damage.  If that meter runs out, the Guildmaster 
will self-destruct the island and it's GAME OVER.  Thus, it is very 
important to recharge and save with Data after each round so you don't 
lose any progress you made by getting beaten.  

If you want to make things easier on yourself here and at the Birdbot 
Fortress, use your Buster Cannon (the number of shots it takes to defeat 
the enemies is discussed individually and based on the Buster Cannon 
WITHOUT any upgrades).  Also, instead of blasting the Birdbots, try to 
pick them up and either throw them at others (talk about killing two 
birds with one stone!) or throw them overboard!

ROUND 1:
First, you must defeat the four Birdbots already there.  Then, more will 
come in from any one of the three sides in pairs by a Birdbot Carrier.  
Either shoot the Birdbot Carrier (and it's occupants) down, or shoot the 
Birdbots themselves until they are defeated.  Be very careful not to 
shoot the cannons (since they will help you a little bit in shooting the 
Birdbot Carriers) or Johnny!  After a few minutes, Roll will let you 
know when the cannon has been fixed, and it needs to be activated by 
pulling the lever to the right of the gate.  Do so and you'll win Round 
1.  The gate is also protected by a few crates.  If need more, pull the 
level on the left and Johnny can position them for you.

ROUND 2:
This time you will face Birdbot Planes and a much smaller, unprotected 
gate.  Again, be careful not to shoot at the three black cannons or 
Johnny.  You should first lock-on and fire at the Birdbot Planes above 
you, but once one lands, concentrate on it and the Birdbots that come 
out instead.  If you stay near the center of the platform (at the dark 
brown square), you should be able to see the Birdbot Plane as it lands.  
Keep going until Roll says the cannon on that side is fixed.

ROUND 3:
This is by far the hardest round of all, but you can defeat Glyde's Ship 
if you know what to do.  First, shoot the pair of Birdbots next to the 
Flutter, but be careful not to hit the Flutter!  Now go to the left side 
and shoot the Birdbots there until Roll says that Glyde's Ship is on the 
move.  That's your que to get back to the right side.  Then get on top 
of Johnny's ship and blast away at the gate of Glyde's Ship.  If you or 
Glyde's Ship destroy Johnny's ship, then Glyde's Ship will move to the 
orange platform nearest the gate, where the Birdbots can now come out on 
both sides.  If at any time the Birdbots get close to the gate, 
concentrate your firepower on them.  If you are having trouble with this 
battle, then use the Ground Crawler on Glyde's Ship and it'll go down in 
no time.  The Buster Cannon is also great to use since you can fire it 
from a distance, it recharges quickly, and kills the Birdbots in one 
hit.

ROUND 4:
Now you need to get to the roof to fight the Birdbots yet again.  You 
can get to the roof by taking the Elevator up and then climbing the 
ladder.  Now you have some more Birdbot Planes that will deploy Birdbots 
in pairs on all four sides with bombs.  Concentrate on the ones with the 
bombs and remember that if any bombs get thrown on the deck, be sure to 
pick them up and throw them back!  Be careful of the machine gun fire 
from the Birdbot Planes as well.  Don't bother with the Birdbot Planes; 
just concentrate on the Birdbots themselves.

ROUND 5:
Now the Main Birdbot Plane will come after you!  It can fly overhead and 
fire its machine gun at you.  Keep locked on it and fire upon it 
whenever you can.  Also, you don't have to worry about the deck getting 
destroyed this time; just make sure you make it out alive.  The Buster 
Cannon will also provide an easy victory here.  After defeating the Main 
Birdbot Plane, go back to the Guildmaster's Office downstairs and after 
talking with him, you'll find that you must now go to Calbaina Island 
and defeat the Birdbot forces there.  Go back to the Flutter and head 
there.


Calbania Island Walkthrough
===========================
GET TO THE FORTRESS:
After arriving at Calbania Island, head down the dirt path west to reach 
Kito Village where you'll meet Appo and Dah, who are twin brothers of 
their big sister Shu, who they say was kidnapped by the Birdbots.  Agree 
to help them and after checking the Trash Can near where you came in for 
2000z, leave the village via the north door.  Follow the twins to the 
Birdbot Fortress where you'll engage in yet another multi-round battle 
to save Shu.  On the way there, watch out for the pair of Red Chicken 
Reaverbots in the first area and the Walking Reaverbots and Green 
Reaverbots in the second area.

ENTER THE FORTRESS:
Here you must get the twins to the left side of the Birdbot Fortress.  
You'll also have to defeat three red ground machine gun cannons on the 
left side, three gray wall bombing cannons, and even a Birdbot tank that 
has a machine gun.  If one or both of the twins gets knocked out from 
the Birdbot's attacks, you'll have to carry him or them to the left side 
of the fortress yourself.  Once both twins are there, leap on top of the 
pair so that they can give yourself a boost up over the wall and inside 
the fortress.  Remember that once inside the fortress, you can go back 
outside the rooms and outside the fortress to Data to recharge and save 
if you want, even during a battle!  How convienent!

NORTHEAST ROOM:
Here, you must face eight Birdbot Planes which will drop bombs and 
several machine gun wall cannons.  Try to quickly shoot the planes as 
much as you can before they take off.  If you have the Buster Cannon, 
you can defeat the Birdbot Planes with only one shot each.  Defeat all 
the Birdbot Planes to collect the Door Card Key 1.  Use it to proceed to 
the gray gate west to the northwest room.

NORTHWEST ROOM:
Now you will face a very tall lookout tower flanked by two wall cannons; 
both of which will fire bombs at you.  First, take out the wall cannons 
(two shots from the Buster Cannon will do it).  Then, keep firing upon 
the windows of the tower to shoot the Birdbots down (while avoiding the 
bombs they throw down) until you can get the Door Card Key 2 that'll 
take you to the southwest room.  Before that however, check inside 
what's left of the tower and collect the Fried Chicken inside a tiny 
refrigerator and the Accessory Pack inside a small cabinet.

SOUTHWEST ROOM:
Now you must defeat a trio of Birdbot Tanks, several machine gun cannons 
on the walls, and even three Birdbots on foot.  Use your Buster Cannon 
on the Birdbot Tanks to defeat them in only two shots.  Defeat the 
Birdbot Tanks to get the Door Card Key 3 that will take you to the 
southeast room.

SOUTHEAST ROOM:  
Now you will face three Blumebear-like robots along with three Birdbots 
on foot.  The Birdbots can fire bomb bazookas, while the robots can fire 
machine guns as well as large bombs and even swat you with their wings!  
They can also try to run over you if they see you!  After defeating all 
of the Birdbots and the robots (they'll go down with three shots each 
from the Buster Cannon), you'll notice some crates lying around.  Pick 
one up and throw it close to the high window Roll was telling you about.  
Then carefully throw a second crate on top of the first crate and if you 
can stack them, then you should be able to reach the window if they're 
close enough (the gray rectangle on the ground should give you a good 
idea of where the stack should go).  Just remember that if you throw the 
second crate incorrectly, it can bounce back and hit you!  Once on the 
patio, enter the door and defeat the trio of Birdbots inside to free 
Shu.  But now the Birdbots have activated their self-destruct device to 
try to prevent you and Shu from escaping alive!  

ESCAPE FROM THE FORTRESS:
You have two minutes (120 seconds) to pick up Shu and enter the giant 
main gate.  There are two Birdbot Tanks guarding that gate, as well as 
four Birdbots and a Birdbot Plane.  Don't forget about the machine gun 
cannons on the walls as well.  Defeat as many as it takes in order to 
safely escape.

REUNION OF SHU AND THE TWINS:
After your successful escape, Shu will give you a Cute Piggy as a 
reward.  Then, talk with Shu again and she'll ask for your educational 
Items (Pencil, Notebook, Textbook; you did remember to win these from 
the Pokte Village School, right?) one at a time.  Give them to her so 
that she can educate her little brothers.  Be sure to check at the Post 
Office for the letters (three in all) that Appo and Dah will write to 
you!  Now go back to Nino Island and talk to either the Guildmaster or 
Johnny.  Then go up to the roof where you'll meet Roll (who's fixing the 
island's Parabola Gun) and get ready to face Glyde.


Glyde Boss
==========
GLYDE'S MAIN SHIP:
Glyde is very disappointed in all of his Birdbots since they couldn't 
capture a little island like Calbania by themselves.  So Glyde tries to 
take over Nino Island himself with his ship.  Defeat him and you'll 
finally be able to go inside the Second Key Ruins.

ATTACK:
It's only real attack is that it will launch missles towards the 
Parabola while Roll is fixing it.  If the Parabola gun takes enough 
punishment, it's repair progress will be slowed down or even stopped for 
a while.  Be careful not to shoot at the Parabola itself, because your 
shots can damage it as well.  The Parabola has its own energy meter as 
well, and if it runs dry, the Guildmaster will self-destruct the island.

HOW TO DEFEAT GLYDE'S MAIN SHIP:
Be sure that your Buster has as high of a Range rating as possible and 
stand in front of the Parabola to protect it with your body in case any 
missles don't get shot down.  Keep locked-on and keep firing to 
intercept as many missles as you can.  If the Parabola catches fire (the 
repair meter will flash red if it does), you can put it out with your 
Aqua Blaster, or you can wait a few seconds and the fire will go out by 
itself.  Once the repair meter reaches 100%, the Parabola will be fixed 
and will knock Glyde out of the sky in a very hilarious way.

Now, go back to the Guildmaster's Office and talk to Johnny to get the 
Firecracker and talk to the Guildmaster for the Rebreather and access to 
the Second Key Ruins.  Before entering the ruins, however, be sure to 
have your Drill Arm ready so you'll be able to blast away the weak walls 
inside.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

BUSTER PART:
1. Accessory Pack

SPECIAL WEAPON PART:
1. Firecracker

MYSTERY ITEMS:
1. Fried Chicken
2. Cute Piggy

ZENNY:
1. 3000z
2. 2000z
TOTAL: 5000z



=========================================
14. Second Key Ruins: Nino (Water) Ruins:
=========================================

Walkthrough
===========
GO TO FLOOR B2:
Roll will warn you that the Second Key Ruins is a complex structure and 
she is NOT kidding.  This is easily the hardest of the four main ruins, 
so pay very close attention to my directions so you do not get lost and 
so you can get all the Items inside the ruins.  First, head directly 
north to the Elevator that leads to floor B2.

