Viewtiful Joe 2 Rainbow V Guide
By Matthew "Rhylos" Hover

(Anyone want to do an ASCII art to be put here?  Anyone?)

Email:  rhylos@gmail.com (game/faq related only)
AIM:  rhylos00  (not on that often; rude people will be ignored)
Last Update:  2/24/05


****
---Version History---
****
v1.07 (4/14/05)
- Tweaked the unlockables section.
- Completed the boss guide for Dr. Kranken.  Just need two more bosses!

v1.06 (2/23/05)
- Did the boss guide for Frost Tiger.  Giant!
- Completed the adults/kids walkthrough for Reel 6.

v1.05 (2/14/05)
- Completed the unlockables section.
- Completed the frequently asked questions section.  Might add more if 
needed
- Added how to unlock all the chambers.
- Rewrote the Alastor boss fight in the walkthrough.
- Minor grammatical fixes.

v.1.04 (2/10/05)
- Finished the boss guide up through both forms of Alastor.
- Reformatted the enemy and boss guides.

v1.03 (2/8/05)
- Completed the kids/adults walkthrough for reel 4.
- Started the boss guide and completed it up through Flinty Stone.
- Added zoom-stun in the opening section.

v1.02 (1/18/05)
-Wrote out most of the enemy section.  Still needed:  spiked laser 
shield flats.
- Did some legal stuff and credits.

v1.01 (1/13/05)
-Re-wrote some of the parts in the second section
-Wrote the walkthrough for Reel 1 in the Kids/Adults section.

v1.00 (1/11/05)
-Started the guide.  Horray!
-Did the overall format of the guide.
-Wrote out the first and second sections of the guide.


****
---Table of Contents---
****

I.  Introduction
II.  Before You Begin
2.1	What You Should know
2.2	General Tips
III.  Kids/Adults Walkthrough
IV.  V-Rated/UV-Rated Walkthrough
V.  36 Chambers
	5.1  Unlocking Them -tips
	5.2  RV Guide
VI.  Enemy Guide
VII.  Boss Guide
VIII.  Frequently Asked Questions
IX.  Unlockables
X.  Legal Stuff
XI.  Thanks/Credits

For quick navigation, use the find feature, and type in the roman 
numeral, two spaces, and the first letter of the section.  For example, if 
I want to go to the enemy guide, I open up the find feature, type in "vi.  
e" (no parentheses.)

****
---I.  Introduction---
****

Due to the incredible lack of faqs for this game, I decided to make my 
own faq.  And, being the perfectionist that I am, this guide is for 
getting perfect ratings in this game.

And what is a perfect rating you ask? Why, a rainbow V of course!  
Not to be confused with a regular purple V.  When playing this game 
or it's predecessor, it's kind of hard to miss the game flow; you enter a 
level, advance till you're given a task, complete the task, then advance 
till you reach the next task.  For each task you're ranked on three 
criteria: v-points, defense, and time.  More on that in the next section.

I won't lie to you.  Getting consistent rainbow v's is hard, but not 
nearly as hard as it was in the first game.  This is because there are a 
LOT more save points; in the first game, one mistake could mean 
restarting a whole level (*cough*magnificentfive*cough*.)  That 
being said, getting RVs is still an accomplishment.

You may also have noticed that I have two walkthroughs listed.  This 
is because I feel that there are enough differences between these 
difficulties to warrant different strategies.

I also should note that I'm assuming that you already know how to 
play this game.  I'm not going to baby you and go over the controls or 
the characters or all that junk, and I'm assuming that you've gone 
through V-Rated at the least.  There will be spoilers and there will be 
no warnings!

Okay, enough of that, time for the actual game!

****
---II.  Before You Begin---
****

This section is dedicated to techniques that can be used in attaining 
those ever elusive rainbow V's.

---2.1  What you should know---

- Each task has 3 factors that go toward your ranking.  You must get a 
purple V-ranking for each factor in order to get your rainbow V.  The 
first factor is v-points: each task has a number of v-points you must get 
in order to get your V.  Some tasks require as little as 20 v-points, 
while some need over 10,000.  Usually this isn't a problem.

The second factor is defense.  The defense requirement is always the 
same for every task.  If you don't get hit, you get a V.  If you get hit 
any number of times but do an ukemi each time, you still get a V.  If at 
any time you do not Ukemi after getting hit, reset and try again.  One 
other point is the take 2; in the first game, using a take 2 had the same 
effect as Ukemi and would not detract from your defense rating.  
However, in this game that is not the case.  If you use a take 2 during a 
task, you will get a lower grade for your defense.  I also should note 
that dying automatically takes off one letter grade.

And the last factor is time.  If you follow this guide, time will not be 
factor at all.  Each task gives you plenty of time to get all the v-points 
you need.  Off the top of my head, there is only task that might give 
you trouble.

- It's also an interesting note that Joe and Silvia can double jump after 
they do an Ukemi.  This is useful to know if you get stuck in lava or 
spikes.  However, this makes you vulnerable.  If you let the ukemi play 
out as normal, your character is untouchable until his/her feet hit the 
ground.

- Remember, only the grades from completing tasks goes toward your 
overall ranking.  You are not graded between tasks, so it's okay to get 
hit and even die between tasks.  You are only graded when you see the 
"Just Go for It!" message up until you see your grades.  Keep in mind 
that some tasks are one after another with no in-between.

- Your overall ranking is based off of the ranks you get from your 
tasks.  For each act, your grade is the average of the grades from all 
the tasks in that act.  Then, the acts are averaged for your overall grade 
for the reel.  The goal of this guide is to get an average ranking of 
Rainbow V for every episode.  In order to get that average, every 
grade must be a Rainbow V; even one regular V will screw up your 
average to give you a lower grade.  That means you must get a 
Rainbow V for every task.

---2.2  General Tips---

- Ukemi Ukemi Ukemi!  I cannot stress that enough.  Whenever you 
get hit, you should immediately hold down slow, and when Joe/Silvia 
is about to hit the ground, zoom in.  If you pulled it off, they'll do a 
little handspring and gain a heart back.

- V-Points and the Rock-On Combo:  You may or may not have 
noticed the little combo you can get going, which can then be 
multiplied for even more points.  There are certain actions you can do 
to get those v-points.  First off is dodging an attack.  When an enemy 
attacks, you see an upper or lower skull.  Push up or down to dodge it, 
and you get a little V in the upper left.  Each V is worth 10 points, and 
each dodge will give you a V.

After dodging the attack(s), the enemy will be dizzied, noticeable by 
the stars over its head and the giant word "slow" above that.  While 
it's dizzied, any normal punch or kick to it will give a V.  Doing this 
before going into slow-mo helps build up a cache of Vs to be 
multiplied later.

So the enemy is dizzied and you've knocked him around a bit, and 
gotten yourself a few Vs in the process.  Now hold down slow, and a 
big fat red target will appear on him.  Hitting him while the target is on 
him will send him flying forward (punch) or at a 45 degree angle 
(kick.)  Any punch/kick, sliding, red hot/cool blue kick done to him 
while the target is on will give a V for each hit.  After hitting him with 
the target, every enemy on the screen is now targeted; this is called a 
Rock-On combo.  If the guy goes forward and hits another guy, you 
get 3 Vs for each hit.  Normally it's good to zoom punch the guy to 
start off your Rock-On combo; this gives 2 Vs, as well as sending the 
guy straight to hit other guys for more Vs.  Also note that doing the 
zoom spin kick will give 3 Vs, but this isn't used to start Rock-On 
combos since it sends guys at an angle.

Okay, you've dodged an attack (1 V,) hit him twice (2 Vs,) slowed, 
zoomed, and punched him (2 Vs.)  That's a total of 5 Vs so far.  Now 
all the other enemies are targeted and the guy you just punch hit 
another guy, giving you 3 more Vs.  Still slowed, hold down mach and 
run in the direction of the guy you just hit to the guy that was just hit 
by the guy you just hit (whoa, confusing.)  Now zoom punch that guy, 
giving you 2 more Vs, as well as the giant x2 that appears to the right 
of your Vs.  This is a multiplier, and you increment it by one for every 
enemy that you hit.  Now the guy you just hit will fly forward and hit 
any other guys that are in line, giving you more v-points.  Generally 
for every rock-on combo, it's a good idea to zoom punch every enemy 
to get the most points.

It's also good to note some other things that give Vs.  Every auto-
dodge gives 2 Vs, and successfully doing an ukemi (and letting it fully 
play out) will give 2 Vs.  Also, after a guy is dizzied, you can mach 
punch him (hold down mach and punch.)  Each hit gives a V, and 
since mach punching is weaker than a normal punch, you'll get more 
hits in before it dies.  This is usually the best strategy for lone enemies.

Though I had known of this next technique for a while, someone 
(credit goes to Gen2000) posted this in the forums of the first game.  
Basically, in areas where there's little space or when there's an enemy 
between you and a wall. Instead of zoom punching in slow motion 
(which is an instant kill,) just punch the guy into the wall while in 
rock-on mode; he'll bounce off a little above you.  Now jump up and 
start punching and kicking him repeatedly into the wall for lots of 
multipliers.  Then you can red hot kick your way back to the ground 
and repeat for lots of multipliers.  This was a good strategy in the 
second part of level 2 in the first game, but there aren't many closed 
spaces in this game to use this technique.  Rather, this is good to use in 
some tasks where you're given very few enemies and you need a lot of 
v-points (see 1-11, the last task of reel 1, act 2.)

Space Age Samurai has pointed out that if you pin the enemy close 
enough to the wall, you do not need to jump up to do this.  I guess the 
whole jumping thing was something I did.

- Zemickey's Melee Technique:  All credits go to Zemicky for listing 
this technique in his RV guide for the first game.  This strategy should 
be used to gain the most v-points when battling enemies.  That last 
section was it, except I wrote it much more drawn out and made it 
sound oh so complicated.  I wrote it out again in the beginning of the 
walkthrough, though much more simplified.  Later, I repeat the 
strategy less and less and just start saying just to use the melee 
technique.

- SlowZ-RHOH:  Only Joe can do this.  It's just slow, zoom in, and 
hold down punch.  This is the best way for Joe to deal damage to 
bosses and it'll kill nearly every enemy in rock on mode…with the 
only exception being the tall enemies that carry the scythe or double 
lightsaber.  (Yes, I know Silvia has a slow zoom punch as well, but it's 
so slow that it's not a good technique.  Stick with Joe when doing 
this.)

- SlowRZ-CBK:  This is Silvia's slow, replayed, zoomed cool blue 
kick.  One of these does twice the damage as one of Joe's SlowZ-
RHOH, and allows her to do more damage more efficiently to bosses 
than Joe.

-Dragon Kick:  Both Silvia and Joe can use this.  Just zoom in while 
doing a cool blue/red hot kick.  Holding down slow will make it do 
more damage, and during a rock-on combo, it does the same amount of 
damage as one SlowZ-RHOH from Joe.

- Rising Vortex/Stomp Attack:  The rising vortex is when you zoom 
in, then jump.  The stomp attack is when you zoom in while falling in 
the air.

- Shockwave:  When the stomp attack hits the ground, it creates a 
shockwave.  This isn't a good move against normal enemies, but 
extremely effective against Flinty Stone and Emperor Black.

- Zoom-Stun:  A lot of the regular grunts get stunned if you zoom in 
when near them, and will say stunned after you unzoom.  This has its 
uses, like catching a rocket verdy, or making a throwing flat drop its 
weapon.  The most useful feature of this technique is during a rock on 
combo.  When a guy is rolling past you, zoom in to stun him, and add 
him to the combo.

- If you've played the first game, then you know that having a good-
sized vfx bar helps, but keep in mind that getting those vfx points does 
not count towards your ranking.  For most of the levels, getting all 250 
reels can be a little bothersome, so just getting a least 200 is good, 
which is all but one section of your bar.  If those points are that 
important to you, most of the tasks give enough time to grab them all, 
and be sure to check out my other guide on how to grab them all.  
(Which I haven't posted yet.  ^^)

-There is also the soft reset.  Even though this is in the manual, I'm 
putting it here anyway.  If at any time you make a mistake, like failing 
an ukemi or didn't get an RV, press and hold start+b+x for about half a 
second.  It'll save you a trip to your consol to push the reset button.

