FAQ And Walkthrough - Guide for Strider
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/ ________________________ __ _____ \/ ___________________ /
/ / __________ ________ / / / / ___ \ / _______________ / /
/ / /_______ / / ______/ / / / / / \ \ / /______ ______/ / /
_____/ /_______ / / / / ___ ,' / / / / / // _______/ / ___ ,' /_____
\ ___________/ / / / / / \ \ / / / /___,','/ /______ / / \ \_______ \
\ \___________/ /_/ /_/ _ \_\/_/ /______,' /________/ /_/ _ \________\ \
\______________________/ \_________________________________/ \_____________\
_,-' / / /_ /_______/ / / / /
,-'___________/ / ,' /____ _____/ / /
/ ,' / / / /
/ ,' / '--------' /
/ ,' /_________________/
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==============================================================================
STRIDER
-------
FAQ/Walkthrough
Copyright (c)2014 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 04/11/14
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
==============================================================================
TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] WALKTHROUGH...................................................... [0300]
Beginnings...................................................... [0301]
All Falls Down.................................................. [0302]
Fly Like an Eagle............................................... [0303]
Solo Dolo....................................................... [0304]
Sisters Are Doin' It for Themselves............................. [0305]
Black Market Baby............................................... [0306]
Defying Gravity................................................. [0307]
This Is War..................................................... [0308]
Panther Power................................................... [0309]
Cold as Ice..................................................... [0310]
Weird Science................................................... [0311]
Deeper Underground.............................................. [0312]
Solo Dolo, Part II.............................................. [0313]
Before I Move Off............................................... [0314]
Gods & Monsters................................................. [0315]
[4] UPGRADES......................................................... [0400]
[5] COLLECTIBLES..................................................... [0500]
Kazakh Outskirts................................................ [0501]
Kazakh City..................................................... [0502]
Industry........................................................ [0503]
Military Ring................................................... [0504]
Processing...................................................... [0505]
Underground..................................................... [0506]
Military Headquarters........................................... [0507]
Research Facility............................................... [0508]
Above Kazakh City............................................... [0509]
Tower........................................................... [0510]
[6] ACHIEVEMENTS...................................................... [0600]
[7] BESTIARY.......................................................... [0700]
Enemies......................................................... [0701]
Bosses.......................................................... [0702]
[8] THANKS/CREDITS.................................................... [0800]
______________________________________________________________________________
==============================================================================
[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #70
-------------------
Version 1.0 (04/11/14) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
==============================================================================
[2] CONTROLS [0200]
==============================================================================
.-----------------------------.----------------------------------------------.
| D-Pad | Plasma Select |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Aim Kunai |
|-----------------------------|----------------------------------------------|
| Start | Pause |
|-----------------------------|----------------------------------------------|
| Back | Map/Status |
|-----------------------------|----------------------------------------------|
| X Button | Primary Attack |
|-----------------------------|----------------------------------------------|
| Y Button | Secondary Attack |
|-----------------------------|----------------------------------------------|
| A Button | Jump |
|-----------------------------|----------------------------------------------|
| B Button | Kunai |
|-----------------------------|----------------------------------------------|
| Right Trigger | Plasma Catapult |
|-----------------------------|----------------------------------------------|
| Left Trigger | Option Deploy |
|-----------------------------|----------------------------------------------|
| Right Bumper | Kunai |
|-----------------------------|----------------------------------------------|
| Left Bumper | Release Grip |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
==============================================================================
[3] WALKTHROUGH [0300]
==============================================================================
NOTE: This walkthrough is based on the Rank-A (Normal) difficulty.
==============================================================================
BEGINNINGS [0301]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH OUTSKIRTS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Kazakh City: Meio 0048
~~~~~~~~~~~~~~~~~~~~~~
Hiryu glides into scene and the action begins immediately. Sprint forward
and slice through the Peshkas: the light troopers. They cannot withstand
much and you can chop them up with several taps of the X button with
surprising fluidity (Y initiates a strong but slow strike).
Take down the flying PNUTs (the machine gun PNUTs are called PNUT KZ-1) by
jumping with A first. Keep moving to the right to uncover more of the
minimap.
<> Kazakh City Bridge
~~~~~~~~~~~~~~~~~~
Break open the floating black and green capsule for health and drop down
the hole for another one. One of Strider Hiryu's great features is the
ability to grip and climb walls and ceilings, allowing you to scale great
heights when given the chance (there are some obstacles that prevent this,
such as invisible walls and electric fences seen ahead).
Drop down the ledge and defeat more light troopers to come across a glowing
red section of the floor. This floorboard can be broken with an ability you
have yet to acquire. Backtracking is pivotal in retrieving all of the
game's collectibles, giving it a strong "Metroid-vania" feel. The floor is
marked on the main map (accessed by pressing Back) with a red symbol.
Go left and through the door for some more canisters, then jump up into the
ventilation shaft to reach an enemy trap room. Watch out for the mounted
gun's laser fire and destroy it with jumping slashes. Claim the [SLIDE
ASSAULT] upgrade, which allows you to break open ventilation grates with a
slide (Down + A).
Escape the trap using Slide Assault and kill the enemies again here (note:
enemies in Strider respawn almost instantaneously, which can be both an
annoyance and useful in given situations).
There is another grate just to the right of the glowing red floor. Slide
through and go to the right, defeating more light troopers. As the area
divides into small floating islands, opt to stay on the ground and drop to
the bottom of the floor. Down here is a [CONCEPT ART CUBE].
Climb back to the top by using the block platforms or by scaling the wall,
then continue east. You can either go up high or stay on the ground; it
doesn't matter which. Grab any capsules along the way for healing purposes
and you eventually reach an entrance gate guarded by a pair of mounted
cannons. Make the long jump over the chasm and defeat both while grasped on
the wall.
Run inside to find a save point and press A to refill your health.
<> Checkpoint KZ
~~~~~~~~~~~~~
You get a new mission objective as you enter here. Take down the group of
light troopers and then a PNUT duo. Exit through the door on the right.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
In the first room here, pop open the capsules and kill the two light
troopers wandering around. Before you leave, jump and stick onto the wall
above the doorway and climb up to the ceiling for a [CONCEPT ART CUBE].
In the next room there is a section of the floor that you can pass through
by pressing Down and A. Pass through to find a [LARGE CANISTER], which acts
as both a collectible and a source of nourishment: one can completely
restore your health bar.
Pass back up through the pipes and move to the upper level. Go to the left
to find another [LARGE CANISTER] protected by a shotgun trooper. Sliding
and/or jumping to avoid gunfire is harder due to the spread.
Up on the third floor, you'll find a bunch of enemies. Take down the
shotgun troopers first, then the PNUTs and light troopers. Use the moving
platforms to reach the northeast section of the room and slide through the
grate to locate a [CONCEPT ART CUBE]. The spinning thing on the left side
is an Ultra-Cold Gate and won't be accessible for a long while.
Now slide through the vent on the opposite side of the room. Ignore the
eye gate in this next chamber and climb on the wall and pass through the
ceiling. Run to the left, breaking the [LARGE CANISTER] and accessing the
walkway.
<> Checkpoint KZ
~~~~~~~~~~~~~
Run across the bridge and into the chamber at the end, prompting a miniboss
fight.
___________________________________________________________________________
***************************************************************************
VITYAZ-1: MEIO'S ELITE GUARD
----------------------------
+ The elite guard has a basic, spinning, two-hit combo.
+ Most importantly, Vityaz-1 can teleport to dodge your attacks and
surprise you if you try to keep your distance.
+ Rarely, he teleports in the air and then slams down with his staff to
create a shockwave.
Considered only a miniboss since you happen to fight these opponents on a
regular basis later in the game, Vityaz-1 is a challenge but not
unbearable. Meio's elite guard has a simple spinning slash that can be
countered by jumping over him. This usually follows a teleport to help
neutralize any combo you have going.
He teleports often to help break up the flow of battle and usually appears
behind you, but his main attack is easy to telegraph. Mash away with X and
don't go too overboard so you don't get hit. If you see Vityaz-1 teleport
in the air, either jump or stick onto a wall.
Speaking of, you can climb the walls to find a trio of canisters on the
ceiling in case you need extra health during the battle.