FLOOD THE RUINS:
Now head south where you'll find a trio of GuruGurus.  Defeat them and 
continue south to a square shaped hallway with two GuruGurus and three 
Flying Bomb Reaverbots (after Roll tells you she's not picking up any 
Reaverbots!  Go figure.).  Head east to the next room.  Now, use your 
Jet Skates to skate directly off of the platform you're on and if you 
headed straight ahead, you'll land on a lower platform with 2500z inside 
the Treasure Box!  Now pick up the block inside this room to give 
yourself a boost up to the southeast platform.  Enter and drill through 
the weak wall ahead.  There's a Shield Reaverbot on the other side along 
with a pair of Flying Bomb Reaverbot.  Enter the next door north to find 
a giant Puffish Reaverbot at the square shaped hallway.  Defeat it and 
head to the north door to find a Treasure Box with 12,500z!  Now head 
back to the large room (the one with the platforms) and head for the 
lowest door south.  Defeat the Flying Bomb Reaverbot inside the narrow 
hallway, and then turn west to another weak wall.  Drill it away and 
enter the next hallway with a Shield Reaverbot.  Defeat it and take the 
path west to find a room with the Mechanic Notes #3 inside the Treasure 
Box.  Now leave and continue northeast to find another Treasure Box with 
5000z.  Be careful not to step on the button on the floor or else four 
Green Snake Reaverbots will appear and will turn you green (and cause an 
Energy Leak) if you touch them.  Now go back east through the drilled 
out wall.  Enter the southeast door here and take the Elevator which 
leads to a Water Control Panel.  Use it to flood floor B2, and head 
back.

FIND FLOOR B3:
Now you'll be able to pick up the two blocks that were too heavy for you 
before.  Use them to give yourself a boost above the high red wall, and 
leap over and to the right, being careful of the pair of Flying Bomb 
Reaverbots and pair of Shield Reaverbots.  Now go east to the next room, 
and defeat the Puffish Reaverbot inside the square hallway.  Now take 
the door south of here to find the Elevator that will take you to floor 
B3.

ITEM CONTROL PANEL:
Now you'll be in a small narrow hallway with a pair of GuruGurus.  Head 
north down this hallway to find another square shaped hallway with 
several Lobster Reaverbots.  There are three paths you can take in this 
square hallway: north, west, and east.  Take the east path first to find 
another Elevator that leads to a room with the Item Control Panel on the 
left and the Water Control Panel on the right.  Leave and go back to the 
square hallway.  

BOSS' LAIR:
Now go west and drill through the weak wall. Enter and head down this 
path and defeat the GuruGuru there.  Ahead is another square hallway 
with four more GuruGurus.  Now head north to the next door to find a 
hallway with several Lobster Reaverbots.  Collect the 20,000z inside the 
Treasure Box west of the strong current here.  Use the block here to 
place it on top of the switch to stop the current.  Go through this 
current through the next door to find a double square shaped hallway 
with two Puffish Reaverbots.  Defeat them and head north through the 
next room with a pair of GuruGurus.  There are two ways to go here.  The 
south path takes you back to the room with the four Giant Lobster 
Reaverbots, and the east room has the Second Key Boss.


SECOND KEY BOSS
===============
SQUID REAVERBOTS:
This time, you actually fight the Boss of the Second Key Ruins in the 
middle of the ruins rather than at the end!  If you drained the water, 
then you'll find this battle much easier.  However, if you don't want to 
have to go through the hassle of flooding the water again later, you can 
fight this boss with water instead.

ATTACKS:
1. The Squid Reaverbots can shoot several yellow energy balls in the air 
that chase after you.  Just be quick on your feet to avoid them.  If 
it's right behind you, then try jumping and upon landing, the energy 
ball should pass above you harmlessly if you time it right.
2. If the lair is filled with water, then the Squid Reaverbots can 
charge at you, but since you can jump very high in water, you should 
have no problem leaping out of the way and keeping locked-on.
3. Upon defeating each Squid Reaverbot, it may leave a small bomb 
behind.  It is best to fire at it from a distance so it will harmlessly 
explode and no longer be a threat.

HOW TO DEFEAT THE SQUID REAVERBOTS:
If you drained the water out before entering this battle, then you 
should have a much easier time since the Squid Reaverbots won't be able 
to move.  They can still do their other attacks (the energy balls and 
small bombs) so you should still be careful.  If you did not drain the 
water, then the battle will be a bit more difficult, but it can still be 
done, of course.  


Walkthrough (continued)
=======================
FIND FLOOR B4:
After receiving the Water Key 1 from the Second Key Boss, you will have 
to go back and reflood the floor if you drained it for the boss battle.  
Otherwise, you won't be able to scale the large red wall east and then 
south of here.  Use the pair of blocks here (and take out the school of 
Lobster Reaverbots here) to give yourself a boost up to the other side.  
Now enter the next room and drill through the weak wall just west of the 
door.  Defeat the pair of GuruGurus here and continue west and then 
north to the next room and collect the Power Blaster inside the Treasure 
Box.  Now go back through the drilled out wall and head south to the 
next Elevator that will take you to floor B4.

MAP CONTROL PANEL:
Now head north and then west through another hallway with four Flying 
Bomb Reaverbots.  Enter the next door to find another large room.  The 
northern platform has 4000z inside a Treasure Box.  Then take the 
southern path with a Shield Reaverbot and two Flying Bomb Reaverbots 
that leads to an Elevator with the Map Control Panel and another Water 
Control Panel.  DON'T drain the water this time, however.  

FIND FLOOR B5:
Now go back to the large room and take the northwest door to another 
hallway.  Take out the Shield Reaverbot here and drill through the weak 
wall just to the left of the Shield Reaverbot.  Go through the drilled 
out wall south to find a square hallway with a Puffish Reaverbot and 
Shield Reaverbot.  Enter the next room south containing another high red 
wall with a Treasure Box on the other side containing the Range Booster 
Alpha.  Now head back north through the drilled out wall and continue 
north and then west to the next door that has a Flying Bomb Reaverbot 
near it.  This door leads to the top of another large room with several 
Flying Bomb Reaverbots.  Get on top of the highest gray platform and use 
your Hydro Jets to skate directly over to the other side and grab the 
gray platform on the other side, which has a room with a Sower inside 
the Treasure Box.  Leave and take the southern door that leads to a 
gigantic room with three very tall pillars and a harmless Giant Squid 
Reaverbot.  Use this Reaverbot to climb on top of one of the three 
pillars.  The northeast pillar has 20,000z inside a Treasure Box, and 
another Treasure Box on the southwest pillar containing the Water Key 2.  
Now head south to find the Elevator that will take you to floor B5.

SECOND KEY:
Upon arriving, you'll find Data (THANK GOD!!) where you can recharge and 
save (do you really want to have to go through that very hard ruin 
again?).  Now go through the narrow hallway and use both Water Keys (you 
MUST have both or you won't be able to enter) to open the door that 
leads to a giant room with the Second Key!  Grab it, and get ready to 
face Bola's partner, Klaymoor.


Klaymoor 1
==========
KLAYMOOR 1:
Just when you thought you could just run off with the Second Key, 
Klaymoor will show up to try to avenge his partner Bola's losses.

ATTACKS:
1. His main attack is to use his machine gun which he'll always fire 
three times before pausing.  Like all enemies with a machine gun, just 
keep on the move and don't get too close.
2. Klaymoor will also fire several blue energy balls at you.  These are 
not very hard to avoid.

HOW TO DEFEAT KLAYMOOR 1:
Using your Buster, just lock-on, circle and fire like any other boss.  
Or for an even easier and much quicker way, just use your Drill Arm on 
him!


Walkthrough (continued)
=======================
BACK TO THE SURFACE:
Now you must make your way out of the ruins (Data will NOT be back where 
he was before).  Just use your Map (which you did get, right?) to find 
the shortest, quickest route there.  The ruins are no longer water 
filled, so that makes things a lot easier.  Upon reaching the entrance, 
you must fight Klaymoor a second time (just like Bola in the First Key 
Ruins) before you can leave.


Klaymoor 2
==========
KLAYMOOR 2:
Just when you were ready to get out of the ruins, Klaymoor catches you 
just in time to try to stop you from taking the Second Key one more 
time.

ATTACKS:
1. Yes, the machine gun is back.  Just deal with it like before.
2. Klaymoor can also throw purple energy rings at you.  They're somewhat 
quick, but still not that hard to avoid.
3. He can also launch a dozen floating red bombs scattered all over the 
room.  They will explode if you or your weapon hits them.
4. (<1/4 energy) Borrowing an attack from MegaMan Juno in the first 
Legends game, Klaymoor will use twin rotating blue lasers.  Just time 
your jumps carefully and you can avoid this too.

HOW TO DEFEAT KLAYMOOR 2:
Essentially you should defeat Klaymoor again the same way you did the 
first time.  Just keep in mind the extra attacks.  Again, the Drill Arm 
will provide an easy, though risky, victory.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPON PARTS:
1. Mechanical Notes #3 (Spreadfire Notes)
2. Sower

BUSTER PARTS:
1. Power Blaster
2. Range Booster Alpha

ZENNY:
1. 2500z
2. 12,500z
3. 5000z
4. 20,000z
5. 4000z
6. 20,000z
TOTAL: 64,000z



======================================
15. Kimotoma City at Saul Kada Island:
======================================

Walkthrough
===========
Upon arriving at Saul Kada Island, go west to the desert and take the 
northern path to Kimotoma City.  As Roll says, just ignore the Draches 
and Bonne Bomb Robots and get to the city.  Once there, recharge and 
save with Data and take the northern gate.  There, you'll find three 
Servbot Machine Gun Batteries and a Servbot Tank.  Defeat them and 
you'll find two ways you can go.  First, take the right door.

Now you will face another trio of Servbot Machine Gun Batteries and a 
huge green Bonne Bazooka Launcher.  Once those are defeated, you will 
win the Blue Bonne Key.  Use that key on the door with the Bonne logo on 
it and free the people inside, and be sure to talk with the man in the 
red tank top (the truck driver) so that he can help you later.  Now 
leave and look to your right for a door.  Go inside and check the jar 
just to the right of that door for 1800z.  Now check out the two jars 
against the left wall; the one on the right has another 3000z.  Finally, 
check the pair of jars in the northeast corner of the room for another 
1000z inside the left one.  Enter this door and through the kitchen 
(there's nothing there) and leave where you'll find yourself right back 
where you met the Servbot artilery before.  Make your way back to where 
Data was so you can recharge and save.  Now go back to where you fought 
the Servbots the first time here and take the door on the left.

After passing a room with one Servbot, you'll now be in an area where 
you'll find three purple Bonne Crab Bombs that will follow you left and 
right wherever you go and will explode if you or your Buster hit them.  
There are also three Servbots along the left wall that will drop bombs 
on you.  Defeat them and proceed.