- Last thing to note that 95% of this walkthrough is done using Joe.  
Silvia can't do Zemickey's melee technique (effectively,) which 
makes getting v-points much harder.  The only time you should use 
Silvia is to complete some puzzles and some of the bosses.

****
---III. Kids/Adults Walkthrough---
****

---Comparing Kids and Adults---

- In kids, it takes fewer hits to kill enemies.
- In kids, bosses have less life.
- In kids, your vfx bar drains half as fast as Adults mode.  Also note 
that the auto-dodge takes up half as much vfx as it does in Adults.
- In kids, you do twice as much damage to bosses.

That being said, time to start the guide!

---Reel 1, Act 1---

1-1:   3 Guys

Right when the task starts, all three of them will be to your right.  Run 
up to the closest one, dodge an attack, and punch and/or kick him 2-3 
times.  By now, a flat has rolled to your left, but don't worry.  Now 
slow, zoom, and punch the dizzied guy, then unzoom, turn around and 
zoom punch him, unzoom and hold down mach to run to the right and 
zoom punch the third guy.  Congrats on your first RV!  That was also 
the melee technique.  It's just basically slowZ-RHOH every enemy 
once, and since they're in a line, they'll fly and hit others, giving you 
more v-points.

Before 1-2:  Kill all these guys or they'll cause a headache later.  Just 
take my word for it.  (If you really want to know, if you don't kill 
these guys, one of them will count as a guy for the next task; you can't 
go back to this area while doing the next task, so you have to wait till 
he comes over to you, which'll probably give you a D for time.  So 
just kill them all.)

1-2:  2 Guys

Oh noes!  One has a shield, and the other has a hatchet!  What are we 
ever going to do?  Go for the hatchet guy first; hit him once so he'll 
drop it, then dizzy him.  By this time, the shield guy has come down, 
so hit the dizzy guy 2-3 times and slow zoom punch him, and turn 
around and hit the shield guy.  Hit the guy on your left for more points, 
and your second RV is yours.

Before 1-3:  Killing this guy is optional.  If you don't, he'll show up 
during the next task, which may be good if you don't think you got 
enough v-points next task.

1-3:  Falling logs.

Start off by holding slow till the damn dam bursts, then drop down to 
the bottom.  Two guys will show up, so use the melee technique on 
them (line them up, dizzy a guy, hit 2-3 times, slow zoom punch him, 
do the same to the other guy.  Do I have to type this every time?)  
There's also a pink box to your right that has a 100 v-point coin in it, 
so be sure to grab it.  If you didn't kill that guy before this task, he'll 
show up.  Dizzy him, and then mach speed punch him (that's how you 
get the most points from one guy.)  Head up the leaves on the left, and 
jump across the logs to finish the task.

1-4:  2 Verdys

First slow till they land on the ground.  These guys are much weaker 
than the usual guys, so instead of lining them up, get one on each side 
of you.  Dizzy one, or both, hit a dizzied guy twice (to be safe, don't 
want to kill him,) then slowZ-RHOH both of them.

Congrats, you beat the first act with all RVs!  Do you feel special yet?

---Reel 1, Act 2---

Before 1-5:  I recommend killing this guy.  Do it!

1-5:  2 Guys…Again

It's the same strategy as 1-2.  Have fun.

1-6:  Flying Boulders

Very simple.  Just head to the left and slow uppercut the big one.  For 
v-points, you only need 20 of them, so just auto-dodge a boulder.

Before 1-7:  I recommend killing these guys, or they'll cause you 
headache later.

1-7:  3 Guys…on a bridge!

The guys will spawn with 1 to your left and 2 to your right, plus there 
are some of those flying drones all the way to the right.  Jump over the 
two guys to the right and kill the two octs, then use the melee 
technique on the three guys.  Pretty simple.

1-8:  3 Guys…under a bridge!

Start off by slowing till the boulder brings the bridge back up.  You do 
not need to do the "shoot me" targeting thing, but you can if you want; 
there's plenty of time.  Head back to the bridge.  Jump over all of them 
and land on the platform with the hatchet guy, on the left.  Kick the 
hatchet out of his hands and then dizzy him.  Don't do anything do 
him till the other two guys jump their way onto your platform, then hit 
the dizzied guy 2-3 times and slow zoom punch him blah blah blah.  
You probably won't melee technique all three of them, probably only 
two (I did at the time of writing this,) so go to where the last guy is, 
dizzy him, and mach punch him till he's dead.  Then head back and 
slow uppercut the boulder.  Even if you took your time by hitting that 
target thing and jumping around for those vfx points, you should still 
have gotten a V for time.

1-9:  Shield Guys Under the Bridge

Punch/kick the guy in front of you so he'll attack, so dizzy him and 
melee technique his ass.  When one of the guys is completely 
destroyed, the third guy will jump in.  After slow zoom punching the 
second guy, you should be able to hit the third guy as well.  You can 
then skip the last guy that comes and head to the end and complete the 
task.

1-10:  Gunslinger

This guy is simple once you know his pattern.  He'll fire his lasers 3 
times; twice from the ground and then from the air.  He'll then pull out 
his bullet guns and fire those 3 times.  So first auto-dodge his lasers 
three times (for v-points,) then slow punch his bullets back (if he's on 
the lower platform and you're still on the ground, he'll fire in a 
diagonal at you; a slow kick will bounce them back to him.)  Now he's 
dizzy; what do we do now class?  That's right Billy; mach punch him 
till he dies!  If you didn't auto dodge, you might not get enough v-
points.

1-11:  More Falling Boulders

Okay, v-points is a problem, especially on kids.  Heading to the end 
using the same method we used to kill the last gunslinger will only 
give a B ranking.  So do the following:  when the task starts, slow till 
the volcano bursts.  Instead of immediately jumping across, wait till a 
small boulder flies down, then jump up under it and auto dodge it.  
Repeat two more times, and then jump up and slowZ-RHOH the 
yellow box for some more points.  Now jump across the boulders till 
you get to the punching bag; mach punch it till you get your aura, and 
jump/run across the lava and boulders to the end.  For the gunslinger, 
dodge his lasers three times, and then dodge his first two gun shots, 
and punch back the third.  On kids, he dies too fast from mach 
punching, so just punch and kick him regular when he's dizzy to get 
the most v-points.  That should be enough v-points for an RV.

---Reel 1, Act 3---

1-12:  2 Guys, 2 Balloon Verdys

On kids, this is very hard to get enough v-points since the game wants 
you to get the boxes in the background, but the guys die way to fast.  
Start off with Silvia, and run to the right, jump, slow and blast the 
targets for a bunch of coins worth 100 points each.  Now switch to Joe 
and hold down mach till the balloon verdys come down to the ground.  
Line them up and use the melee technique.  This may take a few tries 
to get enough v-points within the time limit.

1-13:  Power up!

Start off by killing the octs, then use the melee technique on the two 
guys.  Head to the right and repeat on the next set of guys, then slow 
uppercut the plug and mach speed on the wheel till you complete the 
task.

1-14:  Furnace Room

There are 3 groups of 2 guys each.  Use the melee technique on the 
first group, then head to the right till the second group spawns, and 
draw them away from the fire to melee them as well.  The last two 
guys are shield guys.  Head to the right and see them spawn, and 
continue to the right past the fire so they're not near the fire. Melee 
them and you're done.

1-15:  Mini-Boss!  Drill Tank

I had such a hard time with these stupid things till I realized how to 
beat them.  It starts off by drilling into the ground.  Just stay where you 
are until you see dirt flying up.  If it's straight up, move a little to the 
left or right and it'll expose the drill; mach speed to bring it above 
ground.  If it's at an angle, get out of the way and wait till it flies in the 
air, at which point you should hold down slow to bring it back down to 
the ground.  Now it'll spawn three normal flats.  Get a guy between 
you and the tank and dizzy him.  If there's other flats near you great; 
slowz-RHOH the dizzied guy into the tank and repeat for the other 
guys to get a multiplier going for v-points; the bullet probably won't 
hit you.  If there's no guys near you, wait a little till the others come 
near you, then start the melee by knocking the dizzied guy into the 
tank.  If the tank's still alive, wait till it fires a second time and knock 
the bullet back into it.  

---Reel 1, Act 4---

1-16:  Boss Fight:  Big John

His first attack is his tail swipe; push up to dodge it, then slowz-RHOH 
him till you're hitting his chin, and then he'll do another tail swipe, 
and again slowz-RHOH him till you're hitting his chin.  In kids, he'll 
be dead by now.   But if you're in Adults read on.

After you're done hitting his chin, he'll reel back for a fire breath.  
Duck until you get a V; this is very important since it'll make you do 
more damage.  Slowz-RHOH till he jumps into the background.  He'll 
have very little life now (at the time of writing this faq, he had maybe 
1/10th of his last life bar left.)

He'll call in helicopters to drop in fire barrels; you can get rid of them 
by slow hitting them.  If you're still in the general area from when he 
jumped, a barrel will be dropped almost on top of you; slow 
punch/kick it, then just stand there and John will jump in right next to 
you and do a tail swipe.  By this time, another barrel has been dropped 
on John and fire is everywhere, possibly on you, but don't worry about 
it, just dodge the tail and slowZ-RHOH him and he's dead.  If he's not 
dead by now, then you need more training in the ways of Rainbow 
V's.

Read the boss section for more details.

---Reel 2, Act 1---

2-1:  Vertical Slot Machine

Melee the first two guys, then jump over the slot machine and melee 
those guys too.  Line up the coins to get lots of 100 point coins, then 
line up the Vs to get the key.  Time is pretty lax, so don't fret if it takes 
a few tries to get the coins and the key.

2-2:  Temple Room Rumble

Melee the first three guys; keep in mind when the first guy dies, a forth 
one will join.  When the first four guy are dead, four more guys show 
up.  Mach to bring down the balloon verdies and knock the hatchets 
from the other guys' hands, then melee them.

2-3:  Underwater Puzzle

At the start, slow-RHOH the yellow box for the v-points, then mach to 
bring up the water level.  Keep using bursts of mach to keep the water 
level high as you punch and kick the statue to the left.  May take some 
practice to get it within the time limit, but it's pretty easy.

2-4:  Replay Switch

Quite possibly the easiest RV.  Go up and mach punch the switch to 
break the box in the background.  Grab the coins and then switch to 
Silvia, then replay kick the switch.  Switch back to Joe and continue.

2-5:  4 Guy Melee

Start off by slowZ-RHOHing the gunslinger till it's dead, then melee 
the rest of the guys.

2-6:  Slow-Replay Button

Mach punch the button to get the box in the background.  Switch to 
Silvia and wait till the spike door closes, then slow replay kick the 
button.  Jump up and grab the flag.  Easy.

2-7:  Big Melee

Knock the hatchet out of the throwing flat's hand, then mach till the 
balloon verdies come to ground, then melee them all.  2 shield flats 
and 2 prop verdies show up; slow till the verdies land, then melee them 
all.  Now the red-robe scythe shows up; just melee them all and grab 
the key.  Kinda repetitious, huh?

---Reel 2, Act 2---

2-8:  Mini-Boss Fight: Tank John

He'll start off by throwing three barrels; slow kick each of them back 
at him.  In kids, don't keep slow held down when the barrels hit him, 
because you'll do too much damage to him, killing him before you get 
enough v-points.  Now he'll fire his cannon; punch it back.  For kids, 
just let go of slow and let the bullet hit him.  He'll now do his lunge 
attack; head to the left and jump over him when he lunges, and zoom 
in when you're over him to do the stomp attack from the air that'll hit 
him several times for a V each hit.  That should be enough v-points, so 
go ahead and kill him now.

---Reel 2, Act 3---

2-9:  Dash across the Lava

Don't kill the guys until the "Just Go For It" message appears.  Turn 
around and mach till the balloon verdy lands and melee them all.  
Switch to Silvia and shoot that turning thing till the red laser goes 
away, and switch back to Joe and head across the lava.  You may have 
to slide under the closing door, but you should still get your RV.

Before 2-10:  This area is not a task, so just blow up the floor and light 
those candles as fast as possible to head to the next task.  Don't worry 
about the enemies.

2-10:  6 Person Melee

Just melee them all.  For the nurses, just slowZ-RHOH one till you get 
the rock-on combo, and then hit the other nurse.  Pretty easy.