___________________________________________________________________________
***************************************************************************
Downing the elite guard earns you the [CHARGED CYPHER], meaning you can
hold and release X to shoot a powerful cypher projectile. These can help
break enemy shields and activate eye gates.
In the miniboss room, charge up a cypher shot by holding down X and release
while next to the eye gate to power the device and open the door. On the
bridge you encounter two shield troopers, who must first be targeted with a
Charged Cypher. Once their shield is destroyed, eliminate them like normal.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
Take down the shield trooper and more regular light troopers with your
Charged Cypher. Drop down through the floor and activate the eye gate here,
opening a door. Grab the [HEALTH UPGRADE] and return to the upper floor.
Use the eye gate here and proceed east.
You encounter a Vityaz-1 here, which is significantly easier to kill now
that you have the Charged Cypher. Two more appear after the first one dies,
reinforcing my claim that they are mere minibosses, if anything. This
unlocks a door to the right. Go through and save your game.
<> Detention Hall
~~~~~~~~~~~~~~
Go forward onto the walkway and use a charged strike to blast apart the two
power couplers. This awakens a mighty beast, one who you happen to be
standing on!
___________________________________________________________________________
***************************************************************************
OUROBOROS MK. III: THE ARMORED DRAGON
-------------------------------------
+ Phase One: Watch out for electrical pylons that from time to time emerge
out of the dragon's back.
+ Phase Two: Groups of PNUTs will fly past you as you try to run up the
dragon's spine.
+ Phase Two/Three: Mounted guns pop out of slots on Ouroboros' back and
fire at you.
+ Phase Two/Three: Ouroboros Mk. III occasionally sends a wave of
electricity jolting down from its head to its tail. When you see it
coming your way, jump.
+ Phase Three: Both missiles and guided missiles are used as weapons: the
regular ones travel in a straight line and can be jumped over/ducked
under. The homing missiles are tougher to lose but you can dodge them.
Ouroboros Mk. III has no direct attacks of its own. Rather, you are scaling
the dragon's back as it flies through the sky overlooking Kazakh City. For
the first part, climb along its back while avoiding the electric spikes
shoot out and retract from the dragon. You can press A while moving to
climb faster. Note that you cannot plant yourself in the space between each
pair, so space yourself out in the safe zones. When you reach the head,
slice and dice the first of three blue tubes.
The dragon roars and sends you back to its tail as it reverts to a
horizontal state. A horde of PNUTs fly past you as you run across the boss.
They can barely get off a shot before they are outta your sight, so I would
not even bother killing them.
A gust of wind knocks you backwards again. This time, mounted guns appear
and open fire. Your movement on the ground and while jumping are limited
due to the wind, so dashing past them is not really an option. Try to
break most of them on your way to the boss's head. Sliding also helps here,
but the electric waves the dragon sends down its spine forces you to jump
out of the way.
Once you destroy the second weak point, you get forced backwards. Missiles
move your way from the right side of the screen. Some of them you can duck
underneath, but most require you to leap over them. There are a lot of 'em,
so be patient and don't be in too much of a hurry.
Halfway, you get pushed backwards one more time. Again, mounted guns arrive
in addition to guided missiles. The armored dragon moves more erratically,
forcing you to jump on nearby skiffs to regain your footing (watch out for
the light troopers piloting the aircrafts). Jump along the skiffs to reach
the head and finish the boss off.
___________________________________________________________________________
***************************************************************************
Geez, and I complain about public transportation here in the states...
Anyways, you get dropped off in the middle of Kazakh City.
==============================================================================
ALL FALLS DOWN [0302]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH CITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Monument Square
~~~~~~~~~~~~~~~
Your radar points towards west, but instead start going east. Climb up the
wall and move along the rooftops. Drop down the pit and pass through the
pipe underneath you. Enter the save room, save your game, and go right to
find a [HEALTH UPGRADE] in the alley. There is a Large Canister on the wall
above you, but you cannot get to it yet.
Head back to where you first started and go west. There are a lot of PNUTs
and light troopers moving along the rooftops ahead. You should soon reach a
platform that you can pass underneath, but this leads to a floorboard that
can only be destroyed with Down Strike. This is where your map comes in
handy, since important environmental pieces like this are often marked for
easy access later.
<> Historical Zone
~~~~~~~~~~~~~~~
As General Mikiel's voice blares over the intercom, continue to the left to
find a save point inside a building. Save and run over to a domed building;
you can either go inside and fight a shield trooper or climb over the roof
and face off against some PNUTs. On the other side, keep moving along the
rooftops as you'll pass over several Down Strike grates.
Defeat the shotgun trooper and light troopers at the edge of the locked
building, then start climbing. Slice apart the PNUTs and drop down to the
opposite side (as a note: ignore all the high platforms in the skies above
you - you'll need to get the Double Jump first).
Fall down off the edge and go up the ramp east towards the locked gate. Use
a Charged Cypher slash against the door to hit an eye gate on the other
side, unlocking it for you. There is a nicely sized group of troopers in
the cathedral here, so use a charged slash to dice them in one swipe. Take
down the rocket PNUTs hovering above and climb the chandeliers up to the
ceiling. Slide through the vent on the left for a [CONCEPT ART CUBE].
Exit the cathedral and explore the lower levels to the west; there's yet
another Down Strike platform all the way at the bottom. Stay on the right
side of this area and you should find an eye gate directly underneath the
western entrance to the cathedral. Open is and walk through the warehouse,
grabbing the [LARGE CANISTER] along the way.
If you use your map, you'll notice that you are underneath most of the Down
Strike grates that you passed over earlier (in addition to finding one more
to the right of the Large Canister). Before opening the locked door ahead,
climb to the top of the dining hall to access a ventilation duct. Keep on
slidin' to eventually reach a [HEALTH UPGRADE].
Now return to the lower levels and make your ascent to the upper level.
From here, run to the palace entrance.
<> The Palace
~~~~~~~~~~
Don't worry about going up onto the palace roof and instead make your way
inside. The interior looks similar to the cathedral, with a couple hanging
chandeliers that act as climbing structures. There are also a lot of health
capsules hanging out near the top, which means you likely aren't alone...
walk in the center to find out!
___________________________________________________________________________
***************************************************************************
BULAVA KZ-7: HEAVY TROOPER
--------------------------
+ He most commonly attacks by pointing his mace hand and shooting it like a
cannonball before reeling it back in with his chain tether.
+ Bulava KZ-7 also has a devastating close-range uppercut that can send you
soaring across the room.
+ If you get behind the miniboss, he will turn around and plant his mace
fists on the ground, which can hurt you.
Like Vityaz-1, the Bulava KZ-7 mech is more along the lines of a miniboss.
He can pose a threat, but has a predictable attack pattern and is slow in
nature. Once you figure out the best ways to attack, he should be toast in
no time at all.
The heavy trooper mainly attacks by shooting his mace hand across the room.
Get him to aim the mace away from you by standing on one of the mid-level
platforms. Once he launches it, drop down and slash away while he is
vulnerable (it takes a few seconds for your opponent to yank the mace back
into place.
You can also jump over Bulava KZ-7 and attack his back. Be careful when the
mech turns around, because you can take damage; once you see him pivot and
turn, jump over him again. Charged attacks deal extra damage, and take a
break if you need to replenish your health.
___________________________________________________________________________
***************************************************************************
Pick up the [DOWN STRIKE] once Bulava KZ-7 falls. Use it by hitting the Y
button in midair to severely damage enemies and shatter Down Strike grates.
Now you can cover much more ground here in Kazakh City.
<> The Palace
~~~~~~~~~~
You can use the power of the Down Strike to exit the palace. Test it out on
the grate in the center of the room - doing so causes Hiryu to plummet
two stories. Before doing anything, jump up and climb up one floor. Run to
the right and leap into the alcove in the corner for an [ENEMY INTEL CUBE].
Now return to the bottom and use Down Strike on the grate to the far left.
Down here, hit the switch to lower a nearby elevator and create an exit.
There will be more Peshkas as you backtrack to the miniboss chamber, so
watch out.
The door to the left of the grate should be open, so head inside and use
Down Strike down the elevator shaft and leave through the vent. Now I know
there is still a lot of juicy items and stuff earlier in the section, but
the palace entrance is locked so you'll have to complete a few things
before you can backtrack. Move west and restock on health as you enter the
Kazakh City transit station.