Now you will be in a huge room with two electric fences, two Bonne Bomb 
Batteries, ten Bonne Mines, and three Bonne Tanks in the very back.  You 
could try to get through this yourself, but it's very hard.  Instead, go 
around to the right side and find the truck driver and his truck.  
Approach him and he'll use his truck to destroy the fences and mines for 
you (provided you freed him and talked to him earlier using the Blue 
Bonne Key on its door, of course)!  You'll still be left with the Bonne 
Machine Gun Tanks and Bonne Bomb Batteries, but hey, you can't have 
everything.  Enter the next door behind where the tanks were to find a 
Junk Store owner and a General Store owner along with a couple of 
Servbots for you to play with.  Heh heh heh...  Anyway, look behind the 
very northwest stand (the one with the Congo sign on it) to find the Red 
Bonne Key!  Now head through the east door and keep going until you find 
Data.  Save and recharge before going through the Red Bonne Door to face 
Teisel.


Bonne Boss
==========
BLITZRIG (Teisel):
Teisel has robbed Kimotoma City of all its food and supplies (except for 
the toilet paper) as well as its statue to try to get their store out of 
the red!  It's up to you to defeat Teisel and save the statue, or else 
pay for its replacement!

ATTACKS:
1. The Blitzrig's main attack is to throw it's trash at you!  This 
attack is not that hard to avoid.
2. Teisel also has three of his nephews assisting him by driving Servbot 
Borers that will appear out of the ground and try to drill you!  If 
you're on the platform, they can fly out of the sand and still be able 
to get you!  Just blast them away if they bother you too much.
3. After you hit the Blitzrig, or if you get upon the platform its on, 
Teisel will use the gold statue as a shield.  DON'T fire upon the statue 
too many times, or you'll destroy it.
4. (<1/4 energy) Teisel will start firing energy rings at you in pairs.  
These are not hard to avoid either.
5. If the statue is destroyed, Teisel will resort to an entirely 
different attack which replaces all the others.  The Blitzrig will go 
into the sand, move around under it, and then leap out of the sand to 
try to get you!  Teisel can also come out and fire a drill-like missle 
at you.

HOW TO DEFEAT THE BLITZRIG:
If you are trying to save the statue, just be patient and fire whenever 
you can, and ceasefire immediately when you see Teisel shield himself.  
If the Servbot Borers are harassing you, then try to shoot them while 
they're in front of the Blitzrig.  If you can destroy all three and 
knock the Servbots out, then they won't come back as long as you keep 
the three scorched Servbots in your sight.  You may find it easier just 
to intentionally destroy the statue and get him that way (by firing when 
he flies out).  That is, if you don't mind paying 5000z later for its 
replacement.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

ZENNY:
1. 1800z
2. 3000z
3. 1000z
TOTAL: 5800z



============================================
16. Third Key Ruins: Saul Kada (Fire) Ruins:
============================================

Walkthrough
===========
ITEM CONTROL PANEL:
Luckily, the layout of this ruin is not nearly as complex as the Second 
Key Ruins, but of course don't think that these ruins are not without 
their dangers.  Upon entering, you should take the eastern door (in 
fact, that's the only way you can go right now).  You'll be in a hallway 
with four Person Reaverbots (in these ruins, if you hit one, ALL of the 
ones in that room activate!).  After turning a couple of corners, look 
for a door to your right.  You'll go down a short hallway and a empty 
(for now) room.  Then you will find a room with the Elevator Control 
Panel in the center and the Item Control Panel to your right.  

FIND FLOOR B3:
Leave and you'll find in the formerly empty room six Person Reaverbots 
(two against each wall, and two guarding the exit).  Make your way back 
out to the main hallway and go east to the Elevator to floor B2.  You 
now be in another long hallway where you'll find the gigantic Boss of 
the ruins in the windows.  DON'T let it see you, or it will try to get 
you!  Just keep moving and you'll find four Flying Bomb Reaverbots along 
with two Shield Reaverbots.  Then take the Elevator down to floor B3, 
which is where most of your work here will be done.

BOSS' LAIR:
Upon arriving, you'll find Data where you should recharge and save.  Be 
sure to have your Asbestos Shoes equipped for the remainder of these 
ruins.  Enter and you'll find the Dinosaur Reaverbot, the Boss of the 
Third Key Ruins.  Already, you say?  Well, the problem is that as long 
as the lava is inside the room, the Boss cannot be defeated since it can 
refuel itself.  At this stage, the Dinosaur Reaverbot can only crush you 
with its head (and create a shockwave) and even send red lava chunks 
from the ceiling.  There's only one way out (the north and southwest 
doors must have their A Locks opened), and that's through the southeast 
door.

A LOCK & MAP CONTROL PANELS:
You'll see a door flanked by two unlit torches; you must have both the B 
and C Locks opened before you can enter this door, so ignore it for now.  
Continue down the hallway until you find yourself in a lava filled room 
with platforms.  First take the northern door where you'll find a 
Control Panel blocked by twin flame jets.  Just shoot your Buster 
through those jets to destroy the Control Panel, and you'll be able to 
disable the flame jets.  On the other side are two Treasure Boxes; the 
left one has the Autofire Unit Omega and the right one has the 
Mechanical Notes #5.  Now go back to the room with the lava and 
platforms and take the east door.  After going down a short hallway, 
you'll find yourself in another lava filled room with six Dragon 
Reaverbots that can pop out of the lava and shoot yellow energy balls at 
you!  Since they won't give you anything for their defeat, it's best to 
just ignore them and continue south to the next room.  Here you'll find 
the A Lock Control Panel and the Map Control Panel.  Activate both and 
leave.  

B LOCK CONTROL PANEL:
Now the lava filled room will have two Caterpillar Reaverbots guarding 
the way out, and once they fall from the ceiling, watch out for their 
fiery breath!  Upon firing upon them, they'll turn into Butterfly 
Reaverbots that can fly around, but won't shoot fire.  Upon arriving 
back at the room with the lava and platforms, you'll find four Butterfly 
Reaverbots and also watch for the Dragon Reaverbot that is now just 
jumping in and out of the lava.  Not much of a threat, but you should 
know about it anyway.  Once you're back inside the room with the 
Dinosaur Reaverbot (remember, Data is just behind the northwest door if 
you need him).  Enter the north door to find another large lava filled 
room with four Dragon Reaverbots.  Make your way to the southwest door 
where you'll find a room with the B Lock Control Panel.  

C LOCK CONTROL PANEL:
Go back to the room with the Dinosaur Reaverbot and take the southwest 
door (you can recharge and save with Data at the northwest door first if 
you need to). After a short hallway, you'll be in another room with lava 
and platforms, along with four Butterfly Reaverbots and a Shield 
Reaverbot.  Take them out and continue on through the west door.  Here 
you'll encounter the first of several of the very annoying Vaccum 
Reaverbots.  Take the first door to your left where you'll find three 
Treasure Boxes with 15,000z inside the left one and the Mechanical Notes 
#4 inside the right one.  The center one is a Fake Treasure Box, but it 
will spit out zenny upon activation!  Approach it again and it'll fire a 
few bombs, and try to open it again for more zenny, and so on.  Defeat 
it if you'd like and leave.  Now make your way north to find another 
room with six Bouncing Ball Reaverbot and two Shield Reaverbots guarding 
the northern door.  Take them out and go through the northern door to 
activate the C Lock Control Panel.

FIND TRON & BON:
Upon leaving, you'll find three Caterpillar Reaverbots (again, they'll 
turn into Butterfly Reaverbots if you attack them).  Defeat them and 
you'll soon be back in the room with the lava and platforms, this time 
with a Shield Reaverbot and four Dragon Reaverbots.  You'll soon be back 
inside the Dinosaur Reaverbot's lair, and this time, BE SURE to recharge 
and save with Data behind the northwest door.  Now take the southeast 
door where you'll notice that the door to your right has both torches 
lit.  That means both of its B and C Locks are open, and you can go 
inside.  

TEAM UP WITH THE BONNES:
You'll find Tron in her Gustaff along with Bon.  After the very 
hilarious cutscene, approach them again and agree to help them knock the 
rock into the lava pit.  To do this, shoot the Bouncing Ball Reaverbots 
enough to knock them over, but try not to destroy them.  When they are 
knocked over, you can either pick it up and throw it at the rock 
yourself or let Tron or Bon pick them up and throw them.  DON'T shoot at 
Tron or Bon, because if you shoot at them (or throw Reaverbots at them) 
too many times, they'll start throwing the Reaverbots at YOU!  Once the 
rock has been knocked into the lava pit, the lava flow will stop and you 
can now go back and defeat the Dinosaur Reaverbot.


THIRD KEY BOSS
==============
DINOSAUR REAVERBOT:
Now that the lava's been cut off, the Dinosaur Reaverbot can finally be 
beaten.  Don't forget that now you no longer have to worry about any 
lava.  After all, the Reaverbot and its attacks are bad enough!

ATTACKS:
1. Of course, the Boss can still use its head to slam the ground and try 
to crush you, along with a shockwave.  Just stay out the way and avoid 
the shockwave like all the others.
2. About a dozen or so blue energy rings will fly around the Reaverbot 
that can also hurt you.  You can either move to avoid them or shoot them 
down; it's up to you.
3. Don't get too close to the front of the Reaverbot, or else he might 
swat you away like an annoying insect!
4. Also be on the look out for it's gigantic fiery breath.  You'll know 
this is coming when the Reaverbot leans back a little, but not nearly as 
far as it does when it does it's crushing attack.
5. Be on the look out also for a few stray lava rocks from the ceiling, 
but they won't come nearly as often as they did before.
6. (<1/3 energy) The Boss can also shoot small fireballs at you.

HOW TO DEFEAT THE DINOSAUR REAVERBOT:
You can only hurt the Dinosaur Reaverbot by shooting at its head.  There 
are basically two ways you can defeat this Boss.  You can either use the 
usual circle and fire technique, or you can get underneath the Boss and 
keep pumping your Buster at its head.  Upon defeating the Boss, you will 
win the First Floor Key.


Walkthrough (continued)
=======================
THIRD KEY:
With the First Floor Key in hand, go back through the northwest door 
where you can recharge and save with Data, and then take the Elevator up 
to floor B2.  You will now go down a long hallway with a trio of Flying 
Bomb Reaverbots and then a Wolf Reaverbot.  Also look out for the Vacuum 
Reaverbots here.  At the end of the hallway is an Elevator that will 
take you back to floor B1.  Then you'll find another hallway with four 
Person Reaverbots and some more Vacuum Reaverbots.  Upon reaching the 
end of this hallway, you can either go south to the entrance where you 
can recharge and save with Data if you'd like, or go ahead up north and 
use your First Floor Key to unlock this door.  You will now be in a 
gigantic lava filled room with two Chicken Missle Reaverbots and a 
Flying Egg Reaverbot that can drop either a Reaverbot or zenny.  Now 
take the northeast door to find three Treasure Boxes with the Soft Ball 
in the left one, 24,000z in the center one, and 30,000z in the right 
one.  Now come back to the lava room and take the door northwest where 
you'll find the Third Key, but then Bon steals it!  So take the path 
west and after taking out three Butterfly Reaverbots, enter the next 
door to take on Tron Bonne a second time.