2-11:  Stupid Puzzle

Hop on the blue ball and push left and mach till you get to the end, at 
which point you should slow uppercut the ball.  Now get to the right of 
the bomb and push it to the left by pushing left and holding mach.  
When you get to the end, mach punch it till you light it. Make sure to 
get 10 v-points from mach punching it.

2-12:  Last Room Rumble

Start off by slowing to bring the verdy down, then melee them all.  
Keep in mind that you don't need to kill everyone, just only 5 or 6 of 
them using the melee technique.  Grab the statue and end the task.

---Reel 2, Act 4---

2-13:  Boss Fight:  Flinty Stone

Start off by jumping in the air and doing the shockwave attack, 
followed up by slowZ-RHOHing till you're forced to auto-dodge.  
Now retreat to the upper left to let your bar recharge and wait till he 
catches up and repeat that strategy.  In kids, he'll be dead.

In adults, retreat to the right and get on a yellow platform and wait till 
he catches up, then repeat the shockwave-RHOH strategy.  Then 
retreat again, let him catch up, and do it again.  Should be dead.

Read the boss section for more details.

---Reel 3, Act 1---

3-1:  Mini-Boss Fight:  Harrier

In kids, jump up to the nose of the plane and slowZ-RHOH till it dies.  
Your vfx will last long enough to do this.

In adults, do the same thing, except you'll do it about three times until 
it spawns some flats.  Dizzy a flat and uppercut/kick it to the harrier to 
finish it off.

3-2:  Rocker On!

Start off by switch to Silvia, then jump up, slow, and shoot the targets 
till it dies.  Switch back to Joe and do the rising vortex into the button.  
Now melee the first bunch of rockers, then do the same to the second 
group.  Grab the key card and finish the task.

3-3:  Into the Ladies Room

Switch to Silvia, let the first two cars wiz by, then use the stomp attack 
to break into the bathroom.  Head to the right and replay a rising 
vortex.  Switch to Joe and melee the police flats.  Now head to the top 
and watch the car crash.  SlowZ-RHOH the gunslinger, then melee the 
rest of the guys.  Head to the right and the red-robe scythe will appear; 
dizzy him and mach punch him to death.  Switch to Silvia and replay a 
zoom kick.  Switch back to Joe and continue.

3-4:  Darkness Melee

This can be a little tricky to get enough v-points.  Melee the first three 
guys, then jump up to the electrical sentry and slow to auto-dodge.  
Auto-dodge 2-3 more times, then go melee the last two guys.  This 
may take a few tries to get enough v-points.

3-5:  Darkness Melee #2

Don't worry about the rocket verdy, just immediately dizzy the first 
guy and start your rock-on combo.  You may notice that the rocket 
verdy is now zoom stunned, so jump up and slowZ-RHOH him to 
continue your melee.  After the first three guys die, three more guys 
will appear, so just repeat the last strategy.

3-6:  Power Up!

I would like to take a moment and mention an alternate method to 
starting your rock-on combo.  Instead of hitting the guy 2-3 times, try 
mach punching him for a few hits, then immediately slow, zoom, 
punch, and your melee is started off that way.  By mach punching 
before you start, you get a lot more Vs that can be multiplied.

Now for this task.  Get the red-robe scythes to one side of you and 
dizzy one.  Mach punch him for a bit, then slow, zoom, and punch, 
and, while keeping slow held down, head over and hit the other.  Now 
head to the right and dizzy the guy, then mach punch him till he dies.  
Do this again to the next guy.  Use the third guy to finish the task by 
dizzying him and slow upper cutting him into the plugs.

3-7:  Mini-Boss:  Mech Harrier

It starts off by leaning on its side and firing missiles.  If you want, you 
can slowZ-RHOH the nose for some damage as well as hitting some 
missiles back…but you don't have to.  When it's done, it'll do its 
flamethrower attack, which can be dodged by just running under it.  
Now wait for it to transform to mech mode and jump up and slowZ-
RHOH the head for lots of damage.  If you hit it enough, it'll revert 
back to harrier mode; if you don't, it'll just hover there and fire 
missiles, giving you plenty of time to jump back up and hit it some 
more in the head.  Back in harrier mode, wait till it transforms again 
and then go for the head till it's dead.

---Reel 3, Act 2---

3-8:  The Golden Gear

Start off by killing the octs and heading to the right.  You have plenty 
of time for this task, so be sure to melee all the guys.  For the task, use 
the stomp move when you see the gear in the floor, and when you 
reach it again, uppercuts move it the most, so hold down and alternate 
between sliding and uppercutting.  When it's in place, spin kick it till 
the task is done.

3-9:  Attack of the Evil Nurses

Keep in mind that this task does not start until you get off the screw 
platform going down.  The nurses are pretty easy; just slowZ-RHOH 
one of them till the rock on combo starts, then run over to the other 
two (still slowed) and slowZ-RHOH them till they're all dead.  Then 
comes in my most feared enemy: the red-robed lightsaber.  Slow 
punch it, and it'll attack high or low; dodge and the target appears.  
You know what to do…

3-10:  That Stupid Safe

Start off by using the melee technique on the first three guys.  Push the 
giant thing under the vent, then make your way to the other side and 
reverse the flow of the vent.  Now head back over the conveyer belt 
and two red-robe scythes appear.  Dizzy one, mach punch it, and 
melee them.  Head back and push the giant thing to the safe and slow 
uppercut it.  Switch to Silvia; if the light is the right, head to the right 
and kick it; if it's on the left, then go to the left and kick it.  Do the 
same thing, but this time slow kick it.  Now just replay kick it.

3-11:  Mini-Boss:  Tank John #2

Switch back to Joe and slow kick the barrel back.  He'll do his 
flamethrower attack; just stand there.  Now he'll lunge; jump above 
him and do the stomp attack on him, then follow up with some slowZ-
RHOHing till he starts his next move, which is his spin jump.  Just 
stay out of the way and wait till he stops, and which point he'll fire a 
bullet; slow punch it back and keep slow held down till it hits him, 
zooming in right before it does hit.  Then he'll lunge (stomp attack 
him,) then he'll throw a barrel, then flamethrower, then another lunge.  
He'll slam into the wall and be dizzied.  Hit him three times with a 
slowZ-RHOH, after which he'll spin in place (un-auto-dodgable,) then 
do his spin jumping to the left.  Now he'll fire a bullet, then lunge into 
the wall again.  You know what to do; do it till he dies.

---Reel 3, Act 3---

3-12:  Boss:  Cameo Leon

Before the fight, grab all those vfx points.  Now, before starting the 
fight, use Silvia!  Also, scroll up and read what a slowRZ-CBK is.

This fights always starts with Cranken in the right pod firing missiles.  
Leon will attack twice, and each time dodge his attack and do a 
slowRZ-RHOH on him.  You'll see the missiles, so shoot/kick them 
back.  The rest of this fight is random, but you'll know what to expect 
depending on Cranken's position.

Top Position:  The laser grid will fire up, and Leon will attack three 
times.  Dodge the first attack and do a slowRZ-CBK on him.

Middle Position – Feeding Time:  Leon will jump to the left or right 
wall.  When he's on the wall, do a slowRZ-CBK on his head, then 
keep slow and replay held down and you'll hit again.  Then head back 
to the middle.

Middle Position – Laser Attack:  This attack will only occur after 
feeding time, but not all the time.  Leon will attack three times while 
Cranken fires a laser at you.  Don't worry about the laser as you dodge 
the first attack and use a slowRZ-CBK, then run to the right or left as 
Cranken fires, letting Leon attack you two more times, using a 
slowRZ-CBK each time.

Left Position:  Kick the middle and the right bumper.  Now position 
yourself just to the right of the middle bumper; wait till Leon gets near 
you and slow uppercut him into the middle bumper.  If you hit him 
right, he'll bounce between the two spiked bumpers, during which you 
should slow and zoom to maximize damage.  When he's done, he'll be 
dizzy, so give him another slowRZ-CBK.

Right Position:  Leon will attack twice as Cranken fires missiles at 
you.  Just dodge and slowRZ-CBK accordingly.

If you position it right, you can get your slowRZ-CBK to hit twice.  
This is done by having the first hit on his head, then keeping slow and 
replay held down as Silvia keeps spinning to hit him again.  It's hard 
to do this, but you'll do it at least once during the fight.

And if you're dead set on using Joe, you can use the above strategies 
by replacing slowRZ-CBK with slowZ-RHOH.

Read the boss section for more details.

---Reel 4, Act 1---

4-1:  Bridge Rumble

There are 8 guys to kill, and they come in 4 at a time.  Start off by 
jumping over all of them to the right and knocking the bomb from the 
throwing flat's hand, then melee them all.  As the second wave comes, 
break the weak section of the bridge and slowZ-RHOH the pink box, 
then jump back up.  Slow to bring the propeller verdy down, then 
dizzy him.  While he's dizzied, mach speed to bring the balloon verdy 
down, then melee them all.  Time is very lax here.

4-2:  10 Man Melee

Start off by jumping around and collecting enough vfx points to add a 
section to your vfx bar.   The enemies come in three waves of three 
men each, with an extra guy in the third wave.  Head to the left and 
disable the throwing flat and lead him to the ground, and melee them 
all.  Repeat for the second wave.  For the last wave, disable the 
throwing flat, line them all up, and melee as usual.

4-3:  Replay Carriage

Switch to Silvia.  When you drop down to attack a side of the carriage, 
remember that you can auto dodge the mobs.  Replay kick right after 
the auto-dodge.  Repeat for the other side, then slow kick the 
monument on top, and then replay a stomp attack to the top.

4-4:  Napalm UFO

This task doesn't start until you ring the bell (slow and zoom when 
you depress the spring board.)  Start off by slowZ-RHOH the 
gunslinger till it dies, then dizzy the regular flats and slow 
uppercut/kick them into the UFO.  Try to RHOH an enemy or two 
after you slow uppercut a guy to build up some v-points.

4-5:  Giant, Evil Robot Buddha

Before this task, don't kill any of the enemies.  When the task starts, 
dizzy each guy and then mach punch it, then go to the next guy and 
dizzy, mach punch it.  Your after-images will hurt Buddha a little as 
well as opening a pink box in the background.  When it starts firing 
missiles, disable the hand any way you want (I like to do a slowed 
rising vortex into it,) and hit the missiles to send them back to Buddha.  
Remember to slow and zoom before the missiles hit to do the most 
damage in the shortest amount of time.  The timing may take a little to 
get used to, but it should be dead after the first volley of missiles.  
Grab the giant key and finish the act.

---Reel 4, Act 2---

4-6:  Another Melee

Melee the first two guys to get the next wave to come in.  Melee them, 
and the final guy comes out with the key.  Dizzy him and then mach 
punch him till he's dead.

After 4-6:  You don't have to kill these guys; I don't.  Just jump over 
them to the gear and zoom mach kick the gear till the stairs are down.  
Double jump up to start the next task.

4-7:  Big, Confusing Puzzle

Melee the ninja and shield flat that come out, and then do a rising 
vortex into the switch.  Head to the left and slowZ-RHOH the sword.  
Hit the yellow box and grab all the vfx points as you head down.  
Break open the box, grab the red bottle, then melee all the enemies 
until no more are spawning.  Head to the right and the rooms will reset 
them selves; while they're rotating, go back to the sword and push it to 
the stairs.  Uppercut the sword to the hole, then do a rising vortex on it 
to push it through.  Don't worry about the lockers spawing and just hit 
the switch twice to rotate you to the top.  Head to the left and get the 
mirror and push it back into the room.  Hit the switch again.  By now, 
the rockers are getting annoying, so melee them to clear them out.  
Move the sword and mirror to the room on the left.  Destroy all the 
ninja and shield flat and hit the switch again.  You should be on the top 
now, so push the three items through the floor and complete the task.  
I've never had time be a problem, but v-points can sometimes be a 
problem.  If you don't think you got enough v-points, melee some of 
the enemies.

*Extra Task*

You don't have to do this; in fact, I never even figured this out until 
after I completed the RV challenge for all the difficulties.  Head to the 
room on the top and hit the switch, then head through the door on the 
right to start the task.  There's a box with a red reel and a red bottle.  
Grab the bottle and melee all the enemies.