<> Lower Transit Station
~~~~~~~~~~~~~~~~~~~~~
Save up ahead and go to the left, avoiding the train tracks when possible.
Scale the western wall to eventually find an [ENEMY INTEL CUBE] high on a
platform. Fall down and slide through the vent on the ground.
Use Down Strike to reach an abandoned subway tunnel crawling with light
troopers. Make your way to the right until you encounter a Bulava KZ-7 and
employ the same attack strategies as earlier to defeat him. Before passing
through the platform, continue to the right and slide between the gaps in
the train car to find a new [CONCEPT ART CUBE] at the back of the car.
Drop down through the platform and start on the right side of the area. Hit
the switch in the northeast corner to create a set of moving platforms.
Smash the Down Strike grate on the ground and follow the pipeline to the
right and up, leading you to a [SURVIVAL CHALLENGE CUBE].
Jump onto the first moving car, then onto the second. To maneuver around
the electricity fields, slide down the side and scoot under and up on the
left side of the car. Jump onto the platform and go through the door.
Run through the room, defeating shotgun troopers and mounted cannons. Down
the stairs, ignore the thin platform on the ground and instead continue
left and through a door. Slide through the vent and follow it to a [HEALTH
UPGRADE].
Go back to the platform and pass through to reach a large chamber. Take
out the PNUTs and go to the right; there is an eye gate on the other side
of a wall. Climb the walls above the eye gate for a [LARGE CANISTER] and
now fall down to the bottom. Bring down the shield and light troopers and
follow the path to the eye gate. Hit it to reveal a Down Strike grate,
then smash through.
Kill the enemies and pass through the second Down Strike. In this third
chamber are two Bulava KZ-7s, though a train car in the room's center
prevents a 2-on-1 drubbing. Destroying both reveals two eye gates, which
moves the train car and lets you continue your descent. At the bottom you
will find your prize, but a mysterious entity stops you.
___________________________________________________________________________
***************************************************************************
PEI POOH: NORTH WIND
--------------------
+ Pei Pooh's weapon of choice is a pair of blasters. She fires pink plasma
shots, which stick to walls and continue to damage Hiryu if he comes in
contact.
+ The two blasters also come equipped with bayonets, which she will use if
you resort to close-quarters combat.
+ If you see Pei jump in the air, it likely means she is going to follow up
with a diving kick. Often used in succession.
+ Sometimes Pei Pooh uses her signature attack: her body will glow white,
followed by a barrage of jumping blaster shots which coats the wall and
floor with flames.
+ Sister Pei can block your shots, which can be countered with a Charged
Cypher attack.
Pei Pooh, the first of the Four Winds, attacks Hiryu before he can collect
Option-C. She is agile and mainly focuses on long-range combat. She is
armed with two blasters that can damage you as a projectile, but any time
her fire hits a surface, it turns into a perilous ball of flame for several
seconds.
This boss is quick and agile, forcing you to be much of the same. She also
forces you to use your Charged Cypher often due to her ability to block
your attacks. Arguably her most common attack is with her blasters, which
she will aim at you and fire three to four times in a row. Try to jump over
her and attack her back during the attack.
Pei will block quite often, negating any long combo you have going, but you
can break her guard with your Charged Cypher. She is stunned for a split
second as well, allowing you to follow up with a few swipes. She sometimes
retaliates with her signature blaster technique. There are a few health
capsules here at your convenience.
Overall, a little bit tougher than the minibosses (not really comparable to
Ouroboros Mk. III) due to her agility. This battle is a good way to test
your playing style: you have to sometimes act and play as a ninja if you
want to survive on some of the harder difficulties; fluid and fast. Don't
just stand there and spam the attack button. Jump, slide, and run.
___________________________________________________________________________
***************************************************************************
You are now in possession of [OPTION-C (ROBOT EAGLE)]! In Strider, Options
serve two main purposes. You can use them to attack enemies, and each
Option also contains a special ability. In the case of Option-C, Robot
Eagle, you can summon an eagle to swoop down and strike your opponents.
Furthermore, use Option-C while standing on an Eagle Perch to transport to
another perch, granting access to new areas.
Hold down LB and hit B to use Option-C as an attack. Hop up to the Eagle
Perch and press Y for Eagle Flight.
==============================================================================
FLY LIKE AN EAGLE [0303]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH CITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Upper Transit Station
~~~~~~~~~~~~~~~~~~~~~
You are flown to the Upper Transit Station, where Hiryu is greeted by a
pack of troopers. Test out Option-C's offensive firepower on these cronies.
Using Options consumes energy (the red bar under your health), but energy
automatically replenishes itself over time.
Run to the left and save your game (the thing to the left is a plasma ring,
something you won't be able to access for a while). Now head to the right
and use the eye gate to enter the palace once more.
<> The Palace
~~~~~~~~~~
Climb up the shaft, hitting the switch in the small room to unlock the
rooftop exit. Leave the palace, defeat the enemies at the front gate, and
start heading back towards Monument Square.
<> Historical Zone
~~~~~~~~~~~~~~~
Now is your chance to cover any new ground with your Down Strike attack.
Use your map to hunt down those big red arrows and break apart the grates.
The closest one is just to the right of the palace, all the way down on the
ground. Below is a [CONCEPT ART CUBE].
Stay on the lower level and return to the warehouse where you found the
Large Canister. A Bulava KZ-7 has made his way down here, so defeat him and
go right. Break the Down Strike grate and slide through the vent. Kill the
PNUTs in this room and travel through the next vent to locate your first
[ENERGY UPGRADE].
Pass through the cathedral and break the next set of Down Strike grates,
which mostly create shortcuts to areas you should have already explored
(except for one, which gets you a [CONCEPT ART CUBE]). Head back to the
save point and destroy another Down Strike grate for an [ENEMY INTEL CUBE].
Defeat the Bulava KZ-7, save/restore your health, then continue east.
The mighty armored dragon flies in the background, remind you of its
presence. Slash apart groups of shield troopers and PNUTs until you make it
back to Monument Square.
<> Monument Square
~~~~~~~~~~~~~~~
First off, destroy the Down Strike grate here to reach a vent. Go through
the apartment complex and continue to end up underneath the square. Grab
the [CONCEPT ART CUBE] in a nearby vent, then pass through the pipes
directly in the middle of the area. You end up in a small hallway lined
with electrical fields. Can't go any further. Turn back around and climb
back up the pipes, then scale the ceiling to get the [ENEMY INTEL CUBE]
directly south of the Eagle Perch.
Now exit the region and return to the rooftops of Monument Square. Step on
the Eagle Perch and use Option-C to fly off into the distance.
<> Historical Zone
~~~~~~~~~~~~~~~
You are now on another plane in Kazakh City (in the map screen, press the
Right Trigger to change planes). Start off by eliminating the sniper
troopers and Bulava KZ-7. If you search the area extensively you should
find an Upgrade Cradle, but you cannot open it yet (not for a while).
Save your progress and head east. Climb up the shaft and walk across the
roofs. There are more snipers ahead, so pay attention to their red sights
and avoid the piercing bullet. Beneath the snipers' perch is a [CONCEPT
ART CUBE] for your taking. Proceed up and right for a cutscene.
Climb up the side of the building and avoid the buzz saw to reach the
Residential District.
<> Residential District
~~~~~~~~~~~~~~~~~~~~
Enemy troopers are in the next room, and your arrival has been brought to
their attention. Run over and kill them, then jump on the long chandelier
and climb to the top of the room. Open the [LARGE CANISTER] in the side
hallway to the left before dropping down and going to the right.
In this corridor, kill the shotgun trooper and look for a hole in the
ceiling near the doorway. Take down the two shotgun troopers up here and
slide through the vent, which takes you to a [STORY INTEL CUBE]. Return to
the corridor and proceed east. Through the ceiling is an out-of-reach Large
Canister.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
As soon as you enter, an alarm blares and sends the military personnel into
a frenzy. Your goal is to halt all progress and find a way to disable that
alarm. Use portions of the wall and the moving platforms in the center to
make your ascent. Various troopers are positioned on these platforms and on
ledges to the left, so take your time defeating these enemies instead of
rushing through. From now on, some light troopers are equipped with rapid-
fire machine guns.