Bonne Boss
==========
GUSTAFF (Tron):
Back from the MOTB game, Tron's Gustaff is here to battle you in an 
absoulte classic battle.  Unlike the Gustaff in MOTB however, this 
Gustaff can float in the air instead of having to walk.  

ATTACKS:
1. Tron can fire her Gatling Gun at you, which should be dealt with just 
like any other machine gun weapon.
2. She can also fire her Bonne Bazooka at you, which can start a big 
ground fire upon hitting the ground.
3. The Gustaff also has a flamethrower that can also do a fair amount of 
damage, even with the Flame Barrier.
4. Tron can also protect herself with a shield.
5. Tron also has a couple of her kids with her, that will always stay 
close to Tron, and throw bombs three at at time at you.  However...
6. The last trick up Tron's sleeve is that occassionaly she'll move to 
the center of the room and try to aim her Beacon Bomb at you.  If it 
catches you, the Servbots will start to chase you and try to chuck bombs 
at you from up close, which makes it harder to avoid them once you get 
hit.

HOW TO DEFEAT THE GUSTAFF:
It is best to not only lock-on, circle, and fire like most other bosses, 
but try to circle away from her shield so it doesn't block your shots.  
You may also want to leap and try to hit Tron from the top to get over 
the shield.  If the Servbots get on your nerves, you can shoot them down 
and knock them out for awhile (thus making Tron's Beacon Bomb useless).  
If you do, you can even pick them up and throw them at their mommy!  
It's very difficult and probably not worth the effort (since it doesn't 
do a lot of damage), but it is a neat, if not downright mean, trick.


Walkthrough (continued)
=======================
After defeating Tron and after another hilarious cutscene, head back 
through the door south to find yourself back where the Third Key was, 
only that it's gone!  So you must go back south to the large lava room 
where you'll find Bon trying to get away with the Third Key!


Bonne Boss
==========
BON BONNE:
Bon Bonne represents the last thing standing between you and the Third 
Key.  You must defeat him before he gets away!

ATTACKS:
1. At first, Bon will simply drift through the lava room to the other 
door south and try to escape with the Key.  If you fire upon him, 
however...
2. If Bon is fired upon, he'll fire his hands at you like heat seeking 
missles.  These are quite difficult to avoid, but it can be done.
3. Bon can also use it's head like a drill and chase after you!

HOW TO DEFEAT BON BONNE:
There are two different ways you can do this battle.  You can either 
take out Bon and get the Third Key that way, or you can let him get to 
the southern door, where Bon will throw the Third Key into the lava 
before leaving.  If that happens, you must find the Third Key in the 
lava.  Once the Third Key appears out of the lava, you only have a few 
seconds before it goes back down and reappears in another random 
location.  You can lock onto the Third Key, even if its in the lava, 
which is quite helpful.  Finally, remember that even without the 
Asbestos Shoes, the lava itself cannot kill you, so feel free to keep 
trying to get the Key without worry.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPON PARTS:
1. Mechanical Notes #5 (Shield Notes)
2. Mechanical Notes #4 (Beamblade Notes)
3. Soft Ball

BUSTER PART:
1. Autofire Unit Omega

ZENNY:
1. 15,000z
2. 24,000z
3. 30,000z
TOTAL: 69,000z



====================================
17. Yosyonke City at Calinca Island:
====================================

Walkthrough
===========
Upon landing on Yosyonke and entering town, look to your right where 
you'll notice Roll standing next to a train that looks a lot like the 
Spotter's Car from the first Legends game.  Now go to the Condominum and 
ask the Doctor if you can visit Room 102; Joe's Room.  Talk with Joe 
(who's still recovering from his injuries) and he'll give you the Train 
Key.  Now go back to Roll who's at the Train and tell her that Joe gave 
you the Train Key for it.  When you're ready, say "Let's Go!" and face 
both Glyde and the Bonnes for the last time.


Boss (Part 1):
==============
GOMOCHA (Glyde Car):
Now the Bonnes and Glyde have teamed up to build the Gomocha train to 
try to take over Yosyonke.  First, you must defeat Glyde and his car.

ATTACKS:
1. In the very back of the Glyde Car are three cannons that fire bombs.  
You can shoot the bombs off with your Buster as well as the cannons 
themselves.  Shooting this section off will knock out about 40% of the 
Glyde's Car energy.
2. Watch out also for the twin machine guns on top of the Glyde Car.  
You can also destroy the front machine gun itself, but not the back one.  
These machine guns are primarily targeted at you rather than the Train.
3. (<1/2 energy) Now Glyde will fire a huge blue laser that can move 
left and right.

HOW TO DEFEAT GLYDE CAR:
Simply concentrate on destroying the back cannons first, and then 
destroy the middle section.  This is not a hard battle as long as you're 
quick about it and can avoid the attacks.


Boss (Part 2):
==============
GOMOCHA:
At last, the Bonnes have an excuse to end their unwitting alliance with 
Glyde, and now decide to take you on themselves in their last stand of 
this game!  Instead of listing the attacks and then how to defeat this 
boss as usual, I will list the three phases of this battle, which 
include both the attacks and how to win all three phases.

PARTS:
1. For the first phase of this battle, Servbot Kamikaze Missles (Awww, 
how cute...) will be launched at you.  Since none of your weapons can 
reach the Gomocha, you must catch the missles and throw them back.  The 
missles must come towards you straight on for you to catch them.  If 
they come in at a sharp angle, you won't be able to catch them, so just 
shoot those down.  Just hold down the button for your Lifter and you'll 
catch the missle.  Then lock-on to the Gomoncha and throw it back!  Do 
this five times and you'll be ready for the second phase of this battle.
2. (<2/3 energy) Now you are within range of the Gomocha for you to 
shoot at it's middle section (its weak spot).  Watch out for the top 
cannon which will shoot red energy balls aimed primarily at your Train.  
If you lock-on at this weapon and fire at it quickly enough, you may be 
able to disable the fireball before it can be launched.  As for the 
middle section, watch out for the Servbots which will come out two at a 
time to throw bombs which are also meant for the Train.  You cannot 
knock them off until the middle section of the Train has been throughly 
toasted.
3. (<1/3 energy) Now you're primary target is Bon Bonne, who is the 
driving the Gomoncha.  The Servbots will still come two at a time to 
throw bombs, but now they can easily be shot off the Gomoncha.  Shoot 
them off and fire at Bon, then shoot the Servbots off when they come 
back, then fire at Bon, and repeat until defeated.  Not hard.


Walkthrough (continued)
=======================
After defeating the Gomocha, be sure to go past the Train Station (where 
your Train was parked) and look to your right for a Treasure Box with 
the Spike Chip.  Take this back to Roll and have her make the Cleated 
Shoes for you!  You'll definetly need them for the Fourth Key Ruins.  
Now go back to the Church where you'll find that the Priest has now 
opened the Fourth Key Ruins.  Data is also here so be sure to recharge 
and save before entering.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

BODY PART:
1. Spike Chip



==========================================
18. Fourth Key Ruins: Calinca (Ice) Ruins:
==========================================

Walkthrough
===========
ITEM CONTROL PANEL:
Upon entering, check the Treasure Box in this room for 8000z.  Now shoot 
through the ice floor with your Buster.  This will shatter and elimate 
the ice panels for five seconds before reappearing.  Drop down and enter 
through the east door.  You'll enter a long hallway and find a Thief 
Reaverbot run off.  At the middle of this hallway, you must shatter the 
ice off a Rotating Ice Blade before you can pass.  At the end of this 
hallway are a pair of Shield Reaverbots that can shoot blue fire.  Your 
Flame Barrier will NOT protect you from this kind of fire, so be 
careful.  Enter the next door to find yourself in a large room with a 
pair of Mammoth Reaverbots and a pair of Thief Reaverbots.  Defeat the 
Mammoth Reaverbots and quickly collect the zenny before the Thief 
Reaverbots take it for themselves.  There are three ways you can go in 
this room.  First, take the east door to find the Item Control Panel.  

BLUE & RED BARRIER CONTROL PANELS:
Upon returning to the large room, the Mammoth Reaverbots will come back, 
so be careful.  Now jump on to the platform in front of the northwest 
door (where you first came in), and jump onto the weak red panels to 
reach the west door where you'll find a Treasure Box with the Laser 
Manual.  This will awaken four Blue Reaverbots that can shoot small 
bombs and can catch you on blue fire if you touch them, so be careful.  
After leaving, head for the next red platforms in the southwest corner 
of the room and quickly cross them.  Then jump to another row of red 
platforms and cross those to reach the northeast door.  There you will 
find both the Blue Barrier and Red Barrier Control Panels, both of which 
require their respective Keys.

BLUE BARRIER KEY:
Leave that room and drop back down to find the southern door.  Enter and 
head left to find a Blue Reaverbot.  Turn the corner to find two more 
Blue Reaverbots and a pair of Shield Reaverbots.  Defeat them and check 
the hallway to your left (or south on your map).  Take another turn left 
(or east on your map) to find 30,000z inside the Treasure Box.  Now go 
back to where the Shield Reaverbots were and shoot through the ice 
section of the ceiling.  Cross the red panels by shooting the ice off of 
the pair of Spinning Ice Blades.  Upon reaching the next door, you'll 
find the Blue Barrier along with a Treasure Box with the Blue Barrier 
Key!

ACTIVATE BLUE BARRIER CONTROL PANEL:
Now you must go back to where the Barrier Control Panels are.  Upon 
going back to the previous room, you find the Spinning Ice Blade gone, 
but upon dropping down to the bottom level, you'll find a Mammoth 
Reaverbot guarding the way back to the large room.  Defeat it and enter 
the door to find yourself back in the large room where you must make 
your way back to the top of the room where you can reach the northeast 
door.  Activate the Blue Barrier Control Panel to elimate the Blue 
Barrier.  

MAP CONTROL PANEL:
Now make your way back to where the Blue Barrier was and take out the 
pair of Shield Reaverbots below.  Enter the door they were guarding to 
find the Elevator to floor B2.  The door here leads to a hallway with a 
Thief Reaverbot and a Walking Reaverbot.  The next door at the other end 
of this hallway will take you to another row of red panels.  If you fall 
through, you'll have to defeat the trio of Blue Reaverbots below.  The 
southeast corner of this square hallway has a Fake Treasure Box.  Now 
make your way north where you'll find the next door guarded by another 
Blue Reaverbot and a giant Purple Reaverbot (which can fire up to 12 
little ones).  In the next room, look for and shatter the ice panel and 
climb your way up to the next door.  Enter to find another large room 
with another Red Barrier and a couple of Green Crab Reaverbots.  Now 
enter the east door here to find and activate the Map Control Panel.