4-8:  Replay Torch

Have the throwing flat and the shield flat to each side of you.  Zoom-
stun the throwing flat (don't hit him) to disable him, dizzy him, hit him 
twice, and slow zoom punch him into the wall.  Now keep slowZ-
RHOHing to destroy his body, then turn around and hit the shield flat 
and destroy his body.  You should have gotten around 300 v-points 
from that melee.  Now go to the right torch and mach punch it to get 
your fire aura, then switch to Silvia and replay kick the torch.

4-8:  Replay Torch #2

Switch back to Joe and dizzy the first ninja.  With the other ninja in 
sight, mach punch the dizzied ninja for a few hits (don't kill him!)  
Your after-images will cause the other ninja to teleport, so just sit there 
for a little bit beside the dizzied ninja, then start a melee with him 
when you know the other ninja will reappear.  You can get over 400 v-
points here.  If you still have your aura, switch to Silvia and zoom 
replay kick the torches, else get the aura with Joe and zoom replay 
kick.

4-9:  Liberty Bell Rumble

Here's where you get the most v-points in the game.  Grab a red bottle 
on the right, dizzy a guy, then start your melee.  There will be tons of 
guys, and you can get an insane amount of v-points, like 200 Vs with a 
x42 multiplier.  Even though it says 9999 points you'll get a lot more 
(I think the cap is 99,999 points.)  If your red bottle runs out, there's 
another to the left of the bell.  When all the guys are dead, the fastest 
way to destroy the bell is to get on the left side of it and zoom mach 
punch it.

---Reel 4, Act 3---

4-10:  Boss Fight, Alastor

Use Joe, because you need the mach speed to chase Al around.  
Basically, Al will only let you hit him twice (not including hitting his 
aura.)

Al starts off with a stinger.  Jump over it and follow him till he stops, 
and give him two slowZ-RHOHes.  Stand still and Al will teleport 
next to you.  Dodge his attack and slowZ-RHOH him again.  He'll do 
his air raid now; just dodge the lighting.  While he's doing this, I 
suggest to run around and collect all the vfx points in your reach.

He'll use another stinger; do the same as before and follow him till he 
stops, giving him two slowZ-RHOHes.  He'll summon his high 
voltage now; jump up and give him two slowZ-RHOHes.  In kids, he 
should be dead by now.  If in adults, read on.

Al will do another stinger; you know what to do.  He'll do his round 
trip now.  Just ignore the swords and jump up to him and slowZ-
RHOH him twice.  Now his pattern starts over again with a stinger; 
dodge it and attack him.  He'll teleport next to you again; dodge the 
attack and slowZ-RHOH him.  He should be dead by now in adults.

Second form:  use Silvia.

Basically just slowRZ-CBK him every chance you get.  In kids, he 
should die after the second sword fight; in adults, he'll barely be alive 
after it.  Instead of repeating myself, just go to the boss section and 
read up on this in much greater detail.

---Reel 5, Act 1---

5-1:  Beginning Melee

Ignore the two ninjas and head up to the right and punch/kick the 
bomb from the throwing flat.  Dizzy a ninja, mach punch him to make 
the other poof.  Wait for a second, then start a rock on combo.  May 
take a few tries to get enough v-points.

5-2:  Big Snowball

There's 4 enemies that come out 2 at a time.  Melee both groups as 
needed.  Switch to Silvia and push the snowball under the tree limb, 
the head to the right and use her guns to hit the branch and make the 
snowball bigger.  Push the giant snowball to the right to finish the task.

5-3:  Avalanche!

First go to the right and disable the throwing flat, then line them up.  
Wait for an avalanche to pass, then quickly dizzy and melee them all.  
Head to the right; I recommend grabbing the vfx points since it'll open 
the first section for you.  Here, do as before; wait for an avalanche to 
pass before meleeing the poor fools.  The last guy is a ninja; dizzy 
him, then mach punch him.  Guide the rocket platform to the right and 
finish the task.

5-4:  Avalanche!  Part 2

Head up to the left onto the platform.  For some reason, the first two 
ninjas won't appear the first avalanche.  When they do spawn, head to 
the right corner.  Instead of meleeing them, dizzy each one and slow 
punch/kick him into the wall repeatedly.  There's three ninjas total, so 
try to get as much v-points this way.

5-5:  6 Man Rumble

This can be a little frustrating since you're constantly sliding around.  
When the task starts, run straight into the rising.  When you're in this 
corner, you're less likely to slip around, so stand still until you need to 
dodge and start the melee.  The six guys come out three at a time, and 
the second group won't spawn till the first three are completely dead.

5-6:  Melee, then up the Tower

Pretty simple beginning, just melee the groups of guys as they come 
out.  After the third group, head right to the tower.  Head all the way to 
the right, and the lasers from the gunslingers won't touch you.  Wait 
till they bring out the pistols before heading back in and knocking a 
bullet back to dizzy one of them, at which point you should melee 
them.  On the second floor, a shaolin scythe appears.  If he falls 
through the hole, don't worry and just continue, else dizzy and mach 
punch him.  Later, three propeller verdies spawn; slow to make them 
all land, then melee them.  Go to the top and knock that ufo out of the 
sky.  When you head back to the bottom, the shaolin scythe will be 
waiting for you if you didn't kill it earlier.  Grab the key and head to 
the left.

5-7:  Mini Boss:  Harrier Mech

Use the same strategy as before.  Wait for the head to appear and try to 
slowZ-RHOH it.

After 5-8:  The journey on top of the tram is not a task, so feel free to 
kill the lockers as you see fit.  I like to kill all but one, and keep it 
dizzied while I grab the vfx points.  But you're the one playing, so you 
do what you want.

---Reel 5, Act 2---

5-9:  Submarine Adventure

My god this is frustrating.  Even more frustrating than the plane level 
in the first game.  Basically you just need to memorize the whole level, 
blasting all the enemies you see, and keeping a finger on the slow 
button to auto dodge.  Those throwing flats can get quite annoying 
when there's a lot of them chucking the spike balls.

Mid Boss:  Tanker John

Whenever you destroy a turret, a missile launcher appears in it's place, 
and vice versa.  You have to destroy both in order to completely 
remove a turret.  Missiles and bullets can be shot back/deflected, but 
still watch those turrets; when they turn red, slow and move!  After 
destroying all the visible turrets and missile launchers, John appears; 
just position yourself at his chin and just spam bombs and torpedoes; 
don't slow, because it's faster to just mash those buttons.  Just be sure 
to slow when needed and he'll go down.

And then the underwater ufo appears.  Stick to the upper left and keep 
firing at it till it goes down.  Head to the lower right and destroy the 
turret/missile launcher to finish the task.

This task will take many, many tries, or you'll get lucky and complete 
it on your first/second try.  Good luck!

---Reel 5, Act 3---

5-10:  5 Man Melee

I think you should know what to do by now.  Disable the throwing flat 
on the right, and melee them all, and then again for the second wave.

5-11:  More Rockers

This task won't start till you kill the initial enemies on the ice raft.  
When it does start…just melee them all.  Your vfx should be pretty 
big, so you'll be able to keep the combo going for a while.

5-12:  Ice Wall

This is more annoying than anything else.  Switch to Silvia and slow 
replay kick the wall three times.  You get your v-points that way 
anyway.  Easy.

5-13:  Ninja Melee

This task won't still till you kill off all the enemies in the area.  Just 
line them up in the area on the right and melee them all.

5-14:  Ice Raft Melee

Just melee each group of enemies as they appear.  It looks a lot harder 
than it actually is.

5-15:  Naughty Nurses

As soon it this task starts, slowZ-RHOH the nearest nurse until the 
rock on combo starts, and finish the melee by RHOHing the other two.  
You only need 200 v-points, but that may be wrong since I've never 
received lower than a V for points.

---Reel 5, Act 4---

5-16:  Boss Fight:  Frost Tiger

Just stand still and wait till Tiger comes to you.  Dragon Kick him with 
Joe to dispel his aura, then run in the opposite direction till you catch 
up with Tiger.  Dodge all his attacks, then slowZ-RHOH him till he 
restores his aura.  When he does, you'll be able to tell, and respond by 
using a dragon kick to his head; it won't hit immediately, keep slow 
held down, and if you time it right, you'll hit him again, immediately 
dispelling his aura.  Chase him down, dodge his attack, slowZ-RHOH 
him, and repeat.

Look in the boss section for more details.

---Reel 6, Act 1---

Before 6-1:  The area where you drop from the sky is not a task.  I 
suggest you collect all 50 vfx points before continuing to the first 
fight.  After you drop from the sky, head to the right and kick the 
white oct, which allows five yellow reels to drop.

6-1:  Bloody Rachel, Big John

There's not much of a difference when compared to the Reel 1 
version.  The major differences are that she attacks much faster and the 
second tail swipe is replaced by two lunges.

She starts off with a real quick tail swipe. Dodge up and slowZ-RHOH 
till you hit her chin.  Jump over her to avoid the two lunges and avoid 
the tail slam if you're behind her.  She'll do a flame breath; dodge low 
to get the V, then slowZ-RHOH till she jumps into the background.  
Avoid her tail swipe, and slowZ-RHOH her till you hit her chin.  In 
kids, she'll be dead by now.  For adults, just continue damaging her 
when you can, and she should die by her third flame breath.

As always, see the boss guide for more details.

6-2:  Bloody Rachel, Flinty Stone

She's exactly the same as the Reel 2 version except for one thing:  in 
drill snake mode, she'll attack six times.  That's it!  Just do the same 
strategy as before.  Do a shockwave and slowZ-RHOH till you auto-
dodge, retreat and let him come to you, and repeat till he goes into drill 
snake.  When he falls asleep, you don't have enough vfx for a six 
machine cannon, so just do a shockwave to slowZ-RHOH pattern, and 
repeat till she's dead.

See the boss guide for more details.

6-3:  Bus Flashback

You just need 20 v-points, so either slowZ-RHOH the yellow box, or 
auto-dodge a bus.  There is enough time to head down into the ravine 
to grab all those vfx points, but you have to use that mach speed to 
collect them fast.  When you're ready, hop onto a bus and slow till it 
hits the ramp, then let go to end this task.

6-4:  Bloody Rachel, Cameo Leon

Except for faster attacks, this is exactly the same as the Reel 2 fight.  
And still, there is no set pattern that is followed, so just dodge that 
tongue and slowRZ-CBK when you can, and she'll go down 
eventually.

See the boss guide for more details.

6-5:  Bloody Rachel, Frost Tiger

As with the other clones, the differences from the Reel 5 fight are few.  
First, Frozen Breath will do damage, and second, she'll attack six 
times for the high/low attack.  That's it.  So do what you did before: 
dispel the aura with a Dragon Kick, dodge all the high/low attacks, 
then slowZ-RHOH him till she restores her aura.  When she does, do a 
Dragon Kick, and you'll dispel the aura as soon as she moves again, at 
which you just repeat the whole thing again.  Have fun!

See the boss guide for more details.

6-6:  Dr. Cranken

I highly suggest you use Silvia, for her guns actually make this fight 
very easy.  Whenever Cranken pulls out his magnets, drills, or saws, 
jump up and fire so the bullets go just over his shield, and 9 times outa 
10 you'll destroy his shield; if not, just dodge the ceiling fall and try 
again.  When his shield is destroyed, you can slowRZ-CBK him up to 
four times if you're fast enough.  When his life gets low enough, he'll 
go into Rage mode, but you can still destroy his shield the same way, 
and slowRZ-CBK him till he dies.

Now he's a floating head.  Just use your guns or spin kick to destroy 
the shield, then slowRZ-CBK him.  In kids, one slowRZ-CBK will kill 
him, and adults requires two.  That's it.

See the boss guide for more details.

To be continued…

****
---IV. V-Rated/UV-Rated Walkthrough---
****

---Comparing UV-Rated to V-Rated---

- In UV-Rated, no skulls can be seen.  Ever.
- In UV-Rated, bosses have the most life.
- In UV-Rated, you take twice as much damage as you do in V-Rated.

Not too many differences.  Some of the tasks are exactly the same as 
they were in Kids/Adults mode, so don't be surprised if you see some 
copy and pasting.