On the fourth floor is a series of Down Strike grates that lead you to the
alarm. After destroying the controls, the alarm fades and the exit door is
unlocked. As you make your way back up, stop on the fourth floor and go to
the left, passing through the platforms to get to the [LARGE CANISTER] you
saw in the previous room.
On the fifth floor, a sniper trooper stands guard at the exit. Since the
gap is too far for you to cross, you'll have to climb across the ceiling to
reach him and the exit. Save your game up ahead and go west.
You end up in another long shaft of a room. Start by going up, using the
walls and chandelier to your advantage. There are some capsules in the
alcove on your right and a locked door you can open using the eye gate;
inside is a [LARGE CANISTER].
There is nothing else of real worth in this room, so destroy the enemies
below, heal, and exit to the left. Use Down Strike through the grate and
begin scaling the outer walls. This bit is just a small portion of amateur
platforming; avoid the buzz saws and electrical fields as you climb up the
side wall.
Once you reach the top, there is a door above, waiting for you. However,
there is a collectible on the opposite side of the outer wall, which means
you must jump off the outer wall, grab it, and land back at the entrance
of the Residential District. You can always get it later, but I prefer
grabbing it now so you don't forget about it.
Once on top of the outer wall, grab onto the left side of the wall and
start sliding down. You will reach a small ledge jutting outward. There's
a similar ledge right below you (as your map shows), so jump off and push
back inward so you land on this ledge without catching yourself on the
electrical hazard. Finally, leap and snag [STRIDER RAIGA] in the air before
you plummet down. The first of the Fallen Striders!
Assuming you got the Fallen Strider, you must now make your way through the
Residential District and Ministry of Propaganda again. Phew! Now back at
the top of the outer wall, leap and scale the east wall to reach the large
foyer.
There are many enemies roaming around, including several PNUTs and various
troopers. Start on the ground floor and slice your way through the
opposition. Jump up onto the eastern ledge and slide through the vent to
access a room containing a [HEALTH UPGRADE]. Just above the vent is a small
dining area with a [STORY INTEL CUBE] in the middle. Lastly, above here is
the exit. Save, then leave the room.
Once outside, use Down Strike through the series of grates, then run to the
right. Do so once more up ahead to reach a large strip, where you are
confronted by the angry intercom voice that has been trying to halt your
progress since you entered this place.
___________________________________________________________________________
***************************************************************************
NANG POOH: SOUTH WIND
---------------------
+ Nang Pooh's weapon of choice is a long spear-like weapon. She actually
doesn't do much with her weapon aside from a few long jabs.
+ Pretty much identical to Pei Pooh, Nang can jump in the air and execute
a slanted diving kick.
+ Nang Pooh has her own signature attack: she stands in place and spins her
spear in a circle to create a gust of wind and force you backwards.
+ Sister Nang can block your shots, which can be countered with a Charged
Cypher attack.
Nang Pooh fights similarly to her sister, Pei. One main difference is that
the South Wind doesn't have much of a long-range fighting strategy and
mainly relies on her diving kicks and her spear. She blocks far more often
than Pei Pooh and charged strikes must be constantly used in order to break
her defenses.
The first portion of this duel is fairly easy. Nang Pooh typically uses her
dive kick attack about three times in a row. Your best bet is to ready a
Charged Cypher and hit her just as she lands.
Once she has lost about a quarter of her health, Nang Pooh takes a break
and tags in her sister! Now you have to face off against Pei Pooh a second
time. With no real alterations this time around, you can use the same
strategy as before.
Once you have taken out about half of Pei Pooh's health, she stays on the
battlefield and Nang Pooh jumps in to tip the scale in their favor. Now
that it's a handicap match, you must be extra careful (also due to the lack
of health capsules).
The sisters fight side by side, but stick to their own strategies; the only
true difference is that sometimes they both use their signature attacks in
conjunction. Focus on one at a time from here on out (Pei Pooh may be the
easier target due to her health bar being emptier). Remember that you can
use Option-C to deal a bunch of damage, and potentially hit both sisters at
the same time!
Once it's down to one apiece, resume your initial strategy. Use Option-C
during Nang Pooh's stationary signature attack and continue using your
Charged Cypher for guard breaks.
___________________________________________________________________________
***************************************************************************
Open the cradle for [DOUBLE JUMP] - at last! As the name implies, you can
jump twice in one go, allowing you to cross large pits and reach new
heights. You'll need to use it to escape the boss room and reach the
Residential District exit.
==============================================================================
SOLO DOLO [0304]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > INDUSTRY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Construction Zone
~~~~~~~~~~~~~~~~~
Your new Double Jump skill gets put to the test in the vast outside area
past the save room. Leap over the electric fence lining the construction
zone's perimeter. Climb the scaffolding, defeat a few guys, then double
jump over the pit. Double jump onto the construction crane in the center
of the area, then intentionally fall down to the ground.
Search the left side of the ground, which takes you up a couple ledges and
brings you inside a building's foundation. Hop up the platforms through the
unfinished building to find an [ENERGY UPGRADE]. Enter the foundation on
the right for an [ENEMY INTEL CUBE].
Return to the top and cross the crane to the other side of the field. Run
into the building, underneath the Down Strike grate, and down the chute.
Defeat the wave of Peshkas and begin making your way up the other side of
the room. As you climb, enemy snipers home in on your location. Utilize the
Double Jump by jumping away from the wall, then hitting jump again to
regain your standing on the wall; a good way to dodge attacks.
At the top, hit the switch to bypass the security lockdown and open the
industrial gate at the bottom of the room. Before you go, smash through the
two Down Strike grates you initially saw from below, demolishing a [LARGE
CANISTER] in the process.
Begin making your way towards the dam to the far east. As you slide and
dodge your way down the side of the large building, PNUTs and sniper
troopers attack from nearly all angles. Use the small floating platforms as
cover from the sniper fire while you destroy the PNUTs and collect health
capsules. From these platforms, double jump to the crane ledge under the
floating skiff for a [LARGE CANISTER].
Near this platform is a hidden ventilation shaft on the side of the main
building. You really can't spot it on the screen, so use your map to find
the entry point. Slide down the vent to reach a hazardous room filled with
electrical fields. Double jump between the spaced-out platforms until you
reach an [ENERGY RECHARGE UPGRADE] at the top.
From here, you can plummet to the bottom and hit the eye gate to open a
nearby hatch. Save your game to the left, then run through the doors on the
right and down the hatch. Walk through the red base of the humongous crane
above, defeating the enemies. Drop down a level, towards a big (but not as
huge) secondary crane, working your way lower and lower. Once you hit the
ground, walk through the west door to easily spot an [ENERGY UPGRADE].
Now head to the right, where you'll find a floating [LARGE CANISTER]. You
cannot climb the wall on the far right, so climb up one level and use the
moving containers attached to the yellow crane to get across. Watch out for
enemy fire here.
<> Kazakh Grand Dam
~~~~~~~~~~~~~~~~
Kill the pair of light troopers at the dam entrance and work against the
shield trooper and light trooper above. Grab the [LARGE CANISTER] hangin'
out here and continue scaling the side of the dam. At the midpoint is a
save point. During the second half, electric fences spring and retract out
of the dam's side. Wait for them to disappear before dashing past them.
Pop open the [LARGE CANISTER] at the top of the dam before dicing through
the group of light troopers. Take down the enemies and two mounted cannons,
then grab some health. Before entering the room ahead, climb on the ceiling
and onto the ledge above your head: there's a [CONCEPT ART CUBE] up here.
Save point... tons of health... gee, I wonder what's up ahead?
___________________________________________________________________________
***************************************************************************
OGNEMET: NAPALM TROOPER
-----------------------
+ Ognement has a special compartment on his back that can shoot out napalm
canisters. If they don't hit you directly, they break open and create a
small pool of fire.
+ Like the Bulava KZ-7, Ognement has a big uppercut attack.
+ Also like the Bulava KZ-7, when Ognement turns around he hits the ground
with his mace hands and can damage you.
Ognemet shares both a similar appearance and fighting style with the Bulava
KZ-7. This mech is slightly more dangerous than his cousin since the napalm
canisters can create environmental hazards. They are typically used if you
are far away from the miniboss, but once he's down to about half health the
move is used more frequently.