RED BARRIER KEY:
Now go back to the large room and take the northern door.  You find a 
couple of ice walls which must be shattered with your Buster, along with 
five Blue Reaverbots and a Purple Reaverbot.  The other end of this 
hallway leads to a room with 10,000z inside the Treasure Box.  Defeat 
the awakened trio of Blue Reaverbots WITHOUT locking-on, or else you 
might shatter the ice panel in the ceiling releasing the Thief 
Reaverbot.  After defeating the Blue Reaverbots, then shatter the ice 
panel in the ceiling to climb up and find the next door.  Here you must 
go down a hall way with a pair of Walking Reaverbots, then another 
Walking Reaverbot, and then to a Purple Reaverbot.  Defeat them all and 
upon shattering the ice panel ahead, you'll find two doors, with a  
Purple Reaverbot guarding the east door and a Thief Reaverbot.  After 
defeating the Purple Reaverbot, enter the east door to find the Red 
Barrier Key!

ACTIVATE RED BARRIER CONTROL PANEL:
Now leave that room and take the north door.  Now, you can climb the red 
panels and columms ahead to the northeast door that will take you to 
floor B4 if you'd like, or you can go back to the room with the Red 
Control Panel.  To do that, take the southern door and go back to the 
square hallway.  Look for the ice panel in the ceiling northwest of this 
square hallway.  Climb up and cross the red panels (watch out for the 
pair of Spinning Ice Blades).  At the other end is a door that leads to 
a small hallway with a Walking Reaverbot and a Thief Reaverbot.  The 
other end of this hallway has the Elevator that will take you back to 
floor B1.  Upon reaching floor B1, watch out for the pair of Shield 
Reaverbots right in front of you!  Go through the hole in the ceiling 
(where the Blue Barrier was) and you'll be back at another row of red 
panels.  Just drop down and make your way north to the next door, but 
look out for the Mammoth Reaverbot.  Now you're back in the room with 
two Mammoth Reaverbots and two Thief Reaverbots.  Now make your way to 
the northeast door at the top of this room to activate the Red Barrier.

USE THREE REAVERBOTS TO UNLOCK THREE DOORS:
Now drop through where the Red Barrier was to find yourself back at 
floor B2.  Drop through the hole here where the Red Barrier was (marked 
as a green square on your map) to reach the one room floor B3.  Open the 
Treasure Box here to find the Shield Generator!  Now shatter the ice 
panel in the floor to reach floor B4.  Here you will find three 
invincible Red Mammoth Reaverbots and three large square holes in the 
ground.  There are also three locked doors in this room: the northern 
orange one, the eastern green one, and the southern purple one.  To 
unlock these doors, you must lure each Red Mammoth Reaverbot into the 
northwest, northeast, and southeast square holes, respectively.  To do 
so, you must stand in front of a hole while one of the Reaverbots is 
close.  Once it sees you and attacks you, leap out of the way JUST 
BEFORE the Reaverbot hits you (leaping over the whole behind you works 
best) so the Reaverbot will fall into the hole and unlock that door.  

FIND FLOOR B5:
Once all three doors have been unlocked, check the southern purple door 
for the Turbo Charger Omega inside the Treasure Box (watch out for the 
pair of Cricket Reaverbots first).  Next, check the northern orange door 
to find 50,000z inside the Treasure Box.  Finally, go through the 
eastern green door to find Data and the Elevator that leads to floor B5.  
Recharge and save before heading down to floor B5.

FOURTH KEY:
Upon arriving, you be in a gigantic room with three Key Reaverbots and a 
Giant Chicken Missle Reaverbot, along with Blue Reaverbots that can pop 
out of the ground in groups.  First and foremost, take out the Giant 
Chicken Missle Reaverbot.  Then go after each of the three Key 
Reaverbots.  The best way to get them is to keep locked-on to one, and 
keep firing at it until it gets knocked down.  Then KEEP locked-on to it 
and move quickly to pick it up before it can run off again.  Or, you can 
try to sneak behind one and catch it that way.  Just watch out for the 
Blue Reaverbots.  If a group appears, just leap over the group while 
keeping locked-on to the Key you're chasing.  If your energy gets too 
low, you can retreat to the Elevator northwest where you can go back to 
Data to recharge and save.  Upon returning, any Keys you caught will 
remain caught, but the Giant Chicken Missle Reaverbot and the Blue 
Reaverbots will return.  Be sure to recharge and save especially after 
collecting all three Last Room Keys (I mean, do you really want to go 
through all that again?).  Now go back to the southern door and unlock 
it (you must have all three Last Room Keys).  You'll find the Boss here, 
but ignore it for now.  If you attack it now, it will move faster, and 
you can shoot it more and knock it out, but it won't really do any good.  
Just go into the next room to find the Fourth Key!  Unfortunatley, you 
must now go back and defeat the Boss before you can claim the Key for 
your own.


FOURTH KEY BOSS
===============
BLOB REAVERBOT:
This time, you actually fight this boss at the end of the ruins instead 
of in the middle of the ruins like the last two main ruins.  This is a 
tough battle, but having your Cleated Shoes equipped and knowing what to 
do will help you win.

ATTACKS:
1. At first, the Reaverbot will simply move around slowly, but sometimes 
will rise up and spread itself across a wide area.  When it changes 
color and begins to rise up, be sure to get as far away as you can to 
avoid it!
2. If green platforms appear in the room, get on them IMMEDIATELY!  
After the Reaverbot leaps and lands on the floor, the floor will start 
flashing.  If you touch the floor while its flashing, you'll catch on 
blue fire, so be careful not to fall off!
3. While the green platforms are in place, the Reaverbot will shoot 
large globs at you.  Be sure to keep locked on and circle the Reaverbot 
while staying on the platforms so you don't get knocked off!
4. (<1/4 energy) Now the Reaverbot's head will turn red and chase after 
you very quickly!  Sometimes, however, it will turn dark and spread 
itself out with its head laid back.  This is your chance to finish it 
off!  Blast it as much as you can before it gets back up and starts 
chasing you around again!

HOW TO DEFEAT THE BLOB REAVERBOT:
It is important to remember that you can only hurt the Blob Reaverbot 
while it has bright colors.  Also, be sure to have your Cleated Shoes on 
so you don't slip off the platforms.  If it has the darker colors (which 
means it's getting ready to unleash one of its attacks), it's 
invincible, so don't even bother firing at it.  During the final phase 
of the battle (when the Reaverbot's head turns red and chases after you 
at very high speed), concentrate on running as fast you can away from 
the Reaverbot (use your Jet Skates if you need to) until it turns dark 
and spreads itself out.  This is your chance to finish it off.  Once the 
Boss is defeated, you will then be able to take the Fourth Key back to 
Bluecher.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPON PARTS:
1. Laser Manual
2. Shield Generator

BUSTER PART:
1. Turbo Charger Omega

ZENNY:
1. 8000z
2. 30,000z
3. 10,000z
3. 50,000z
TOTAL: 98,000z



============
19. Elysium:
============

Walkthrough
===========
After delivering the Fourth and final Key to Bluecher, the Ancients 
(Sera and Geetz) will sense the Keys being together and take over the 
ship!  You soon learn that Sera has stolen the Keys to execute the 
Carbon Reintialization Program, which will wipe out all the people of 
not just an island like in the first Legends game, but the entire world!  
You must now go to the main deck of the Sulphur-Bottom to stop Sera's 
assistant, Geetz.


Boss
====
GEETZ:
Since Gatts has failed to defeat Geetz, it's up to you to defeat Geetz 
so that you can go to Elysium and stop Sera from executing the Carbon 
Reinitialization Program!

ATTACKS:
1. First, Geetz will simply swoop down and try to ram you with his 
plane.  Just move quickly out of the way.
2. Sometimes Geetz will swoop down and fire several purple fireballs.  
Move quickly to avoid them.
3. Geetz can also turn red and as he swoops down, can create several 
explosions.  Follow Teisel's advice and get out of the way as fast as 
you can! 
4. (<1/2 energy) Geetz will get so tired of the Bonnes cheering MegaMan 
on, he'll shoot their Drache out of the sky!  Then Geetz will resume his 
normal attacks at you.
5. (<1/4 energy) Geetz will start smoking and will be forced to land.  
Then his main attack will be his long fiery breath!  Also, don't get too 
close to Geetz's backside, or he'll whap you with his tail!

HOW TO DEFEAT GEETZ:
While Geetz is flying, you should keep him locked-on and wait until he 
starts charging towards you.  Then, get as many shots in as you can 
while still being quick enough to avoid any attacks.  When Geetz is 
forced to land, finish him off by circling and firing at him while 
avoiding his fiery breath and long tail.


Walkthrough (continued)
=======================
ENTERING ELYSIUM:
After defeating Geetz, go to Calbania Island where you'll find Yuna, 
along with Gatts (inside the ship) in front of what's left of the 
Birdbot Fortress.  Talk to Yuna so you can go to Elysium.  Once there, 
you can talk to Yuna again if you need to go back to Terra.  Data is 
also here at Elysium as well.

FIRST GRAVITY CONTROL PANEL:
Upon arrving at Elysium, check the Treasure Box in the northwest corner 
of the room for the Green Eye.  After recharging and saving with Data, 
take the Elevator down to the Defense Area.  Since Roll is much too far 
away to be your Spotter, Yuna will take over the Spotter duties for you, 
since she knows Elysium like the back of her hand!  After going down the 
hallway past an automatic door, you find a Four Fist Reaverbot guarding 
a second automatic door.  Defeat it and proceed to the next room, where 
you'll find a weak floor that Sera says will break if the gravity is 
increased.  Upon entering the next door and turning the corner, you'll 
find a Gravity Gate that will instantly increase the gravity upon 
passing it.  After defeating the two Fire Reaverbots there (which were 
deployed from the Carrier Reaverbot up ahead), go back to the previous 
room (the one with the weak floor) and the higher gravity should shatter 
it once you stand on it.  You'll find the First Gravity Control Panel 
there flanked by two Treasure Boxes, with the Energizer Pack Omega 
inside the left one and 40,000z inside the right one.  Now use the First 
Gravity Control Panel to decrease the gravity to get out.

SECOND GRAVITY CONTROL PANEL:
Now go back north past the Gravity Gate and defeat the Carrier 
Reaverbot.  Continue through the next door to find an room with 
electrifed sections of the floor (so get your Hover Shoes ready) along 
with three GuruGurus and some Vacuum Reaverbots.  The eastern door here 
has the Second Gravity Control Panel, and the western door is where you 
proceed.  