To be added after the previous walkthrough is completed…

****
--- V.  36 Chambers---
****

There are actually 37 chambers, but that's beside the point.  These are 
basically just extra challenges that offer one stinking little reward.  
And you get nothing for getting RVs in all of them!  What a bummer.  

The brackets are my editing.  The original source called tasks "scenes" 
and the heart a "life."

---Unlocking Them---

Chamber 1:  Complete reel 1, act 4.

Chamber 2:  Complete the slippery floor [task] in reel 5, act 1, with at 
least 5 hearts remaining.

*My note:  I think it means 5-5.

Chamber 3:  Get killed by a locker.

*My note:  I don't think I've ever died from a locker, and I thought I 
unlocked it after killing a set number of them.  Then again, I've played 
through this game so many times I might have been killed by one and 
not realized it.

Chamber 4:  Clear a [task] with just 1 [heart] remaining.

Chamber 5:  Clear Reel 2, Act 3.

Chamber 6:  Complete Chamber 1.

Chamber 7:  Collect 250 Film Canisters on any reel.

*My Note:  In my opinion, the easiest reels to do this are 6 and 7.  
Also, you can't do this using Reel Select.

Chamber 8:  Get a game over and don't reset.

*My Note:  Unlike the first game, this one doesn't keep track of the 
number of game overs you get.  Also, get this before you build up a 
cache of extra lives.  Don't be like me and wait until you have 40+ 
extra lives.

Chamber 9:  Complete Reel 3, Act 1.

Chamber 10:  Clear Chamber 1 and enter the bonus [task] in Reel 4, 
Act 2.

*My Note:  The extra task is after 4-7, the one with the rotating rooms.  
See the walkthrough for more details.

Chamber 11:  Clear Chamber 2 with a rank A or higher.

Chamber 12:  Achieve a time rank of V in 5 consecutive [tasks].

Chamber 13:  Maintain just 1 [heart] from start to finish in a [task].

Chamber 14:  Complete Reel 4, Act 2.

Chamber 15:  Earn a Rainbow V rank on the UFO fire [task] in Reel 4, 
Act 1.

Chamber 16:  Clear the final [task] in Reel 2, Act 1 without using any 
vfx.

Chamber 17:  Complete Chamber 8.

Chamber 18:  Complete Chamber 9 and purchase the sliding powerup.

Chamber 19:  Defeat Big John in Reel 3, Act 2 and have an overall 
rank of A or higher.

Chamber 20:  Complete the kitchen [task] in Reel 1, Act 3 with a 
Rainbow V.

*My Notes:  This is task 1-14.

Chamber 21:  Complete Chambers 3 and 12.

Chamber 22:  Complete Chamber 13.

Chamber 23:  Complete Reel 7, Act 3 and have over 200,000 v-points 
in savings.

Chamber 24:  Have Joe get thrown out of the bathroom 10 times in the 
monorail [task] in Reel 3, Act 1.

*My Note:  This is task 3-3.

Chamber 25:  Don't use any VFX from the time the gear [task] ends in 
Reel 3, Act 2 and the next one begins.

*My Notes:  This refers to the time after 3-8 and before 3-9.

Chamber 26:  Complete Chamber 17 and complete story mode on the 
kids difficulty setting.

Chamber 27:  Complete Chamber 18 and purchase the Red Hot Kick 
powerup.

Chamber 28:  Finish the switch [task] in Reel 7, Act 1 with at least 30 
seconds left on the timer.

*My Note:  This is 7-4.  

Chamber 29:  Collect all the film canisters in Reel 5, Act 1.

Chamber 30:  Obtain an overall rank of Rainbow V in five consecutive 
[tasks].

Chamber 31:  Perform the Ukemi 10 times in Reel 7, Act 1.

*My Note:  There's plenty of spikes around the level that you can 
abuse to get this chamber.

Chamber 32:  Complete Reel 1, Act 4.

Chamber 33:  Complete Chamber 24.

Chamber 34:  Complete Reel 1, Act 4 without collecting a single film 
canister.

Chamber 35:  Complete the story mode on the adults difficulty setting.

Chamber 36:  Complete Chamber 27 and complete the story mode on 
the kids difficulty setting.

Chamber 37:  Complete Chamber 6, complete story mode on kids 
difficulty setting, and earn an overall rank of D three times.

*My Note:  The overall rank of D refers to tasks, not acts or reels.  Just 
use reel select on kids, go to the first reel, and let the enemies take 
their time in killing you for the first three tasks; after you unlock the 
chamber, finish it.

Credit: FatherBrain36

---RV Guide---

To be added later…

****
---VI.  Enemy Guide---
****

**Note:  all the damage that I list is for Kids/Adults mode.  If you're 
playing V-rated, multiply the damage by 2, and if you're playing UV-
rated, multiply the damage by 4.  Also, most of these names are my 
own creation.**

---Flat---

Description:  

These guys are the regular footmen of the Gedow army.  They look 
very, very similar to the biancis from the first game, except they have 
a little hood around their heads.  Also note that their appearances 
change from level to level, but they're all still the same.

Attacks:

High Punch:  It shakes its fists and a skull appears high.  1 heart 
damage.

Low Kick:  It shuffles its feet and a skull appears low.  1 heart 
damage.

How to Dizzy:  

Push down for the high punch, or push up for the low kick.

---Throwing Flat---

Description:  

These guys look similar to regular flats, except they stand still and 
have either a hatchet or a Molotov cocktail.  Their appearances change 
from reel to reel and their costumes are different from regular flats.

Attacks:

Hatchet Throw:  It throws the hatchet about once every two seconds.  
The hatchets can be auto-dodged, but there is no skull or windup.  1 
heart damage.

Molotov Cocktail Throw:  It throws the cocktail about once every two 
seconds.  The cocktails can be auto-dodge, but there is no skull or 
windup.  When it hits the ground or is auto-dodged, it explodes into 
fire.  If you touch the fire, you're set on fire, and will do 1 heart of 
damage if you don't mach speed to get rid of it.

Boomerang Throw:  It throws the boomerang straight forward for 
about half a screen, then loops back toward the flat.  1 heart damage.

Spike-Ball Throw:  Same as the hatchet.  2 hearts damage.

Bomb Throw:  It throws the bomb about once every two seconds.  1 
heart damage.

How to Dizzy:  

There's two ways to get rid of its weapon.  First, you can simply hit it, 
and the weapon will fly out of its hand, or you can zoom in next to it, 
and it'll drop its weapon.  After you get rid of its weapon, it will no 
longer throw it, and will attack like a regular flat.  **Note:  When the 
Molotov cocktail is flung from its hand, it will still explode on the 
ground.**

Special Note:  

All projectiles of a throwing flat can be auto-dodged.  When the bomb 
explodes, hold slow to make the explosion bigger, which can damage 
enemies.

---Shield Flat---

Description:  

Basically a flat with a shield.  Appearances change from reel to reel.  
Not to be confused with the laser shield.

Attacks:

High Punch:  Punch/kick its shield, a high skull will appear, and he'll 
punch high.  1 heart damage.

Low Kick:  Punch/kick its shield, a low skull will appear, and he'll 
kick low.  1 heart damage.

How to Dizzy:  

Just hit the shield using a regular punch or kick, and it'll attack high or 
low, which you should push down or up accordingly, and it'll be 
dizzied.

---Spike Shield Flat---

Description:  

Exactly like the Shield Flat, except its shield has a spike on it.

Attacks:

High Punch:  Punch/kick its shield, a high skull will appear, and he'll 
punch high.  1 heart damage.

Low Kick:  Punch/kick its shield, a low skull will appear, and he'll 
kick low.  1 heart damage.

Shield Charge:  Punch/kick its shield, and it'll run in place a bit, then 
charge forward, hitting you with the spike.  1 heart damage.

How to Dizzy:  

These guys will only attack one way or the other.  If it attacks 
high/low, it will not do the shield charge; if it does the shield charge, it 
will not do the high/low attacks.  You can dizzy it if it uses the 
high/low attacks the same way you dizzy the regular shield flat, but 
you cannot dizzy a spike shield flat if it only uses the shield charge.  If 
anyone has been able to dizzy a spike shield flat that uses shield 
charge, I'll add it in here.

---Laser Shield Flat---

Description:  

Like a shield flat, except it holds a purple laser shield instead.

Attacks:

High/Low Combo:  Punch/kick its shield, and it'll attack four times.  
You can see the first and second skull, but not the third and fourth.  
From the first two attacks, you can infer that last two.  Each hit does 1 
heart damage.  The combos are:
	Low, low, high, high
	Low, high, high, high
	High, high, low, low
	High, low, low, low

High Punch:  Skull appears high, and it punches high.  1 heart damage.

Low Kick:  Skull appears low, and it kicks low.  1 heart damage.

How to Dizzy:  

Hit its shield, and dodge all four attacks.  You cannot get hit or skip 
any dodges (by auto-dodging.)  If you make a mistake, either by 
getting hit once or more, or by auto-dodging the shield or a 
punch/kick, run up against it after its done with its combo and it'll 
attack will a high punch or low kick; dodge that and it'll be dizzied.

Special Note:  

Using slow makes the shield grow bigger, which will make you auto-
dodge.  This can be very annoying when you're unsure of the next 
attack and want to slow just in case.  If you do auto-dodge in this 
situation, wait till its done with its combo and run up against it till it 
does a high or low attack.

---Spiked Laser Shield Flat---

Description:  

Like a laser shield flat, except that its shield has a spike in it.

Will fill in rest after I brush up on these guys' attacks again…

---Sly-Sli "Grappler"---

Description:  

Looks like a regular flat, except it has black goggles and big, oversized 
claws for hands.  It does NOT change appearance from reel to reel.  I 
call these guys Grapplers.

Attacks:

High Punch:  It shakes its fists and a skull appears high.  1 heart 
damage.

Low Kick:  It shuffles its feet and a skull appears low.  1 heart 
damage.

Leg Grab:  It shuffles its feet and a skull appears low, then slides along 
the ground to grab your feet.  If it connects, it will not do damage, but 
holds you in place for a bit to allow other enemies to hit you.  The only 
way to dodge other attacks is to auto-dodge.

How to Dizzy:  

Dodge the high punch by pushing down or dodge the low kick by 
pushing up.  You cannot dizzy it when it does the leg grab.

Special Note:  

It will only do the leg grab when there is another enemy between you 
and the grappler.  The leg grab can be dodged by pushing up.  Also 
note that it stays dizzied for a shorter amount of time than a regular 
flat.

---White Oct---

Description:  It's a little white flying tentacle squid thingie.

Attacks:

Self-Destruct:  It'll spin its tentacles around, then dash at you.  If it 
connects, it'll latch onto you, and then self destruct shortly after, 
causing 1 heart of damage.

How to Dizzy:  

You can't.  In fact, hitting these guys while in a rock on combo does 
NOT add a multiplier.  Just kill these guys quickly by slow 
punch/kicking them.

---Red Oct---

Description:  

It's a red white flying tentacle squid thingie.  It's a little bigger than 
the white oct.

Attacks:

Dash:  It spins its tentacles, then resumes flying.  Then, it dashes at 
you, doing 1 heart damage.

How to Dizzy: 

 Same as the white octs.  Just kill these guys as soon as you see them.  
Also, these guys can become an annoyance if there's a lot of them.

---Propeller Verdy---

Description:  

A verdy is always dressed in green and comes in three forms.  This 
form uses propellers to fly.

Attacks:

Bombing Run:  Exits the screen, then flies in a straight line dropping 
bombs.  If it runs into a wall, it'll keep dropping bombs.  1 heart 
damage per bomb.

High Punch:  It shakes its fists and a skull appears high.  1 heart 
damage.

Low Kick:  It shuffles its feet and a skull appears low.  1 heart 
damage.

How to Dizzy:  

First you must bring it to the ground.  You can either A) slow 
punch/kick it, and it'll drop to the ground, or B) you can hold slow till 
it lands.  On the ground, it'll do a high punch or low kick, which can 
be dodged to dizzy him.

Special Note:  

The bombs can be auto-dodged, and the explosions from the bombs 
can be slowed to create bigger explosions that will damage other 
enemies.

---Balloon Verdy---

Description:  

A verdy is always dressed in green and comes in three forms.  This 
form has a big red balloon on its back that it uses to stay in the air.