The napalm trooper isn't much of an upgrade over the heavy trooper. Still
attack by targeting his back and double jump as the miniboss turns around,
chiming in every so often with Option-C. There are several health canisters
at the top of the room.
___________________________________________________________________________
***************************************************************************
There is a save point in the following room, and just beyond is a doorway
leading to the next region.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > MILITARY RING
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Perimeter Wall
~~~~~~~~~~~~~~
As soon as you reach the entrance to the perimeter wall, jump above the
doorway you came out of to grab a [CONCEPT ART CUBE]. Following the cinema,
proceed to the right through the wave of PNUTs. Hop over the hurdle and go
east to run into several Molniyas: military lieutenants.
These guys are basically red versions of the light troopers with upgraded
armor. In addition, the light troopers also wear red outfits and are more
powerful. As you head east, grab the [LARGE CANISTER] on one of the
floating platforms. You're going to have to use more than just a Charged
Cypher attack, since these foes can withstand such a beating.
As you reach the third hurdle on the perimeter wall, double jump onto the
floating platform, take the [ENEMY INTEL CUBE], and continue east. Take out
the PNUTs and red light troopers, then proceed onto the uppermost platform
in order to breach the electric fence. As you jump, don't worry about the
Large Canister that's just barely out of reach.
Attack the eye gate and go inside, refill your health, and take on the
Ognemet in front of you. If you need to, spam Option-C.
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
Run down the ramp, killing the two military lieutenants, then enter the
save room. The next hallway is filled with a bunch of lieutenants of
varying types. Use your eagle buddy when necessary. Keep a close eye on the
minimap, especially looking for a tiny ditch below the floor which lines up
with a route traveling through the ceiling. When you're underneath the lil'
ditch, press Down and A to drop through the floorboard, collecting a
[CONCEPT ART CUBE].
In the next chamber, begin climbing upwards and be wary of the pistons that
try to knock you back down. At the top of the shaft, slide into the vent on
the right and go 'round the bend to find an [ENERGY RECHARGE UPGRADE]. Exit
and start moving west. Defeat the shotgun troopers and the moving ceiling
gun.
Yet again, peek at the map; once you are lined up with the vertical hole,
use Down Strike to smash through the floor and through the ceiling of the
hallway you were just in. Now climb back up through the hole and go inside
the vent on the right to enter a chamber with a [HEALTH UPGRADE].
Go back to the upper floor and fight your way west. Another Ognemet stands
in your way - once he's toast, climb another piston-riddled room to the
next area.
<> Upper Military
~~~~~~~~~~~~~~
All the side doors in this room are locked, so ignore everything to the
east and west, and focus solely on north. The pistons on the walls prevent
you from easily going up and mean you must use the central platforms for
navigation.
Take down the cannons and PNUTs until you reach the very top. Run to the
right and slice apart all the lieutenant enemies. The pit below just leads
to two more fancy doors, so instead focus on heading east. Use charged
slashes to destroy the flamethrowers and hop over the buzz saws. In the
next room is some health and a save point. You ultimately end up on a
balcony, where you are ambushed by the bounty hunter Solo as the exits
close.
___________________________________________________________________________
***************************************************************************
SOLO: UNMATCHED BOUNTY HUNTER
-----------------------------
+ Solo flies to one edge of the island and begins charging his gun up.
The imprint of the gun blast consumes the entirety of the arena, so the
only real way to avoid it is by clinging to the side of the platform.
+ Solo again flies to the edge of the platform but this time shoots a
quick burst of bullets which explode into pillars of plasma. Just run in
the opposite direction of the boss.
+ The boss may fly to the center of the screen and point his weapon down on
you, firing a series of elegant plasma waves in a sort of triangular
pattern. It may look tough to dodge, but you can avoid all contact by
standing directly under Solo and crouching.
+ One of his most damaging attacks, Solo summons a group of orange
honeycombs, which immediately turn red and home in on you. You must
destroy them with your sword or (preferably) Option-C, or else they
explode in your face. The number of honeycombs increase as the boss's
health decreases.
+ The bounty hunter uses his jetpack to swoop from one side of the area to
the other. Don't get hit!
+ Solo again flies in the middle of the screen and shoots downward. This
time a large honeycomb appears on the ground; move out of the range of
the deadly design or else you get hit with erupting plasma. This is done
multiple times in succession.
+ Similar to the attack above, Solo shoots his cannon to create damaging
honeycomb pillars on the ground. This time, they are much smaller and
appear in groups, usually following a strict pattern.
Without a doubt, Solo is your biggest challenge yet. The crazed bounty
hunter has a slew of powerful attacks that each make you react differently
in order to withstand them. What you first notice about this fight is that
Solo is a flying enemy, so damaging him directly is not as easy as the
terrestrial foes you have been dicing apart. Stick to charged slashes,
preceded by a jump/double jump.
Solo begins by using his two weakest/least concerning attacks. The first is
his charging horizontal cannon. As he charges up, cling to the side of the
long platform and try to stick to the edge underneath him so you can score
some shots during the attack. When he points his gun at the ground, run
away as he fires plasma bullets.
The fight attempts to break itself into sequences, since as you chip away
at Solo's health bar he occasionally releases health for you and begins
using a new set of attacks. His demeanor changes throughout the battle: he
begins by constantly laughing and gloating (giving you opportunities to
attack without consequence), but as the fight goes on he becomes more
frustrated and drops the cocky act.
The two moves you really need to watch out for are his homing honeycombs
and the small honeycomb pillars. The big honeycomb pillars are easy to
dodge and you can even hit him during the attack. The smaller ones are
much more difficult to avoid since they are grouped together in a line and
there is less room for running. Don't attack the boss at all and focus on
avoiding the plasma.
The homing honeycombs are a real pain. Solo sticks to this attack through
the duration of the fight, with the number of explosives increasing as time
goes on. It is near impossible to dodge the honeycombs so you must resort
to destroying them. Your sword does a decent job, but Option-C can take out
a large amount before they hit you. Sometimes running to the opposite end
of the island helps because the honeycombs dip and collide with the floor
instead. Try to save some energy for Option-C when Solo uses this attack.
All in all, a difficult fight (especially on Hard mode). While powerful,
the bounty hunter's attacks are formulaic. During certain attacks it is
best to avoid hurting Solo and worry about saving your own skin; you can
then go on the offensive during one of his weaker, more avoidable attacks.
___________________________________________________________________________
***************************************************************************
Solo crashes and burns, and you receive quite possibly the most useful
upgrade in the game: the [REFLECT CYPHER]! Now you can deflect bullets
with your Cypher! When timed right, a regular attack or a Charged Cypher
will knock bullets back at their sender. This tool comes in handy through
the remainder of the game, especially against shotgun/machine gun troopers.
A mounted gun and an electric fence appear on the wall, forcing you to use
your new upgrade. Both timing and the angle of Hiryu in relation to the
bullet plays into effect the trajectory of the deflection. Play around with
the physics a bit and leave once you have knocked the bullet back at the
mounted gun.
The rooms ahead gives you even more reflecting practice. Move west, past
some familiar places, until you reach an Eagle Perch on a balcony. Before
using it, climb the wall for a [CONCEPT ART CUBE]. If you want to do some
heavy backtracking, start descending down the side of the balcony. Along
the way is a [BEACON RUN CUBE] and a [LARGE CANISTER] (which you saw
earlier).
==============================================================================
SISTERS ARE DOIN' IT FOR THEMSELVES [0305]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > TOWER
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
Meio's tower is locked, and three power sources are required, as a sort of
key. There are two cubes in this section; both unattainable. Stroll through
the plaza to the western exit, save, and enter the upper branch of the
Military Ring.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > MILITARY RING
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Military Prison
~~~~~~~~~~~~~~~
Moving to the left, you end up in a sealed room with two mounted guns.
After destroying both, a red Bulava KZ-7 joined by a shield and shotgun
troopers emerge from a moving platform. Just like how the red-clad enemies
seen before are stronger than their yellow counterparts, this Bulava KZ-7
is extra powerful.
Before riding the platform down below, climb up the side of the wall and
open the [LARGE CANISTER] on the ceiling.