THIRD GRAVITY & ITEM CONTROL PANEL:
This room is exactly like the previous room, except the panels are 
Buster Leak panels, and no equipment can protect you from those.  Defeat 
the GuruGurus and proceed through the southern door.  Go south down the 
hallway past a Gravity Gate and down a large room.  Defeat the Four Fist 
Reaverbot ahead and proceed east to a square hallway with three 
GuruGurus and a Gravity Gate up north.  You'll find three ways to go: 
north, east, and south.  First, go east and after defeating the two 
Giant Spider Reaverbots (watch out for their red bubbles), take the east 
door where you'll find the Third Gravity Control Panel and the Item 
Control Panel.

FOURTH GRAVITY CONTROL PANEL:
Now go back to the square hallway and take the southern door and after 
going past a short hallway, use the lower gravity to reach the Treasure 
Box inside the high enclosed area to collect the Booster Pack Omega.  
Take the door west down the hallway to find the Fourth Gravity Control 
Panel.  Now go back to the square hallway and take the north door.  
There you'll find a Four Fist Reaverbot guarding an automatic door.  
Defeat it along with a Walking Reaverbot up ahead and take the Elevator 
down to floor B1.

FIFTH GRAVITY CONTROL PANEL:
After going south down a hallway, you find a room with four lava panels 
(so have your Asbestos Shoes ready) along with two Butterfly Reaverbots 
and some Vacuum Reaverbots.  Take out the Butterfly Reaverbots and 
continue south to another square hallway.  There you will find two 
Carrier Reaverbots; one in the southeast corner and one in the northwest 
corner.  Defeat them and their Fire Reaverbots and continue on through 
the west door.  There you will find a small room with two ways to go, 
north and west.  First go west where you'll find a room with four more 
Carrier Reaverbots; one on each corner.  Defeat them and continue west 
where you'll find two Treasure Boxes, with a Sniper Unit Omega inside 
the right one.  The left one is a Fake Treasure Box.  Now go back to the 
small room (the one you entered right after the last square hallway) and 
go north.  After going through one automatic door, you'll find a door to 
your left.  The room only has two Spider Reaverbots, so it's probably 
best to ignore it.  So continue north through the other automatic door.  
Soon you'll turn the corner west and go past a Gravity Gate and meet up 
with another pair of Carrier Reaverbots.  Defeat them and continue west 
to find another room with a weak floor and two ways to go, north and 
west.  First, use the high gravity to smash the floor panels.  Collect 
the 36,000z inside the Treasure Box below and use the Fifth Gravity 
Control Panel here to increase the gravity so you can get out as well as 
unlock the north door.

SIXTH GRAVITY & MAP CONTROL PANEL:
Now go through the north door where you'll find two more Spider 
Reaverbots.  After defeating them, take the east door and use the low 
gravity to leap inside the enclosed area to collect the 10,000z inside 
the Treasure Box.  Now take the next door east to find the Map Control 
Panel and the Sixth Gravity Control Panel.  Now go back to where the 
Fifth Gravity Control Panel was and take the west door.  

GIANT REFRACTOR:
After passing a large room and a Gravity Gate, look to your left to find 
a door just before an automatic door.  Take this door where you'll go 
past a large room before finding a Treasure Box with the all important 
Giant Refractor!  Now leave and continue south down the hallway, and 
after going past the automatic door, you'll find two more Four Fist 
Reaverbots, each guarding the final two automatic doors.  Defeat them 
and take the Elevator to the Side Area.


Side Area Walkthrough
=====================
ACTIVATE ELEVATOR WITH GIANT REFRACTOR:
Here, you can only walk through the rainbow colored doors.  The layout 
may seem confusing at first, but check your map and it will make sense.  
From the Elevator, go east and then south (to the southernmost island 
here) to find the Accessory Pack Alpha inside the Treasure Box.  Now go 
north and then west back to where the Elevator was.  From there, go 
north twice, then east twice, and south once.  From here you'll find two 
ways to go, west and east.  First go east to find a Treasure Box 
containing 60,000z.  Then go back west and then west again to reach the 
center area.  There you will find a building with Data and the Elevator 
to the Mother Zone, as well as an Elevator up north.  Use the Giant 
Refractor to activate this Elevator, and now you'll have a shortcut 
between the Shutte Bay and Center Area!


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPONS PART:
1. Green Eye

BUSTER PARTS:
1. Energizer Pack Alpha
2. Booster Pack Alpha
3. Sniper Unit Alpha
4. Accesory Pack Alpha

ZENNY:
1. 40,000z
2. 10,000z
3. 36,000z
4. 60,000z
(from Mother Zone):
5. 100,000z
6. 150,000z
TOTAL: 396,000z



================
20. Mother Zone:
================
FIGHT ALL FOUR BOSSES AGAIN:
Inside this Center Area, you can recharge and save with Data, and then 
take the Elevator to the Mother Zone.  A time honored tradition from the 
Classic and X Series of MegaMan games is to fight the eight bosses again 
before facing the Final Boss, and here Capcom has decided to do the same 
here!  That's right, you'll have to refight the four bosses from the 
main ruins here!  Unless otherwise stated, they are just like before, 
except now you should have a more powerful Buster, so that will 
certainly be to your advantage.  Also remember that once each boss is 
defeated, it will remain defeated for good, so after defeating one, feel 
free to come back to the entrance so you can recharge and save.

FIND THE LIBRARY:
You will first face the Frog Reaverbot from the First Key Ruins.  After 
defeating it (the other obstacles, such as the Spinning Blades, will 
remain until you leave), you'll come across a Treasure Box with 
100,000z.  Next you will face the Blob Reaverbot from the Fourth Key 
Ruins.  After that comes the Squid Reaverbots from the Second Key Ruins.  
This time, however, there is no water, but the gravity is higher so you 
won't be able to jump very high.  This is also the only one of the four 
bosses that will leave zenny behind after defeating each of the three 
Squid Reaverbots.  After taking that boss out, you'll find another 
Treasure Box with 150,000z inside.  Finally, you'll face the Dinosaur 
Reaverbot from the Third Key Ruins.  After that, you'll finally reach 
the Library, where you'll find the four Keys to the Mother Lode, and of 
course, Data.  Upon trying to enter, Yuna will tell you that she can't 
help you anymore.  Don't forget that even from here, you can still go 
back up and back to Terra if there's anything you've missed.  Once you 
are sure you're ready, enter and face the Final Boss!


FINAL BOSS (PART 1)
===================
SERA (Part 1):
Well, this is it!  This is the very last Boss of this game (with a two 
part battle, of course), and you must defeat Sera in order to stop the 
Carbon Reinitialization Program and save the world.  

ATTACKS:
(Sera will disappear and reappear in between all attacks)
1. (Ready?) Sera will be engulfed in a huge red fireball and try to 
charge at you, just like Juno from the first Legends game.  Deal with 
this attack just like you did Juno.  
2. (Hah!) Sera will first use a blue mist, and then have five green 
crystal daggers appear, and they will come down on you one at a time 
very quickly.  Move very quickly to avoid them.
3. (Well, Trigger?) Sera will fire two sets of several yellow energy 
explosives that will come after you very quickly.  These are especially 
difficult to avoid if you're close to Sera.  The best way to avoid these 
is to wait until they are very close before leaping out of the way since 
they go wherever you were when they were fired.
4. (How's this!?) Sera's most devastating attack will be unleashed when 
the room turns red.  She'll increase the gravity in the room, fire 
several explosive diamond blocks, and then slam her body into the ground 
to create a shockwave.  Since you cannot jump very high with the high 
gravity, it takes almost perfect timing to avoid the shockwave.

HOW TO DEFEAT SERA (Part 1):
Essentially you should defeat Sera the same way you defeated Juno in the 
first Legends game, while avoiding the above attacks as instructed.  As 
in the first game, the Shining Laser will provide a much easier victory, 
especially if it's Attack rating has been upgraded to at least Level 2.  
And it works GREAT for the explosive diamond blocks; just lock-on and 
fire, and they'll be all gone in seconds!


FINAL BOSS (PART 2)
===================
SERA (Part 2):
Well, you saw it coming, right?  After defeating Sera's first form, 
she'll reappear in a new gigantic butterfly-like battle body in a very 
mysterious battle arena.  Hopefully you'll still have plenty of extra 
energy in your Energy Canteen and other energy recharging Items, such as 
the Picnic Lunch or Fried Chicken.  You'll need them!

ATTACKS:
1. (What's the matter?) Sera will fire a big searching yellow laser that 
can take off three or five units of energy with Kelvar Armor!  Ouch!  
All other attacks will take off two units of energy with Kelvar Armor.
2. (Gotcha!) Sera will fire 14 blue lasers from underneath her body 
while moving.  You definetly do not want to get caught in the lasers.
3. (Feel my power!) Sera will smash her gigantic arms into the ground to 
create a pink shockwave.  This time, you must not only leap, but also 
get in between the spaces of the shockwaves to avoid the attack 
successfully.
4. (Let's find out!) Sera will set glowing yellow spots on the ground, 
and then big rocks will come crashing down wherever you are.  Moving 
quickly is the best way to avoid them.
5. (<1/2 energy; Hmm!) Sera's most devastating attack this time is to 
fire a magnetized black hole that will move around the arena trying to 
pull you in.  If it catches you, it will be very hard to see and move 
while Sera unleashes her other attacks.  You must jump to escape the 
black hole; just running won't do.

HOW TO DEFEAT SERA (Part 2):
This form of Sera isn't that much harder, the attacks are just very 
different.  She's a much bigger target now, so just like the second form 
of Juno from the first Legends game, use that fact to your advantage.  
Again, the Shining Laser will make your job much easier in this battle.  
Defeat Sera this time and you win the game!



===========================
21. Licenses and Sub-Ruins:
===========================

License Tests
=============
You start out with a Class B License when playing on Normal Mode, which 
will allow you access to only the Class B Sub-Ruins.  If you'd like to 
explore the other two Sub-Ruins, you must take and pass the License 
Tests to win higher level licenses.  To pass, you must eliminate every 
enemy inside every room inside the Test Ruins, using only a five unit 
Energy Meter and the Buster Parts issued to you.  You have three minutes 
to complete the Class A License Test and five minutes to complete the 
Class S License Test (the clock starts when you enter the first door).  
If you run out of time, run out of energy, or voluntairly quit the test, 
you fail.  If you can complete the Test Ruins within the time limit and 
without running out of energy, you pass!  The Class A License Test is 
relatively easy, but the Class S License Test is very, very hard.  If 
you need help passing the tests, please check out Kalas' outstanding 
Digger License Exam Guide FAQ at www.gamefaqs.com.


Licenses
========
CLASS C (Easy Mode only):
With this license, zenny is worth four times the normal denominations, 
all three Sub-Ruins are available, all five Bionic Parts are issued for 
free, and of course, the Accessory Pack Omega (all Buster ratings maxed 
out) is available right from the very start.  Otherwise the same as a 
Class B license. 