Attacks:

Bomb Drop:  Drops a bomb.  1 heart damage per bomb.

High Punch:  It shakes its fists and a skull appears high.  1 heart 
damage.

Low Kick:  It shuffles its feet and a skull appears low.  1 heart 
damage.

How to Dizzy:  

First you must bring it to the ground.  You can either A) slow 
punch/kick it, and it'll drop to the ground, or B) you can hold mach till 
it lands.  On the ground, it'll do a high punch or low kick, which can 
be dodged to dizzy him.

Special Note:  

The bombs can be auto-dodged, and the explosions from the bombs 
can be slowed to create bigger explosions that will damage other 
enemies.

---Rocket Verdy---

Description:  

A verdy is always dressed in green and comes in three forms.  This 
form uses rocket packs to fly around.

Attacks:

Bombing Run:  Exits the screen, then flies in a straight line dropping 
bombs.  If it runs into a wall, it'll keep dropping bombs till it's done.  
1 heart damage per bomb.

High Punch:  It shakes its fists and a skull appears high.  1 heart 
damage.

Low Kick:  It shuffles its feet and a skull appears low.  1 heart 
damage.

How to Dizzy:  

First you must bring it to the ground, and the only way is to slow 
punch/kick it when it's in the air.  On the ground, it'll do a high punch 
or low kick, which can be dodged to dizzy him.

Special Note:  

The bombs can be auto-dodged, and the explosions from the bombs 
can be slowed to create bigger explosions that will damage other 
enemies.

---Red-Robe Scythe---

Description:  

This guy is twice as tall as a regular flat and holds a pink scythe.  It 
obviously is dressed in red.

Attacks:

Low Combo:  A skull appears low, and it attacks low, then high.  1 
heart damage per hit.

High Combo:  A skull appears high, and it attacks high, then low.  1 
heart damage per hit.

Scythe Throw:  It hovers in the air above, then throws the scythe 
forward.  The scythe twirls in place, then goes toward your current 
position.  1 heart damage.

How to Dizzy:  

Dodge both attacks when it does a combo.  You cannot dizzy it when 
it does the scythe throw.

Special Note:  

These guys stay dizzied shorter than any other enemy.

---Red-Robe Lightsaber---

Description:  

These guys look the same as the Red-Robe Scythes, but instead they 
hold a weapon that looks like a pink double edged lightsaber from Star 
Wars.  I hate these guys!

Attacks:

Saber Twirl:  No skull, no warning.  It seems to do this when you first 
approach it or it approaches you.  It basically just twirls the saber in 
front of you.  1 heart damage.

High Attack:  Skull appears high, then attacks high.  1 heart damage.

Low Attack:  Skull appears low, then attacks low.  1 heart damage.

Saber Throw:  It hovers in the air above, then throws the saber 
forward.  The saber twirls in place, then goes toward your current 
position.  1 heart damage.

How to Dizzy:  

You can't!  But, you can still start a rock-on combo with these guys.  
When it does the saber twirl (which it does way too much,) punch or 
kick it regularly, then slow.  It'll then quickly do a high or low attack 
(very little warning; seems to take luck than skill,) which you should 
dodge.  From the time you dodge it till it finishes its swing, you can hit 
it to start a rock-on combo.  Did I mention I hate these guys?  Well, I 
do.

---Shaolin Scythe---

Description:  

Twice as tall as a regular flats, dressed in black and wear that Chinese 
cone hat thing.  They carry a wooden scythe.  They also seem to take 
more hits then a Red-Robe Scythe.

Attacks:

Low Combo:  A skull appears low, and it attacks low, then high.  1 
heart damage per hit.

High Combo:  A skull appears high, and it attacks high, then low.  1 
heart damage per hit.

Scythe Throw:  It hovers in the air above, then throws the scythe 
forward.  The scythe twirls in place, then goes toward your current 
position.  1 heart damage.

How to Dizzy:  

Dodge both attacks when it does a combo.  You cannot dizzy it when 
it does the scythe throw.

Special Note:  

These guys stay dizzied shorter than any other enemy.

---Shaolin Dual-Scythe---

Description:  

The evil, black versions of the Red-Robed Lightsaber.  They look just 
like the Shaolin Scythe except they carry a double-edged scythe.  I 
really hate these guys.

Attacks:

Saber Twirl:  No skull, no warning.  It seems to do this when you first 
approach it or it approaches you.  It basically just twirls the saber in 
front of you.  1 heart damage.

High Attack:  Skull appears high, then attacks high.  1 heart damage.

Low Attack:  Skull appears low, then attacks low.  1 heart damage.
Saber Throw:  It hovers in the air above, then throws the saber 
forward.  The saber twirls in place, then goes toward your current 
position.  1 heart damage.

How to Dizzy:  

You can't!  But, you can still start a rock-on combo with these guys.  
When it does the saber twirl (which it does way too much,) punch or 
kick it regularly, then slow.  It'll then quickly do a high or low attack 
(very little warning; seems to take luck than skill,) which you should 
dodge.  From the time you dodge it till it finishes its swing, you can hit 
it to start a rock-on combo.  Did I mention I hate these guys?  Well, I 
do.

---Space Gunman Blau-Topo "Gunslinger"---

Description:  

They wear blue and white and have two orbs on their heads that 
remind me of Mickey Mouse.  They carry dual laser guns.  I call these 
guys Gunslingers.

Attacks:

Side Laser:  It swings its guns around, then fires them at a 45 degree 
angle on both sides, and sweep them down to -45 degrees.  1 heart 
damage.

Air Laser:  It jumps into the air and fires its lasers up and down, then 
swings them around clockwise.  1 heart damage.

Pistol Shot:  It winds up its arm, then fires a bullet.  It can fire at 90, 
45, 0, -45, and -90 degrees, depending on where you are in relation to 
it.  1 heart damage.

Air Pistols:  It dodges across the air, then fires bullets at 0, -30, -60, 
and -90 degrees while in the air.  I'm not sure what causes him to do 
this move.  1 heart damage per shot.

How to Dizzy:  

If you just stand still, it'll fire its lasers 3 times, doing 2 side laser and 
1 air laser attacks.  Then, it pulls out its pistols and fires them three 
times.  When it fires its pistol, slow and punch back the bullet; the 
bullet will go and hit it, making it dizzy.

Special Note:  

The lasers and bullets can be auto-dodged.  Also, in most cases, it's 
easier just to slowZ-RHOH these guys without the rock on combo.

---Ninja---

Description:  

Looks like a flat dressed up as a ninja, complete with a sword on its 
back holding kunais.

Attacks:

High/Low Combo:  Two skulls appear, but it attacks four times.  Each 
hit does 1 heart damage.  The pattern is:
	High, high, low, high
	High, low, high, low
	Low, high, low, high
	Low, low, high, low

Poof:  Not really an attack, but it can teleport around by making a little 
poof, later appearing.

Sky Attack:  Jumps in the air, then lunges down at you at a 45 degree 
angle.  1 heart damage.

How to Dizzy:  

Dodge all four attacks successfully.  If you get hit and/or auto-dodge 
one attack, you will not dizzy it.

Special Note:  

If you mach punch a dizzied Ninja, your after-images will cause all 
other ninjas to poof.  If you time it right, you can start a rock-on 
combo as soon as they re-appear.

---Matchlock Ninja---

Description:  

Basically a ninja holding a matchlock, a rifle used by samurais during 
the feudal era.  (If my history is wrong, yell at me and I'll correct it.)  
It keeps the gun on its back until it wants to fire.

Attacks:

Matchlock Fire:  It pulls out its gun, delays for a half-second, then 
fires a bullet.  1 heart damage.

High/Low Combo:  Two skulls appear, but it attacks four times.  Each 
hit does 1 heart damage.  The pattern is:
	High, high, low, high
	High, low, high, low
	Low, high, low, high
	Low, low, high, low

Poof:  Not really an attack, but it can teleport around by making a little 
poof, later appearing.

Sky Attack:  Jumps in the air, then lunges down at you at a 45 degree 
angle.  1 heart damage.

How to Dizzy: 

Dodge all four attacks successfully.  If you get hit and/or auto-dodge 
one attack, you will not dizzy it.  You can also punch back the 
matchlock bullet to dizzy it.

Special Note:  

If you mach punch a dizzied Ninja, your after-images will cause all 
other ninjas to poof.  If you time it right, you can start a rock-on 
combo as soon as they re-appear.  Also, you can prevent it from firing 
if you hit it when it has its gun out.

---Fireworks Ninja---

Description:  

A ninja that's holding an oversized rifle.  It keeps the rifle on its back 
until it wants to fire.  This gun looks much bigger than the matchlock.

Attacks:

Fireworks Fire:  It pulls out its gun, delays for a half-second, then fires 
a ball of fireworks.  This will home in till it hits or after a set amount 
of time.  1 heart damage.

High/Low Combo:  Two skulls appear, but it attacks four times.  Each 
hit does 1 heart damage.  The pattern is:
	High, high, low, high
	High, low, high, low
	Low, high, low, high
	Low, low, high, low

Poof:  Not really an attack, but it can teleport around by making a little 
poof, later appearing.

Sky Attack:  Jumps in the air, then lunges down at you at a 45 degree 
angle.  1 heart damage.

How to Dizzy: 

Dodge all four attacks successfully.  If you get hit and/or auto-dodge 
one attack, you will not dizzy it.  You can't dizzy it when it fires its 
gun.

Special Note:  

If you mach punch a dizzied Ninja, your after-images will cause all 
other ninjas to poof.  If you time it right, you can start a rock-on 
combo as soon as they re-appear.  Also, you can prevent it from firing 
if you hit it when it has its gun out.  One last thing: another attack from 
an enemy can destroy the ball of fireworks.  I noticed this when I was 
dodging the attacks from a ninja to my left and a ninja to my right 
fired a ball of fireworks, which exploded right next to me while I was 
dodging, but didn't hurt me at all.

---Rocket Ninja---

Description:  

A ninja that has a red rocket on what looks like a green stick of 
bamboo.  These guys must be feared.

Attacks:

Rocket Fire:  It pulls out its rocket, delays for a half-second, then fires 
a rocket into the air.  The rocket will circle many times, and can hit 
more than once.  The rockets can be punched to be destroyed, and if it 
is auto-dodged, the rocket will home in on an enemy.  1 heart damage 
for each hit.

High/Low Combo:  Two skulls appear, but it attacks four times.  Each 
hit does 1 heart damage.  The pattern is:
	High, high, low, high
	High, low, high, low
	Low, high, low, high
	Low, low, high, low

Poof:  Not really an attack, but it can teleport around by making a little 
poof, later appearing.

Sky Attack:  Jumps in the air, then lunges down at you at a 45 degree 
angle.  1 heart damage.

How to Dizzy: 

Dodge all four attacks successfully.  If you get hit and/or auto-dodge 
one attack, you will not dizzy it.  You can't dizzy it when it fires its 
rocket

Special Note:  

If you mach punch a dizzied Ninja, your after-images will cause all 
other ninjas to poof.  If you time it right, you can start a rock-on 
combo as soon as they re-appear.  Also, you can prevent it from firing 
if you hit it when it has its rocket out.

---Alien Lizard---

Description:  

These are the guys that, well, look like lizards from the movie Alien.  
They only appear in reel 7, act 1.

Attacks:

Rolling Attack:  Curls into a ball, has a blue aura, and spins in place.  
It's aura changes to red and rolls forward.  1 heart damage.

Bouncing Roll Attack:  Curls into a ball, has a blue aura, and spins in 
place while bouncing.  Aura changes to red and rolls forward.  1 heart 
damage.

Tongue Attack:  Gets on its hind legs, then shoots its tongue out.  If it 
connects, does 1 heart damage, then an additional heart damage for 
each second it still has you.

Spider Launch:  Puts its head on the ground and opens the back of its 
head, and three little spiders come out.  They'll latch onto you and 
then self destruct for 1 heart damage per spider.  *V-Rated/UV-Rated 
Only*

How to Dizzy:  

You don't do a rock-on combo with these guys, but the only way to 
defeat them is to dizzy them and then slowZ-RHOH with Joe or Silvia.  
When it starts either of its rolling attacks, jump behind it.  After it 
attacks, it'll be dizzy.  You can also dizzy it when it does its tongue 
attack; jump behind it right before the tongue goes out.  While it's 
dizzied, Joe can land three slowZ-RHOHs and Silvia can land one.  In 
kids/adults, one attack like this will kill it; it needs 2 attacks in V-
Rated/UV-Rated to kill it.  You cannot dizzy it when it launches the 
spiders.