Down below, slay the two enemies and enter the door on the right. An alarm
is set off as you enter Cell Block 04. Run to the right, defeating the foes
(you can drop down below for a couple health capsules and some enemies, but
surprisingly there are no collectibles in this big area).
In the next room, a crazed prisoner get Hiryu's attention. Once the
cutscene ends, slide through the vents to the next floor. Enter the room
similar to the one below (again, no collectibles here), so wipe out the
various military lieutenants and disarm the alarm.
Your next destination is the Black Market that the prisoner mentioned to
you. Return to the Cell Block 04 entrance and drop down the shaft. Head
west, kill the lieutenants, save, then leave the save room. Use Down Strike
on the grate.
<> The Gauntlet
~~~~~~~~~~~~
If you want to exit the Military Ring, you must survive The Gauntlet. This
area is comprised of multiple floors, each containing various enemies and
environmental hazards. The first two waves feature solely PNUTs: while some
have their standard machine gun, others fire explosive kunai that latch
onto a target before blowing up (called PNUT Mx-E).
On each floor of The Gauntlet, you can choose to go left or right.
Ultimately, it does not matter which routes you take, but each path has
different obstacles (some are enemies while others are purely hazards).
At the end of The Gauntlet is a congratulatory [HEALTH UPGRADE], a save
point, and a doorway leading to Processing.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > PROCESSING
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Underground Outpost
~~~~~~~~~~~~~~~~~~~
Past another save point is a wide open, empty area. Fall down to the bottom
and search the southeast room to find a locked door; you need kunai to open
it. Instead, climb up the west wall to find a gate in the northeast corner.
<> Water Treatment Plant
~~~~~~~~~~~~~~~~~~~~~
There are a pair of machine gun troopers in this incredibly small area.
Exterminate them and leave.
<> Central Processing
~~~~~~~~~~~~~~~~~~
Three water valves seal shut the main exit, forcing you to deactivate them
if you want to move on. The eye gate controlling the first valve is north
of you, on a floating platform. However, a heat pad prevents you from
taking the easy route.
Climb the platforms, defeating the machine gun troopers on each one, until
you can go down the east wall towards the eye gate. Be wary of the two
buzz saws, then charge up a cypher shot and hit it. The doors open after
deactivating the first valve.
A door opens to the west, above the three valves. Let it be and instead go
up a little ways, then through the western door up here. Take down the
group of troopers and enter the next room. There are crushers on the floor
and ceiling in here, but a well-timed double jump allows you go get through
without coming in contact with either. Do the same for the next pair.
<> Organics Repurposing Center
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Save, then head north and slide through the vent. There are many explosive
PNUT Mx-Es in this chamber; in fact, they spawn from two tubes on the
bottom of the room. As a reminder, these PNUTs fire explosive kunai that
become embedded in a target before detonating.
You must plug up the two holes by first climbing on the ceiling, then
baiting the PNUTs into firing at the blocks stuck in the ceiling. Once one
hits a block, move away as it becomes detached and lands right in the hole.
Do the same with the second one, allowing you to reach the northwest side.
Before you leave, however, make sure to pick up the [HEALTH UPGRADE] under
the grate between the two spawn points.
Hit the eye gate in the northwest corner to open the second valve (and a
hatch below you), then use Down Strike to smash through the grates below.
<> Overflow Processing
~~~~~~~~~~~~~~~~~~~
The area of Overflow Processing is, in summary, an antiquated garbage
disposal. Varying trash pieces flow down a river into a set of blades at
the very end. You must move against the current and avoid blades in order
to escape.
First, drop into the river and let the current take you towards the wall of
spinning blades. Just before you hit the wall and die, take the [BEACON RUN
CUBE] and start running east. Dodge the blades as you fight the current and
hop onto the ledge. Save and exit.
<> Sludge Digestion Chamber
~~~~~~~~~~~~~~~~~~~~~~~~
There is a switch mounted on the wall here in the Sludge Digestion Chamber.
Hit it to drain the sluge, revealing an interesting platform and providing
an exit. From the switch, climb up the wall and onto the pipe, then up to
the ceiling above the ledge. Strider will be out of view, but if you attack
you break open a hidden [LARGE CANISTER].
Your Option-D Pilot tells you to make a break for the industrial zone. Hold
off on the water valve stuff and head towards your new destination.
<> Central Processing
~~~~~~~~~~~~~~~~~~
Back at the water valve room, proceed north and continue north towards the
very top of the room. Along the way, you encounter sewer crabs. These lil'
crustaceans have a thick carapace that require you to break it using a
Charged Cypher. Following that, you can easily destroy them. The sewer
crabs can walk on walls and ceilings, and are capable of performing a
rolling attack and spitting out acid.
Defeat the sewer crabs that emerge from the pipes, collect the health
capsules, and leave at the topmost door.
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
Fight your way through the troopers in the first two hallways until you
enter a vast room. A [LARGE CANISTER] is high up in a domed-out portion of
the ceiling, and a second [LARGE CANISTER] is south of the first, in an
alcove. To the right of the second one, in the southeast corner of the
room, is an [ENERGY UPGRADE] on a tiny island.
The sewage streaming through the room is highly toxic and damages you if
you wade through it. You must traverse this area using the platforms or by
climbing across the walls and ceilings (which are patrolled by sewer
crabs).
Save your game in the corner, then descend to the central floor and start
making your way down the sewage waterfall, climbing along the ceiling. The
sewer crabs do a pretty good job of knocking you off the wall, so try not
to lose your balance and use your Charged Cypher to defeat the ones in your
way. There is a third [LARGE CANISTER], again on the dome ceiling on the
western side. Lastly, enter the tunnel and defeat the troopers until you
can leave the room.
Defeat the shield trooper and other troopers in the first hallway, then
leave. In the second hallway is a grate you can pass through. Take the
[ENERGY RECHARGE UPGRADE], then return to the hallway and exit stage left.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > INDUSTRY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
That strange device found in the Sludge Digestion Chamber can only be
activated by Option-A. Head left through the first area. Avoid the lava on
the floor and dodge the rockets launched by the rocket trooper. These
missiles sort of home in on you, but will likely collide with the walls
before reaching you. Nevertheless, defeat him and the other troopers.
Move to the left towards the hanging crane hook and destroy the mounted
cannon. Save in the next room and approach the Bulava KZ-7 in the next
room. Defeat him and use Down Strike on the floor for a [BEACON RUN CUBE].
The explosive shield trooper cannot be harmed by your regular cypher, so
ignore him and first defeat the other enemies. You're best off leaving him
be, but you can reflect his own explosive shots to help break the shield.
The rest of the room is inaccessible, so return to the lava-filled chamber.
Climb up the walls and defeat the PNUTs and other enemies. There is
an Ognemet in the corner near the big hatch door. Jump across the gap to
the right and destroy the Down Strike grate. Hit the switch here to open
the hatch. As a side note, those chugging pistons next to the switch are
way too fast to get past at the moment...
Continue through the hatch door into a massive chamber. Don't worry about
going to the left (there is an explosive door you cannot open), so follow
the steps north. Jump up and follow the east walls. Continue east and keep
progressing up the ledges until you run into a dead end with a [CONCEPT ART
CUBE] just sitting there.
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
There are a ton of different troopers in this room, and a lot of explosive
PNUTs buzzing about. Stick to the left side and keep moving west up the
walls. Once you cannot go any further, pass through the floorboards in the
northwest corner of the room for a [CONCEPT ART CUBE].
The Ventilation Station/northern part of the Carbon Charging Area is very
wide open and you won't be able to explore all of it until you find the
necessary upgrades. Double jump between the small islands to try and make
your way to the top. There is a [LARGE CANISTER] floating near the middle
of the area; use your minimap to look for a green circle (there is another
one nearby on the map, but you cannot reach it yet).
Continue up the spaced-out platforms and use Option-C to demolish the
Ognemet and shield trooper. Up ahead is a series of moving platforms and
rotating fan blades. The fan blades are covered with heated panels, so
touching them means you take damage and fall if stuck on a wall.
Carefully jump across the gray platforms while dodging and cowering from
the fan blades. You must make your way east, then north as you go across
the ceiling to the west (the final platform extents out of the wall and
retract, so time your movements carefully).
Climb up to the save room, then walk east. The ultra-cold gate blocks your
way, so instead jump up through the hole in the ceiling.