CLASS B:
This is the license you start out with on Normal Mode.  Only the Class B 
Sub-Ruins are available.

CLASS A:
With this license, enemies drop up to 1.5 times more zenny than at the 
Class B level, plus bosses and other enemies have 1.5 times the defense 
of the Class B level.  Class B and Class A Sub-Ruins are now available.

CLASS S:
Highest license available on Normal Mode, and issued from the very start 
on Hard Mode.  With this license, enemies drop up to twice as much zenny 
as the Class A level, plus bosses and other enemies now have twice the 
defense of the Class B level.  All three Sub-Ruins are available.

CLASS SS (Very Hard Mode only): 
With this license, zenny is worth half the normal denominations, and 
non-boss enemies now have twice the defense of the Class S level.  
Otherwise the same as a Class S license.


Class B Sub-Ruins Walkthrough
=============================
Upon entering, proceed north through the hallway and take out the Green 
Frog Reaverbot.  Enter the door and you'll be in a large room with Three 
Walking Reaverbots, along with two ways you can go; west and east.  
First, go east and take out the Shield Reaverbot in the way.  Enter 
north to the next room where you'll find three Green Frog Reaverbots and 
several Small Snake Reaverbots.  Then go east and then go south to find 
a Zenny Hole with 3000z.  Then head north to find two ways you can go; 
north and west.  Take the northern door where you'll find three Green 
Frog Reaverbots, two Flying Bomb Reaverbots, and two Shield Reaverbots.  
Take them out and go east past where the Shield Reaverbots were to find 
the Bomb Schematic inside the Treasure Box.  Now leave and take the west 
path now.  After fighting several Snake Reaverbots, you'll find a dirt 
wall.  If you have the Drill Arm, you can drill this away and make a 
shortcut.  If not, you'll have to go back to the large room and go west 
and then north to the next door.

Upon entering, you'll find two more ways to go; west and east (watch out 
for the Shield Reaverbot guarding the way east).  Now go west where 
you'll find a Fake Treasure Box.  Behind it is a Zenny Hole with 6500z.  
From there proceed north where you'll find three Flying Bomb Reaverbots.  
Ahead is another Shield Reaverbot guarding the way north, and you'll 
also find two more paths, west and east.  The west path leads to a 
Treasure Box with 2800z and the east path leads to another Treasure Box 
with 4000z.  Now go north through the door.  There you'll find two Green 
Frog Reaverbots and two paths going west.  The first one leads to a Fake 
Treasure Box and the second one leads to a Treasure Box with the 
Mechanical Notes #2.  Now continue north to find a large room with three 
Green Frog Reaverbots and two Treasure Boxes; the left one is a Fake 
Treasure Box and the right one has 2500z.  If you continue east, you'll 
find the dirt wall again, which is where the two paths to the dirt wall 
connect.

The path east leads to three Walking Reaverbots guarding the way to an 
Elevator to floor B2.  Take the Elevator and you'll find a path that 
leads to the Class B Sub-Ruins Boss, the Hammer Reaverbot from the 
Abandoned Mines.  Other than the lack of pillars in the room, the Boss 
is exactly the same as before and should be treated as such.  Defeat it 
and you'll be able to collect the Blue Refractor B, valued at 30,000z!  
Once you have it, simply make your way back to the entrance so you can 
leave.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPONS PARTS:
1. Bomb Schematic
2. Mechanical Notes #2 (Artillery Notes)

ZENNY:
1. 6500z
2. 2800z
3. 4000z
4. 2500z
TOTAL: 15,800z


Class A Sub-Ruins Walkthrough
=============================
Upon entering, go down the hallway where you'll find six Flying Bomb 
Reaverbots and two ways you can go.  Don't bother with the path to your 
right (west); it's a dead end.  So take the left path (east) instead.  
There you'll find a room with three ways you can go; north, south, and 
east.  First go south where at the end of the L-shaped path, you'll find 
a Purple Reaverbot guarding a Zenny Hole with 3000z.  Then take the 
north door to find an F-shaped path.  The first path east is a dead end 
with three Flying Bomb Reaverbots, but the second path east has a Zenny 
Hole with 3000z guarded by a Purple Reaverbot.  Once both the north and 
south paths have been cleaned out, proceed through the east door.  This 
L-shaped path has a Mammoth Reaverbot and leads to another large room 
with another path going northeast and an Elevator.  This large room also 
has three Flying Bomb Reaverbots and two Purple Reaverbots.  After 
defeating them, check the west wall and east wall for Zenny Holes with 
8000z and 5000z respectively.  Now take the Elevator to floor B2.  From 
there you'll find three paths with a Treasure Box at the end of each 
one.  The west one has 5000z, the east one has the Sniper Unit, and the 
north one has 3000z.  After checking all three Treasure Boxes, take the 
Elevator back to floor B1 and take the northeast door.

Now you'll be in another L-shaped hallway with a Walking Reaverbot.  At 
the other end of this hallway is another large room with one or more 
Thief Reaverbots and sometimes a Gold Reaverbot that is worth lots of 
zenny if defeated.  There are also three doors you can take; north, 
east, and south.  The east path is a dead end with five Flying Bomb 
Reaverbots.  The north path is a T-shaped hallway with a Mammoth 
Reaverbot.  Upon entering this path, check the right wall for a Zenny 
Hole with 8000z.  Then go west and look along the right wall for another 
Zenny Hole with 5000z.  The end of this west hallway has a Treasure Box 
with the Rusty Bazooka.  Finally, the south path leads to a Mammoth 
Reaverbot along with a Purple Reaverbot guarding the lair of the Boss of 
the Class A Sub-Ruins.  The boss is a pair of Red Crab Reaverbots.  
Defeat them and be sure to check the north and south walls for Zenny 
Holes with 12,000z and 7500z respectively.  Then take the east door to 
claim the Yellow Refractor A, worth 50,000z!  Then use your map to guide 
your way back to the entrance to get out.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

BUSTER PART:
1. Sniper Unit

SPECIAL WEAPONS PART:
1. Rusty Bazooka

ZENNY:
1. 3000z
2. 3000z
3. 8000z
4. 5000z
5. 5000z
6. 3000z
7. 8000z
8. 5000z
9. 12,000z
10. 7500z
TOTAL: 59,500z

Class S Sub-Ruins Walkthrough
=============================
First of all, these ruins are filled with water, so have your Hydrojets 
ready.  Proceed north to find a large room with three GuruGurus.  Defeat 
them and take the west door.  At the end of the hallway, you'll find two 
Lobster Reaverbots.  Defeat them and check the Zenny Hole west for 
25,000z.  Now leave and proceed east where you'll find two more 
GuruGurus.  At the end of this hallway, you'll find a Shield Reaverbot 
guarding the door west.  Defeat it and proceed.  There you will find a 
short zig-zag hallway with two GuruGurus and a Shield Reaverbot.  Defeat 
them and proceed north, ignoring the east path for now.  Look for a door 
against the west wall to find a Treasure Box with 18,000z, along with a 
pair of GuruGurus.  Leave and continue north and you'll find an Item 
Hole with the Sensor around the corner.  Now go back south and take the 
east path you ignored before.  Enter the east door to find a room with a 
path continuing east being guarded by a Shield Reaverbot.  Then you'll 
find three more GuruGurus.  Then take the east door to find a Treasure 
Box with the Mechanic Notes #6.  Leave and continue north through the 
northern door.  From there you'll find two more paths, west and east.  
First go east where you'll find two GuruGurus and 15,000z inside the 
Treasure Box.  Then leave and go west to a square hallway with a Puff 
Fish Reaverbot.  Defeat it and take the north door to find the Boss of 
the Class S Sub-Ruins, which are the trio of Squid Reaverbots from the 
Second Key Ruins.  Defeat them just like before and then take the 
northern door to collect the Red Refractor S, worth 100,000z!  Again, 
use your map to guide your way back to the entrance of the ruins.


Item Review
===========
These are all the Items in this part of the game.  Did you find them 
all?

SPECIAL WEAPONS PARTS:
1. Sensor
2. Mechanical Notes #6 (Autofire Notes)

ZENNY:
1. 25,000z
2. 18,000z
3. 15,000z
TOTAL: 58,000z


===============
22. Sub-Quests:
===============

Pokte Village Quizzes
=====================
After completing the First Key Ruins, go inside the School next to those 
Ruins where you'll find the Mayor of Pokte Village, flanked by her two 
students.  Doesn't the Younger Student look a lot like Yai from the 
Battle Network Series?  Talk with any of the three to take a ten 
question multiple choice quiz.  In each quiz, you must get all ten 
questions right.  If you get one wrong, you have to start over.  The 
questions themselves cover the following subjects (from jewey's Quiz FAQ 
at GameFAQs):
American History
European History
World History
Ancient History
Music
Science
Math
Food & Drink
Geography
Biology
General Knowledge
And finally, only ONE question about the Legends games themselves!

Each time you complete a quiz from one of the students, you win one of 
four prizes from each.  The Younger Student's prizes are Pencil, Candy 
Apple, Candy Bar, and Strange Juice.  The Older Student's prizes are 
Notes, Pokte Tea, Mug, and Pokte Pastry.  If you already won all four 
prizes from that student, you can still take their quiz again, but you 
won't get any more prizes.

If you win the Mayor's quiz, you'll win the Textbook and Energizer Pack, 
as well as the right to take her Ultimate Quiz for 100z.  Here you must 
correctly answer 100 questions in a row, and as before, if you get one 
wrong, you have to start over.  Succeed and you'll win the Zetsabre!  
Alternatively, you can simply buy the Zetsabre for 2,000,000z instead of 
taking the Ultimate Quiz for it.  After winning or buying the Zetsabre, 
you can still take the Ulitmate Quiz, but you won't win any more prizes.

If you need the answers for the questions, please refer to jewey's 
oustanding Pokte Village Quiz FAQ & Answers FAQ at www.gamefaqs.com.


Kimotoma Raceway
================
After defeating Teisel's Blitzrig at Kimotoma City, talk with the man in 
front of the statue's platform.  Provided that the statue was not 
destroyed during the battle (if it was, you'll have to first pay the man 
5000z to replace the statue in five 1000z donations), the man will allow 
you to race along one of three tracks:
Manda Circuit: 35 seconds (25.95 record)
Calinca Circuit: 40 seconds (31.24 record)
Saul Kada Circuit: 45 seconds (32.12 record)

Unlike in the first Legends game, you cannot win any prizes in this Sub-
Quest other than cash.  If you complete the Manda and Calinca Circuits 
within the time limit, you win 1000z plus 10z for every tenth of a 
second below the time limit you finished the race.  The Saul Kada 
Circuit is worth 1500z plus 10z for every tenth of a second below the 
time limit you finished the race.  Can you set a new record?