Special Note:  

If you get hit by the tongue attack, reset.  Also, the spiders can be 
destroyed by slow punch/kicking them.


****
---VII.  Boss Guide---
****

---Reel 1:  Big John---

Use Joe.

Big John's Pattern:

Tail Swipe x2
Fire Breath
Helicopter Support
Tail Swipe x2
Fire Breath
Artillery Support
<Repeat>

If you're not close enough for a tail swipe:
Lunge
Tail Slam (if behind him)
<If close enough, he'll do tail swipe x2, then a support move, then 
resume pattern>
Lunge
Tail Slam (if behind him)
<If close enough, he'll do a tail swipe, then a support move, then 
resume pattern>
Lunge
<Does a support move, then resume pattern>

Attacks:

Tail Swipe:  Three skulls appear low.  Push up to dodge, then slowZ-
RHOH him till you're hitting his chin.

Fire Breath:  Three large skulls appear.  Be really close to him and 
push down to dodge, then slowZ-RHOH him till he does a support 
move.

Helicopter Support:  A bunch of helicopters drop barrels that explode 
into fire.  The higher the difficulty, the more barrels are dropped.  The 
barrels can be destroyed will slow kicks/punch or Silvia's guns.

Lunge:  He'll do this move if you're not close enough for a tail swipe.  
He crouches down, then lunges forward.  You can NOT auto-dodge 
this attack, so just jump over him, behind him.

Tail Slam:  This is done after a lunge if you're behind.  No skulls 
appear, and he just slams the ground with his tail.

Artillery Support:  A bunch of tanks appear and fire into the 
foreground.  The higher the difficulty, the more shots are fired.  If you 
keep moving, you probably won't get hit, else auto-dodge or ukemi.

Other notes:  

The only time to damage him is right after the tail swipe and fire 
breath, else you'll do very little damage.

---Reel 2: Flinty Stone---

Use Joe.

This is his pattern if you stay close to him:

Ball Throw x2
Tomahawk
Obliteration
Drill Snake
Sleep
Ball Throw x2
Tomahawk
Obliteration
Drill Snake
Sleep
Separation
Drill Snake
Sleep
<Repeat>

After the second ball throw, he'll go into this pattern until you're close 
enough:

Ball Throw x2
<if you're still not close, he'll sleep>
Obliteration
Drill Snake
Sleep

When you keep your distance on him, he doesn't seem to have set 
pattern, other than doing 3-5 actions before doing obliteration.  Those 
actions will include ball throws and sleeping.  He will never use 
tomahawk unless you're close.

Attacks:

Ball Throw:  He'll barf up an orange ball, spin around, and chuck it at 
you.  Before and while he's doing this, do a shockwave attack and 
slowZ-RHOH until you're forced to auto-dodge.  You can also hit the 
ball for meager damage.

Tomahawk:  His head spins around, then fires out a tomahawk high or 
low.  Use the same strategy for damaging him that you used for the 
ball throw.

Obliteration:  He reels back, spins his arms, and slams the ground, 
temporarily destroying a platform if he's on one.  This move can NOT 
be auto-dodged, so keep your distance when you see him preparing for 
this move.

Drill Snake:  He always uses this after an obliteration or separation.  
He transforms into a drill snake (duh) and flies around the background, 
and then attacks three times.  You can auto-dodge these attacks, or 
when you learn the timing, jump over them.  While in this mode, you 
can hit the ball on the end of his tail for some damage.

Sleep:  He always uses this after a drill snake and sometimes if you're 
always running away from him. He just sits there and…sleeps, 
regaining some health.  He'll take 3x damage, so charge up the six 
machine cannon for maximum damage.  He'll then stomp in place, 
obviously mad at you for disturbing his rest.

Separation:  After two drill snakes, he'll sleep, but when he wakes up, 
he'll separate into 9 pieces, sending them into all directions.  This is 
his fastest move, and unless you're expecting it, will probably hit you.  
He always follows up with a drill snake.

Other Notes:  

So your basic strategy is to use the stomp attack and slowZ-RHOH till 
you're forced to auto-dodge when he does a ball throw.  Retreat for a 
bit to let your bar recover, and he'll catch up to you, so you just repeat 
that pattern again, and then again for the tomahawk.  Let the drill 
snake go through, attack him in his sleep, then repeat all over again.

---Reel 3: Cameo Leon---

Use Silvia.

Leon has no pattern, but Cranken will always start in the right position.  
I played this fight 10 times, and each time was different, so I assume 
there is no set pattern.  But still, you can tell exactly what attack will 
come depending on Cranken's position.

Attacks:

Right Position:  Leon will attack once, then jump to a platform.  You 
can only hit him with a slowRZ-CBK right after his first attack.  The 
higher difficulty, the more missiles are fired.

Top Position:  The laser grid fires up and Leon attacks 3 times.  If you 
hit him before he does all three attacks, he won't do anymore and will 
go to the next attack.  Just dodge the first attack and slowRZ-CBK his 
head OR you can dodge all three attacks and he'll get dizzied, 
allowing you to get a better angle on your slowRZ-CBK.

Mid Position – Feeding Time:  Leon jumps to one of the walls, and 
gets his life replenished.  Follow him up and slowRZ-CBK his head, 
then keep holding slow and replay (also re-zoom,) and you'll hit him 
again.  Rarely, you could hit him for a third time.

Mid Position – Laser Attack:  This attack is only done after feeding 
time, but not all the time.  Leon will attack a total of three times, but if 
you hit him, he won't always do all three.  Just dodge the first attack 
and do a slowRZ-CBK, move to avoid the laser, then dodge another 
attack and repeat a slowRZ-CBK.

Left Position:  Immediately kick the middle and either the left or right 
bumper.  If you hit the right bumper, position yourself just to the right 
of the mid bumper, else position yourself just to the left of the mid 
bumper.  Wait till Leon starts bumping around, then uppercut Leon 
into the mid bumper.  If you're positioned right, he'll bounce off the 
mid bumper to the other spiked bumper, and bounce back and forth.  
Slow and zoom to maximize damage, and Leon will be dizzied; give 
him a slowRZ-CBK.

Other Notes:  

All you need to do is watch Cranken's position and attack Leon as 
described above.  You can dizzy Cranken, which causes Leon to be 
dizzied, if you hit the missiles back at him.  This is useful in kids and 
adults, but after that it takes too many missiles to dizzy him.

---Reel 4: Alastor---

First Form:  Use Joe.

Al's Pattern:

Stinger
High/Low Attack
Air Raid
Stinger
High Voltage
Stinger
Round Trip
<Repeat>

If you knock a sword back at Alastor, he'll skip the next stinger and go 
right to the high/low attack.  Also, he will still do a stinger if you 
interrupt his high voltage.

Attacks:

Stinger:  Pulls out his sword, then dashes at you on the ground.  After 
the high voltage, he does this in the air.  You can either slowZ-RHOH 
him before or after he does this.

High/Low Attack:  He teleports next to you, then attacks high or low.  
Dodge it and his aura will be dispelled, which you should then slowZ-
RHOH him.

Air Raid:  He teleports to the center, and electrifies the ground.  Just 
jump over the bolts.

High Voltage:  He summons two gray pedestals that rotate around the 
area with bolts of lightning.  Alastor's follow up stinger usually 
destroys one.  You can destroy them for cheeseburgers or blue bottles.

Round Trip:  He fires out homing swords at you.  You can slowZ-
RHOH him during this to stop it, or you can knock a sword back at 
him.  I recommend the slowZ-RHOH approach, since I mentioned 
above that knocking a sword back skips the next stinger, which is an 
easier opportunity to attack him.

Vortex:  After hitting him twice, he'll vortex up to safety.  You can't 
prevent him from doing this or damage him during this.

Other Notes: 

 Every time you attack Al, he'll only let you hit him twice (NOT 
counting hitting his aura) before he vortexes to safety.  Also, my 
recommendation for Joe came before I sat down and wrote down his 
pattern.  Now that I know it, I can kill him MUCH faster with Silvia, 
since two slowRZ-CBKs do a LOT more damage than two slowZ-
RHOHes from Joe.  So it's up to you on whom to use.  Just remember 
that slowRZ-CBKing his aura counts as one of the two attacks, so only 
do it when he doesn't have his aura.

Second Form:  Use Silvia

Al's Pattern:

High Voltage
Round Trip
Vortex
(All High Voltage pedestals are destroyed)
Sword Fight – Uppercut
Vortex
High Voltage
Round Trip
Vortex
(All High Voltage pedestals are destroyed)
Sword Fight – High/Low Attack
Vortex
<Repeat>

After a round trip, he'll go into this pattern if you're on the lower 
level:

Air Raid
High Voltage
Round Trip
<Repeat if you're on the lower level, else he'll resume the regular 
pattern at vortex>

If you interrupt his round trip by slowRZ-CBKing him or knocking a 
sword(s) back, he will resume it after he teleports to safety.  He fires 
out a total of 6 swords whether you like it or not.

Attacks:

High Voltage:  Some as before, except he summons four gray 
pedestals now.  He can destroy these with his vortex, and you can 
destroy from with a dragon kick.

Round Trip:  Same as before, except he'll fire out all 6 swords no 
matter what.  If you hit a sword back to him, that counts as one of the 
two hits you're allowed, so go down and slowRZ-CBK him again.  
Like before, I recommend just slowRZ-CBKing him while ignoring 
the swords.  Then let him finish firing and attack again during his 
vortex.

Air Raid:  See the note above on when he uses this.  He just electrifies 
the lower level.

Vortex:  He spins at you several times, pausing each time.  Do your 
slowRZ-CBKs on him during his pauses, although you can hit him 
while he's doing this attack, though you're more likely to auto-dodge 
than hit him.

Sword Fight – Uppercut:  No skulls appear, and he does an uppercut 
with his sword.  Just auto-dodge it, and his aura is gone, allowing for 
two slowRZ-CBKs.

Sword Fight – High/Low Attack:  A skull appears high or low, and he 
attacks there twice.  He does this a number of times; dodge them all, 
and he'll be dizzied.  Switch to Joe and slowZ-RHOH him for 4x 
damage.

Other Notes:  

Like his first form, he'll only allow two hits on him before he 
vortexes/teleports to safety.  From kids till v-rated, you'll probably kill 
him with Joe after dizzying him; I haven't figured out how to dodge 
his attacks in UV-rated, nor is it necessary.  I'm assuming he makes a 
different noise for high and low attacks.

---Reel 5: Frost Tiger---

This guy doesn't have one giant pattern like Alastor; instead, he a 
bunch of little patterns that have various environment conditions.  Use 
Joe.

Top Level Pattern:

Run
Ice Sickle #1 or Ice Fury **(See note below)
Frozen Breath (only if on non-frozen platform)
<Repeat>

**Note:  If Tiger stops next to you, he'll do Ice Fury, else he'll do Ice 
Sickle #1.

If you drop below while Tiger is running, he'll switch to his Bottom 
Level Pattern:

Run
Ice Fury
Run
Ice Sickle #2
<Repeat if you're still on the bottom level>

If you ascend to the upper level while he's running, so will he.  If he 
lands on a non-frozen platform, he'll do Frozen Breath, then do his 
Top Level Pattern.  If he lands on a frozen platform, he'll just continue 
the Top Level Pattern.

When all the platforms are frozen, he'll go into his Frozen Platform 
Pattern:

Run
Ice Spike
Run
Homing Sickle
<Repeat>

If you drop to the lower level while he's in the Frozen Platform 
Pattern, he'll go into the Lower Level Pattern.  The only difference 
from before is that when he resumes the Top Level Pattern, he'll do 
either the Ice Spike #1 or Homing Sickle, depending on when you 
broke the pattern earlier.

When his life gets really low, he'll go into his Rage Patterns.  Of 
course, there's variations if all the platforms are frozen or not.