___________________________________________________________________________
***************************************************************************
TONG POOH: EAST WIND
--------------------
+ Tong Pooh's weapon of choice is a curved blade. She can cover a lot of
ground by crouching, then shooting forward like a cyclone.
+ Just like sister Nang and Pei, Tong Pooh can jump in the air and execute
a slanted diving kick.
+ Tong Pooh has her own signature attack: she can leap in the air and shoot
out a group of green circles that travel horizontally away from her.
+ Sister Tong can block your shots, which can be countered with a Charged
Cypher attack.
By now, you should sort of know how to deal with the Four Winds sisters,
even though Tong Pooh has yet to be fought and has her own special weapon
of choice. Tong Pooh fights with a deadly butterfly sword, but strangely,
sticks only to long-range attacks. For the most part, her main attack is
the spinning green whirlwind. Once you have mastered defending that
technique, she shouldn't be much of a hassle.
After draining about a quarter of her health, she is joined by Pei Pooh.
Like in the previous battle, it is two against one. They don't really
fight in conjunction aside from occasionally performing their vintage dive
kick, so it can get a little hectic with two foes jumping all over the
place. Also, keep an eye out for the fan blades on the area's perimeter:
they can damage you.
Eventually, Pei Pooh tags out and you must fight Tong and Nang together.
Again, use the same strategies that you have in the past. Once all three
are roughly at 1/3 health remaining, it becomes 3-on-1 as Hiryu is triple-
teamed by the sisters.
Again, there is very little sense of unity and all three sisters use their
own attacks to try and defeat you. They jump, run, and slide all over the
place, making it difficult to target one specific sister. A good option is
to use Option-C as much as possible and try to score hits on two or even
three sisters at once. Substitute with your Charged Cypher until your
energy is recharged. Watch them fall, one by one.
___________________________________________________________________________
***************************************************************************
Strider Hiryu finally gets [OPTION-A (DIPODAL SAUCER)], allowing him to
finish up business back at Processing. When deployed, the two saucers
produce a shield that protects Hiryu from missiles (which your cypher
cannot reflect) and also shoots energy projectiles every time you attack.
Approach the Bot Interface and hit Y to use Option-A's secondary function:
operating machinery. This causes the fan blades on both sides to stop,
allowing you to safely pass through. Continue past the eastern one for an
[ENEMY INTEL CUBE] and climb on the ceiling for a [CONCEPT ART CUBE]. Now
go through the western fan to escape.
Save again and drop down to the Carbon Charging Area.
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
Head towards the eastern part of the big room, underneath the rotating fan
blades. Drop through the pipe and slide under the vent, entering a room
with a pair of mounted guns. Destroy both, then smash through the Down
Strike grates to find another Bot Interface. This will turn off a row of
pistons nearby.
Return to the switch used to open the hatch door and pass underneath the
frozen pistons to reach an [ENERGY UPGRADE]. Drop down below, save, then
move east towards Processing. Jump onto the ceiling and hop to the area
above, which contains a [LARGE CANISTER]. To the left is another Bot
Interface. Using it lowers the crane hook into the lava and yanks out a
Fallen Strider: [STRIDER ROUGA]! Pick it up, then backtrack to Processing.
==============================================================================
BLACK MARKET BABY [0306]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > PROCESSING
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
Backtrack to the Sludge Digestion Chamber via Central Processing.
<> Sludge Digestion Chamber
~~~~~~~~~~~~~~~~~~~~~~~~
Now that you have Option-A, you can operate on the Bot Interface to lower
the final water valve. Walk over to Central Processing.
<> Central Processing
~~~~~~~~~~~~~~~~~~
Run past the closed water valves and drop through the pipe.
<> The Waste Trap
~~~~~~~~~~~~~~
This area is mainly narrow chasms and maze-like canals that are crawling
with sewer crabs. Truthfully, you can walk past most of the crabs without
having to initiate a hostile confrontation. Squeeze through the passages
until you reach the bottom.
Once you land on the dock, hop in the flowing stream. Immediately search
underneath the dock for a [LARGE CANISTER] and begin following the current.
Like in Overflow Processing, double jump over the spinning blades as you
soar down the river. Save your game up ahead before moving on.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Upon entering the cavern, climb on the rock wall above you to find an
[ENEMY INTEL CUBE] on the side. Continue to the pipe travelling along the
top of the cave. Work your way across the pipe until you are latched onto a
circular opening, then press Up and A to enter the pipe. Inside is an
[ENERGY RECHARGE UPGRADE].
Stay on the ceiling and continue west - there is a [SURVIVAL CHALLENGE
CUBE] lying on a metal girder. But we're not done just yet! Continue along
the wall/ceiling to reach the western end. Maneuver around the outcroppings
to reach a ledge containing a [BEACON RUN CUBE] (this ledge is not
accessible from below, so you have to get here from the ceiling).
Drop down and enter the tunnel, avoiding the large thorny patches along the
way. There's a [CONCEPT ART CUBE] sitting below a mounted gun (it's pretty
hard to miss).
The vertical room ahead contains more thorns and fast-moving conveyor belts
that will push you into said thorns if you dawdle around too much. Don't
spend too much time on the belts and use the walls/platforms to make your
ascent. The mysterious Black Marketer will contact you over the speaker
system throughout all of this.
Above the conveyor belts is a narrow space that becomes even narrower as
the walls close in on you! Hurry up the side before you get crushed. Enter
the first door here on the left to reach a long room. As you walk through,
hidden traps on the ceiling release explosive kunai. Quickly run past and
pick up the [CONCEPT ART CUBE] above the conveyor belts, then the [STORY
INTEL CUBE] at the far end of the room.
Exit and continue climbing towards the blinking arrow on the minimap. There
is a conveyor belt attached to the wall that moves downward, so you are
facing resistance as you try to climb up north. To boot, an invincible
mounted gun shoots explosive kunai onto the belt. Avoid the yellow kunai by
jumping off the belt, then jumping back onto the belt in midair.
At the top, push against the conveyor belts while targeting the mounted
cannons on the ceiling. Jump on the moving platform and navigate around the
electrical fields, then do the same at the next set of obstacles. Hurry to
the exit.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Save your game here and head west. Move past the antiquated buildings
(grabbing the [LARGE CANISTER] along the way) and leave the area to the
left.
<> Abandoned Train Station
~~~~~~~~~~~~~~~~~~~~~~~
The Black Marketer is situated down in the abandoned train station and
speaks in riddles. You need a key to unlock Meio's tower, but you also
require a key to the key. Anyways, he won't do squat until you help
eliminate a nasty beast terrorizing the locals. Okay then, pick up the
[ENEMY INTEL CUBE] hovering above the Down Strike grate and bash your way
through.
___________________________________________________________________________
***************************************************************************
ARCHISPIROSTREPTUS GIGAS: MUTANT MILLIPEDE
------------------------------------------
+ The Mutant Millipede can bore into the earth and then reappear with
great force, knocking you to the ground if you are too close.
+ When sticking out of the ground or hanging from the ceiling, the boss can
lunge forward at you.
+ Like the sewer crabs seen here in Processing, the boss can also spit out
globs of acidic goo.
+ The boss can curl up into a ball and, with its spines jutting out, roll
across the room like a pinwheel.
+ Similar to the above attack, the Mutant Millipede rolls into a ball and
instead bounces back and forth across the room.
+ The Mutant Millipede can spawn sewer crabs to do its bidding.
Yep, from now on I'll refer to this bugger as the Mutant Millipede. Cause
that's the best way to describe the boss: a giant millipede monster that
has been wreaking havoc on the Underground Citizen Camp.
The Mutant Millipede has some annoying attacks here and there. It spends
much of the time digging underground and reappearing somewhere else. When
it's sticking out of the ground, it can vomit acid balls at you or strike
forward with its mandibles. Sometimes the boss hangs from the ceiling
instead, forcing you to use jumping slashes.
When/if the big pest curls into a ball, it'll either bounce back and forth
across the room or rolls around. You can double jump over it, but if it's
bouncing you are best off sliding. Feel free to attack during this phase,
especially if the Mutant Millipede bounces into a wall and unravels (it is
defenseless for a few seconds).