MegaMan's Got Mail!
===================
During the game, MegaMan can receive letters from the Yosyonke Post 
Office.  You'll automatically receive two letters from the Servbots; the 
first one after clearing the Birdbot Fortress at Calbania, and the 
second one after giving the Third Key to Bluecher.

In addition, if you give Shu all three of the educational items (Pencil, 
Notes, Textbook) right after clearing the Birdbot fortress, you'll 
receive three letters from her little brothers, Appo and Dah.  The first 
one arrives after returning to Nino Island, the second one after 
defeating Glyde's Main Ship at Nino Island, and the third one after 
opening the Second Key Ruins.  To find out what the letters say, just 
check the Legends 2 Game Script.



=========================
23. MegaMan's Reputation:
=========================

Be a bad boy for a 20% increase in prices, among other things
=============================================================
If you do enough bad things (the easiest and quickest way is to kick 
piggies at Calbania Island), your armor will turn dark.  If it's too 
dark, the people will not like you!  First off, all the prices in the 
Junk Store and General Store are increased by 20%, and the owners of the 
stores will be much ruder to you.  Yikes!  In addition, you will not be 
able to participate in any of the Sub-Quests and many people will not 
think very kindly of you.

However, there is one advantage to being bad.  After defeating Teisel's 
Blitzrig at Kimotoma City, you'll find the Shady Dealer standing beside 
the northeast column near the Third Key Ruins entrance.  If you are dark 
enough that the store prices are increased, and have the Reaverbot Claw 
(that you got from the Yosyonke Junk Shop by talking to the owner from 
the back door), he'll offer to buy it from you for 50,000z.  Accept his 
offer and he'll offer you the Taser (one of two parts needed for the 
Crusher Special Weapon) for 10,000z, as well as the Reaverbot Eye for 
100,000z.  With the Reaverbot Eye in hand, go back to the Yosyonke Junk 
Store, enter the BACK door (NOT the front) and talk to the owner.  He'll 
ask if you'll sell your Reaverbot Eye to him.  Say yes and he'll offer 
100,000z for it.  Reject that offer and he'll offer 300,000z for it.  
This time you should accept his offer.  If you get greedy and ask for 
500,000z, he'll reject your offer and then if you talk to him again, 
he'll only offer 10,000z for your Reaverbot Eye.

If you want to turn back to Normal MegaMan, you must donate 1,000,000z 
to the Church at Yosyonke if you became just dark enough to be able to 
do business with the Shady Dealer.  Otherwise, you'll need much more 
than that!


Become St. MegaMan for 20% off in the Junk Store and General Store!
===================================================================
If you are Normal MegaMan, you can become St. MegaMan (he'll look very 
bright) by donating 1,000,000z to the Church at Yosyonke.  As St. 
MegaMan, you'll get 20% off at the Junk Store and General Store, and the 
owners there will be much more polite to you (even more so than they 
normally are).  In addition, if you go back to Pokte Island, you'll find 
a bunch of racoons that you can talk to!  Finally, go back to Calbania 
Island and visit Shu, Appo, and Dah for slightly different quotes.   


Be mean to Roll for a 10% hike in prices
========================================
If you do enough bad things to Roll (pick her up and shoot her near the 
Abandoned Mines at Calinca Island, shooting down the Flutter at Nino 
Island), you'll find Roll is not at the Flutter's Bridge, but Data says 
that Roll is taking a nap.  Well, go back to her room and you'll find 
her in her PJs lying on the bed.  Talk to her and she'll say that she's 
worried about your bad behavior, and will ask you to try to clean up 
your act.  If you promise to do so, then nothing will happen, but if you 
call her "busybody" instead (how mean!), you'll find that once you go 
back to the Flutter's Bridge and inside the Development Room, Roll broke 
her tool kit and now prices for Special Weapon upgrades are 10% higher!  
Ouch!  Plus, Roll will be a bit more rude to you now (she'll ask, "What 
is it, MegaMan?" instead of "What do you want to do, MegaMan?").  To get 
back in Roll's good graces, just buy and give her all three of Roll's 
Presents and she'll say her tool kit is now fixed and the Special Weapon 
upgrade prices will return to normal.


Catch Roll in the Bathtub for 10% off!
======================================
If you pay to have the Flutter repaired, buy all three living 
room/kitchen items (Refrigerator, Newspaper, TV), give all three of 
Roll's Presents (Doll, Cushion, Model Ship), and the first four Flutter 
furnishings (Toilet Cleaner, Comic, Housepant, Vase), you'll find that 
Roll is not at the Flutter's Bridge, just Data.  Data will tell you that 
Roll is taking a bath and that you should get cleaned up too.  Well, be 
a bad boy and go inside the Bathroom, where MegaMan will once again 
catch his sister in her birthday suit, just like in the first game!  In 
fact, MegaMan will even pump his fist after doing so; how sick!  Anyway, 
go back to the Flutter's Bridge and talk to Roll.  Go to the Development 
Room and you'll find that Roll got a new tool kit which means now all 
Special Weapon upgrade costs are 10% off!  Plus, Roll will be much more 
polite to you when you talk to her (she'll say, "Just tell me what you 
want to do, MegaMan!" instead of her usual, "What do you want to do, 
MegaMan?").



=====================
24. Secrets and Tips:
=====================
1. Unlock Easy and Hard Mode - Just like in the first Legends game, you 
can also unlock Easy and Hard Modes in this game as well.  Just beat the 
game on Normal Mode and after the ending, save the file to a slot on 
your Memory Card.  As long as that file remains on the Memory Card, both 
modes will be automatically available any time you select New Game from 
the Title Screen (you don't have to restart the file, then reset and go 
back to the Title Screen like the first game).  Please see the "Licenses 
and Sub-Ruins" section of this guide for more information.

2. Unlock Very Hard Mode - Beat the game on Hard Mode OR beat the game 
on Normal Mode with a Class S License to unlock Very Hard Mode.  Please 
see the "Licenses and Sub-Ruins" section of this guide for more 
information.

3. Best Mega Buster Combos - Have you ever wondered what the best 
overall combination of Buster Parts is to get the best ratings overall?  
Well, here's a complete list of every Buster combination that will give 
you at least an 18 combined rating:
a. Accessory Pack Omega (Easy Mode only)
   = A:7 E:7 R:7 D:7 (Total: 28)
b. Any three of the following:
   Power Raiser Omega, Turbo Charger Omega, 
   Range Booster Omega, Rapid Fire Omega
   = Three Ratings:7, Remaining Rating:0 (Total: 21)
c. Accessory Pack Alpha + Booster Pack Omega + Energizer Pack Omega 
   = A:5 E:7 R:3 D:5 (Total: 20)
c. Accessory Pack Alpha + Booster Pack Omega + Upgrade Pack Omega 
   = A:6 E:7 R:5 D:2 (Total: 20)
c. Accessory Pack Alpha + Energizer Pack Omega + Upgrade Pack Omega 
   = A:3 E:7 R:6 D:4 (Total: 20)
d. Upgrade Pack Omega + Booster Pack Omega + Energizer Pack Omega
   = A:4 E:7 R:4 D:4 (Total: 19)
d. Accessory Pack Alpha + Accessory Pack + Booster Pack Omega
   = A:6 E:6 R:4 D:3 (Total: 19)
e. Accessory Pack Alpha + Accessory Pack + Upgrade Pack Omega
   = A:4 E:6 R:6 D:2 (Total: 18)
e. Accessory Pack Alpha + Accessory Pack + Energizer Pack Omega
   = A:3 E:6 R:4 D:5 (Total: 18)

4. Servbot Guests - Inside the Sulphur-Bottom, you'll notice three very 
special guests aboard Bluecher's Ship; that's right, everyone's favorite 
little yellow guys are aboard the ship!  Their quotes will change every 
time you present one of the Four Keys to Bluecher.  To find out what 
they are and what rooms they are in, just check the Legends 2 Game 
Script.

5. Capcom's Self Advertising - Capcom just can't resist advertising in 
this game as well, can they?  Well, let's see what they have this time 
around:
a. The Game Cartridge that you buy at the General Store is called 
Resident Evil 43.  But upon checking the game at MegaMan's Room (it 
kinda looks like a Game Boy Advance SP with four buttons), it says it's 
a flight simulator.  Don't ask me how you make a Resident Evil-based 
flight simulator game...
b. The Comic that you buy from the General Store has a picture of 
Classic MegaMan.
c. The Yosyonke General Store has a poster of Black Zero from MegaMan X4 
and X5.  It also has a comic book with Kalinca (Dr. Cossack's daughter) 
from MegaMan 4.
d. The Condominium at Yosyonke as well as the huge house in the 
northwest corner of Yosyonke has an comic book with Ice Man from the 
original MegaMan game.
e. The TV inside the Bar at Yosyonke shows a neat animated clip that 
features MegaMan and ProtoMan from the Classic MegaMan series, as well 
as Guts Man from the original MegaMan game.
f. The Nino Island Junk Shop has a wanted (dead or alive?) poster with 
Teisel, Tron, and Bon Bonne, and offers a 1,000,000z reward.  Wouldn't 
it be nice if you could actually collect this reward?
g. The gumball machine inside the Nino Island Junk Shop supposedly has a 
keyholder with a Servbot inside, but you can't see one inside.

6. Somebody Slap Me! - Just before the Abandoned Mines, you'll be out on 
the Calinca Tundra where Roll follows you.  If you try to pick her up, 
she'll slap you!  In fact, if you do it enough times, you can actually 
be slapped to death!

7. MegaMan Goes Classical - Does the music that plays when you're aboard 
the Sulphur-Bottom sound familiar?  It should if you like classical 
music.  That piece is "The Four Seasons" by Antonio Vivaldi (1678-1741).

 

========== 
25. Legal: 
========== 
This guide must always be shown in full form with credit given to the 
author, and a link and credit must be given to Mega Man Network 
(http://megaman.retrofaction.com/). All associated characters and games 
are copyright to Capcom. 

CREDITS:
1. Capcom: For making this wonderful game (and I hope Legends 3 and/or 
MOTB 2 will soon follow)
2. Mega Man Home Page (http://www.mmhp.net): For providing me with the 
names of most of the Bonne Family Bosses.
3. 2003 World Almanac: For info regarding the music and its composer 
that plays at the Sulphur-Bottom.

HOSTS:
Although this guide is designed especially for Mega Man Network 
(http://megaman.retrofaction.com), these sites have permission to host 
this guide as well:
1. GameFAQs (http://www.gamefaqs.com)
2. NeoSeeker (http://www.neoseeker.com)
3. RockMan Dash! (http://www.rockmandash.com)