Top Level Rage Pattern, non-frozen platforms:

I'm not sure there's a real definite pattern here, but he basically runs, 
attacks, then frozen breath, then repeat till all platforms are frozen.  
He'll only stop on non-frozen platforms, and his attacks are just Ice 
Sickle #1, Homing Sickle, or Ice Fury.  He'll only do Ice Fury when 
he stops next to you, but not all the time.  If anyone can get down a 
definite pattern, that'd be great.

Top Level Rage Patter, all frozen platforms:

Run
Ice Spike x2
Run
Ice Claw
Run
Ice Sickle #1 and #2
Run
Ice Claw
Run
Homing Sickle x2
Run
Ice Claw
Run
Ice Sickle #1 and #2
Run
Ice Claw
<Repeat>

**Note:  Sometimes at the start of his Rage, he'll do an Ice Claw first, 
then go into the pattern.  I think he'll do that only if you're close to 
him when he makes his first stop.  Also, I don't know how this pattern 
is resumed after the Rage (Lower Level) Pattern.  I'm pretty sure he'll 
just resume at the next attack, but it varies sometimes.

If you drop to the lower level during a top level rage pattern, he'll go 
into the Rage (Lower Level) Pattern:

Run
Ice Claw
Run
Ice Fury
Run
Ice Sickle #2 x2
<Repeat if still on the lower level>

Last but not least is the pattern he'll always go into when you dispel 
his aura:

Run
Wait
<If the platform isn't frozen and he waits too long, he'll do a Frozen 
Breath, a Restore Aura, and resume his earlier pattern.  If all platforms 
are frozen, he'll wait forever till you get near for the next step in the 
pattern, but there is an exception…>
High/Low Attack
<If you auto-dodge or get hit by one of his attacks, he'll do an Ice 
Claw and Restore Aura, then resume his earlier pattern>
Chill Out
Restore Aura
<Resume earlier pattern or go into Rage mode>
Phew, that's a lot of different patterns!  Now, onto those attacks.

Attacks:

Run:  He does exactly that.  He runs around the arena, sending out 
snowballs in his wake.  The falling snowballs can hit you for damage.

Ice Fury:  He'll only do this when he runs up next to you.  He'll do a 
flip, then hits the ground, sending up a row of ice spikes at you.  Just 
jump over them or auto-dodge it.

Ice Sickle #1:  He stops and sends out two rotating ice rings.  This 
version moves quit slow, and the two rings are moving up and down as 
they move around the arena.

Ice Sickle #2:  He stops and sends out two rotating ice rings.  This 
version moves very fast at the same elevation around the arena.  He'll 
only use this on the lower floor and during Rage mode, right after a #1.

Ice Spike:  He jumps way into the air, then pounds the ground, sending 
a spike up at your current position.  You have to watch him for this so 
you can jump or prepare to auto-dodge it.  During Rage mode, two 
spikes come up.

Homing Ice Sickle:  He jumps way into the air, and sends out three 
rotating ice rings that home in to you.  Try to run away from them, 
then auto-dodging when they get to you, and by then they'll disappear.

Ice Claw:  He just attacks with his claw (this is the move he used on 
John.)  He mainly uses this during Rage mode, so just jump over it.

Wait:  Well, what do you think?  After you dispel his aura, he'll wait 
for you to get near him for a high/low attack.

High/Low Attack:  Skulls appear high or low.  Dodge accordingly.  He 
attacks 3 times in kids and adults, and 6 times in V and UV rated.

Chill Out:  This is him dizzied.  After dodging all the high/low attacks, 
just slowZ-RHOH him till he does restore aura.  I'm pretty sure that 
whether the platform is frozen or not affects the length of Chill Out.  I 
think if the platform is frozen, Chill Out lasts longer.

Restore Aura:  After staying in Chill Out for a while.  He restores his 
aura and resumes his earlier pattern, or go into Rage mode if his life is 
low enough.

Strategies:

There are several strategies for beating this kitty.  Here're the most 
accepted and efficient strategies for killing him fast for that RV.

First step is dispelling that aura.  There's two ways to do this.  The 
easiest way is just do a Dragon Kick with Joe while Tiger is running, 
before, during, or after an Ice Fury attack, or before, during, or after an 
Ice Claw attack (when he's in Rage mode.)  The second way is to get a 
fire aura by mach punching many snowballs the ice pillar below a 
frozen platform.  I suggest the former method since it is a lot faster.

Now Tiger will wait for you.  Run up to him and dodge all his attacks, 
then slowZ-RHOH till he starts his Restore Aura move.  You'll be able 
to tell when slowZ-RHOH doesn't hit him anymore.

When he begins his Restore Aura, jump up to his head and do a 
Dragon Kick.  You won't hit him immediately, but as soon you can hit 
him, you will, immediately dispelling the aura he just restored.  Chase 
him down, dodge attacks, and repeat.  If you do it right, you won't 
even see Rage Mode.

Extra Damage:  Right after you Dragon Kick his aura away, Tiger will 
run away, then waits.  As soon as you land from your kick, charge up 
your Six Machine Cannon and fire it as soon as possible.  If you use 
the entire vfx bar, it takes too long and he'll restore his aura before the 
blast hits him.  This won't do much damage, but it adds up when you 
have to dispel that aura a lot, like when you fight the Bloody Rachel 
clone in UV rated.  I think this is my own strategy and have never seen 
this on the boards.

---Reel 6:  Dr. Kranken---

For some reason, he has a different pattern for Kids when compared to 
the other difficulties.  Use Silvia.

Kids Pattern:

Drills
Magnets (ceiling x2)
Saws
Teleport
<repeat>

Adults/V-Rated/UV-Rated Pattern:

Magnets (octs)
Magnets (ceiling x2)
Drills
Saws
<repeat>

Rage Mode Pattern:

Magnets (octs)
Magnets (ceiling x2)
Drills
Drills + Magnets
<repeat>

Kids Final Pattern (floating head):

Drills
Omni Drills x2
<repeat>

Adults/V-Rated/UV-Rated Final Pattern (floating head):

Saws
Drills
Omni Drills x2
<repeat>

Attacks:

Magnets (ceiling): Brings out 3 magnets and drops 3 parts of the 
ceiling onto you.  In rage mode, he brings out 6 magnets.

Magnets (octs): Same as the other magnets move, except there's an 
extra magnet that lifts up the center lid that brings out octs.  In kids, 
it's just white octs; for all other difficulties, it's red octs.

Drills:  Brings out 3 drills, and each of them attack twice to your 
current position. In the final pattern, he attacks in all directions.

Saws:  Brings out 3 saws, and each of them sweeps the ground.  In the 
final pattern, they all rotate around him; just jump over him.

Drills + Saws:  Brings out 3 of each, and they attack in pairs.

Omni Drills:  In the final pattern, he just fires out all his drills in all 
directions.  Just auto-dodge it.

Strategy:

You don't need to worry about his pattern at all; I just put it in for 
completion points.  As soon as the battle begins, jump up and fire your 
guns so that the bullets are just barely going over his head.  You 
should be able to time it for when he brings out his magnets/drills/saws 
and you'll be able to blast away his shield before he attacks.  Then 
jump up and slowRZ-CBK him 2-4 times until he brings up his shield 
and goes to the next attack.  Destroy his shield again and repeat your 
kicks till he goes into his final pattern. Just destroy his shield and 
slowRZ-CBK him to death.  In kids, it takes 1; in adults, it takes 2; in 
V-Rated, it takes 3; in UV-Rated, it takes 4.  Piece of cake.

To be continued…

****
---VIII.  Frequently Asked Questions---
****

Q:  How do I get out of the pit in Reel 2, Act 1 after I get Silvia's 
replay power?  There's a red switch, but only one block comes down 
when I hit it.
A:  You just got the replay power, so use it!  Wait till the spike trap 
closes, then slow replay kick the button.

Q:  In reel 3, act 1, what do I do with the two plugs in the air?  I tried 
jumping between them, but I just get hurt.
A:  Send a guy up there instead.  Dizzy a guy, then slow uppercut him 
in the plugs.  Be sure to keep slow held down till you complete the 
task.

Q:  What do I do with the safe in Reel 3, Act 2?  No matter what I do, I 
can't open it.
A:  I admit this had me stumped for a little bit before it dawned on me.  
The object is to get the lit section pointing up.  If the light is on the 
right, get on the right and kick it; on the left, get to the left and kick it.  
You have to do the same for the second hit, except you have to slow 
kick it.  Last, you need to move it three spaces, so replay kick it.

Q:  How do I damage the ufo in the fire scene in Reel 4, Act 1?
A:  You can slow kick/punch it, but that does way too little damage.  
To do the most damage, dizzy a guy, then slow kick/uppercut it into 
the ufo.

Q:  How do I do that puzzle with the rotating rooms in Reel 4, Act 2?
A:  Scroll up ya lazy bum.  It's task 4-7.

Q:  Omg!  I got over 100,000 v-points in that bell task!
A:  That's not a question, but good for you.

Q:  How do I get past the ice wall in Reel 5, Act 3?  They keep coming 
back!
A:  Use Silvia, and slow replay kick the walls three times.

Q:  How do I get past the room with the three switches in Reel 7, Act 
1?  I can't hit the switch in the upper left.
A:  If I had a nickel for every time this was asked on the boards…I'd 
probably have over a dollar.  Anyway, there's two methods to get that 
switch.  1)  Dizzy the red-robe scythe, slow uppercut him, then jump 
up and kick him into the switch.  Not that accurate, and you need to 
keep slow held down the whole time.  2)  Dizzy the shield flat, then 
uppercut him (without slow.)  Then jump up and kick it at the peak of 
its height.  This is very accurate once you get the hang of it.

Q:  Omg!  Why do you use Siliva?!  She suxx0rs!  Joe can beat this 
game all by himself!
A:  *sigh* Yeah, she does suck for the regular game.  Her guns are far 
too weak and she can't melee effectively.  However, her slowRZ-CBK 
is more powerful than Joe's slowZ-RHOH, and while this is useless 
against enemies (well, not useless, but horrible at getting Vs,) this is 
very effective against bosses like Alastor and Cameo Leon who only 
allow a limited number of hits before retreating and then attacking 
again.

****
---IX. Unlockables---
****

Reel Select Kids:  Complete story mode on kids or adults difficulty.

Reel Select Adults and V-Rated Difficulty:  Complete story mode on 
adults difficulty.

Reel Select V-Rated and UV-Rated Difficulty:  Complete story mode 
on v-rated difficulty.

Reel Select UV-Rated:  Complete story mode on v-rated difficulty.

Super VJ Mode:  Complete all the chambers with any rank.

Red V on your save file:  Complete story mode on any difficulty.

Rainbow V on your save file:  Have all RVs for one difficulty and 
complete all the chambers.  You do not need RVs in all the chambers.

**Special note:  According to the VJ2 boards, I'm the only one with a 
rainbow V on my save file.  When I got it, I already had RVs for all 
difficulties, and all RVs for 36 chambers.  When I beat my last 
chamber, I didn't get an RV on it, but I unlocked super VJ mode so I 
wanted to save, and when I did, I saw the RV on the save file.  I 
*assume* you only need RVs for one difficulty, but that has yet to be 
tested.

Different Background for Reel Select:  Get all RVs on a difficulty and 
you get a different background when you select reel select for that 
difficulty.  This is the only "real" reason to do the RV challenge.

Captain Blue/Emperor Black team:  Made ya look :)  No one on the 
boards has confirmed this rumor and the strategy guide does not list 
this.  How disappointing.

****
---X.  Legal Stuff---
****

Just don't post this guide on any site other than gamefaqs.com without 
my permission.  Also, don't change or edit this guide without my 
permission.  Lastly, don't sell this guide for money, or that'll get you 
into a heap of trouble.  This guide is intended for personal use only.

****
---XI.  Thanks/Credits---
****

Me
-For writing my very first faq.  Yay me!

Zemickey
-For posting his melee technique and having a nifty site dedicated to 
the first game

Space Age Samurai
-For being a cool guy on the boards.  Some of the techniques I listed 
were probably first mentioned by him.

Gen2000
-For being a cool guy on the VG1 boards.  Also has some good videos 
on his site for the first game.  Hurry up and get this game!

Other People
-There's some other good people on both the VG1 and VG2 boards, 
but I can't think of anymore at the moment.