During the later stages of the battle the Mutant Millipede may spawn a
group of sewer crabs to keep you occupied. Use Option-C to deal with them
as well as damage the boss. Try to use your Options when your energy is
fill and the fight should be over in no time.
___________________________________________________________________________
***************************************************************************
Leave the room following the Mutant Millipede's demise and save.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Start by climbing the rocky wall instead of walking on the ground, and you
will be led to a [CONCEPT ART CUBE]. Continue on the ceiling for an [ENEMY
INTEL CUBE]. The town has become infested by insect troopers - these
infected troopers can tackle you and spit globs of acid (following the
theme of this region). The Black Marketer triggers some mounted guns to
help you defeat the first wave.
Hop up to the second floor as another group of insect troopers dissolve a
hole in the gate. Above the gate near the ceiling is a [CONCEPT ART CUBE].
Kill them and the remaining pests in the Underground Citizen Camp until it
is deemed safe to travel.
<> Abandoned Train Station
~~~~~~~~~~~~~~~~~~~~~~~
The Black Marketer rewards Hiryu with the [STANDARD KUNAI]. Pressing either
B or the Right Trigger now causes Strider Hiryu to throw a trio of kunai.
Kunai can be used to damage enemies as well as open certain gates. Kunai
consume a tiny bit of energy when thrown.
The Black Marketer tells you about the three Gravitrons and how you must
destroy all three to enter Meio's tower.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Your kunai can be used to open specific gates by targeting special cubes.
Hit the cube through the wire fence to make it turn from red to green. You
only have a few seconds to go through the door until it closes, so hurry
to the next room.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Break through the Down Strike grates and take the [ENEMY INTEL CUBE] before
exiting. Save in the next room.
Be careful in this next section. As you stand on a cliff's edge overlooking
a platform, take note that the floorboards are very weak and will collapse
if you touch them. First thing's first: climb the ceiling above the edge
for an [ENEMY INTEL CUBE].
Your goal is to get to the alcove opposite where you are right now: you
have to jump down to the weak floorboard and then double jump to the alcove
without touching the unsteady ground. In this alcove is [STRIDER HIYOU].
It's not the end of the world if you hit the boards and collapse through
the pit; it just means you have to backtrack all the way through the first
portion of the Lower Black Market/Underground Citizen Camp (or you can exit
the game and try again, seeing as you just saved your game).
Fall through the floorboards to reach a sewage pit with several insect
troopers. Exterminate them and hop across the islands to find your first
[KUNAI RANGE UPGRADE]. Go to the right and kill a few more insect troopers,
then hit the cube with your kunai and leave.
You are back in the tall room with the conveyor belts. Instead of heading
towards the exit, climb up until you reach a kunai gate. The nearby cube is
to the right of the door, and you must stand atop the conveyor belt to hit
it.
Once inside, jump on the first crane hook. You must use the crane hooks to
get across the room since the ceiling is lined with thorns. Jump over the
spinning blades to the second hook, then jump off and slide under the row
of blades. Climb on the third hook and double jump to the [KUNAI UPGRADE].
Exit the room and return to the Waste Trap.
<> The Waste Trap
~~~~~~~~~~~~~~
There are a handful of spots in Processing that can be accessed with the
kunai upgrade. For starters, return to Central Processing; the room with
the three water valves.
<> Central Processing
~~~~~~~~~~~~~~~~~~
Climb up to the top of the room, towards where you first encountered sewer
crabs. There is a door here that can be opened using kunai. Inside is a
[KUNAI UPGRADE]. Now head to the Organics Repurposing Center (the place
with the PNUT spawn points).
<> Organics Repurposing Center
~~~~~~~~~~~~~~~~~~~~~~~~~~~
On the west end of the room is a gate with a kunai lock. Use your kunai to
open the gate and pick up the [KUNAI RANGE UPGRADE].
[ PROCESSING - 100 COMPLETED ]
With that, you should have 100% completed all of Processing (check your map
to keep track on your collectible status). Now head through Central
Processing to the Underground Outpost.
<> Underground Outpost
~~~~~~~~~~~~~~~~~~~
Insect troopers and insect PNUTs have infiltrated the remainder of
Processing, so you'll fight them along with the occasional light trooper.
Insect PNUTs are worse than their counterparts because they can revive
fallen insect troopers. Open the door at the bottom of the cavern with your
kunai and exit the area.
==============================================================================
DEFYING GRAVITY [0307]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > UNDERGROUND
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Underground Temple
~~~~~~~~~~~~~~~~~~~~~~
Run forward into a big room with a lava pool in the center. Smash apart the
insect PNUTs and drop down to the lower ledge to find a switch. Hitting it
causes some platforms to appear for a short time. Quickly cross the lava to
the other side. Climb up the wall to find a kunai cube, but continue past
it to come across a [LARGE CANISTER] (extensive explorers may also notice a
cube as well, but it's just out of reach).
Hit the cube and proceed through the door.
<> Temple West Wing
~~~~~~~~~~~~~~~~
Defeat the two sets of mounted guns to open the exit door and move on. In
the next room, you run into some PNUTs that can drop missiles on you. They
are more dangerous than the other variants, so dodge rather than reflect.
Cross the lava pool by going across the ceiling and hit the kunai cube.
<> The Grand Ascension
~~~~~~~~~~~~~~~~~~~
More of this location will be unlocked later on, but for now all you can do
is activate the eye gate and continue east. Destroy the mounted guns in the
hallway ahead, then save your game and go east some more. The next room
contains mostly shield troopers and some other types. Defeat them and
replenish your health.
<> The Magnetic Nexus
~~~~~~~~~~~~~~~~~~
Wipe out the military lieutenants and jump over the hoop on the ground,
entering the small chamber on the right. Grab the [LARGE CANISTER] and
strike the switch; destroy the two mounted cannons and return to the
previous room.
This room is very wonky, so step through the hoop to see for yourself. The
gravity field is distorted and the large floating spheres have their own
gravitational pull. You must jump from sphere to sphere in order to slowly
make your descent.
Since you can walk upside down and all around, the controls get slightly
inverted from time to time. It takes a bit of getting used to, but it's a
fun gameplay mechanic. As long as you are in a purple gravitational field,
you should be okay. Take your time and kill the PNUTs that get in the way.
Don't worry about the door to the left; head right instead.
<> Temple East Wing
~~~~~~~~~~~~~~~~
Take out the military lieutenants and light troopers inside, as well as the
mounted guns. Avoid using the ceiling due to the roaming buzz saws, so stay
on the ground and open the health capsules when needed. Open the gate and
walk through.
There is another lava pool in the center that should be avoided at all
costs. Begin scaling the side of the wall, double jumping over/around the
buzz saws. Before you reach the top, double jump to the eastern end of the
room and you'll find a [STORY INTEL CUBE] on the east wall. Go up.
<> The Gravitron
~~~~~~~~~~~~~
Pull yourself up through the hatch door, only for it to close behind you.
The Gravitron turns on, and Hiryu is yanked upward due to the gravitational
pull.
___________________________________________________________________________
***************************************************************************
GRAVITRON 1
-----------
+ The Gravitron is more sentient than all the other bosses and only has
about two real attacks. Small flame jets emerge and spit fire from time
to time.
+ If you spend too much time standing on the Gravitron, it will become
covered with electricity in hopes to force you off.
+ Later in the fight, it shoots out small energy ball that spin in curved
patterns.
+ Occasionally, random PNUTs may appear and fight you.
Remember those floating planetoid objects in the Magnetic Nexus? The
Gravitron is a giant version of those; a huge metal sphere with its own
gravitational field. It floats around and rotates clockwise around the
boss chamber. The room is circular and you can walk on all sides without
worry of falling - that's the magic of gravity.
The Gravitron has its own pull and if you want to attack the boss up close
you must jump into the purple field in order to be pulled onto it. Walking
upside-down and on your side is a little distorting, especially when you
have the ground from under you trying to murder you.
Most of the boss's attacks are avoidable. The flame jets only appear on
certain portions of the Gravitron and you can move to either side of the
jet to dodge. When you see it begin to build up some electricity, double
jump and try to escape from the purple gravitational field, then hop back
on when you are ready.
It's a very easy fight, and you can take it slow if you need to. Sometimes
directly attacking the Gravitron can be tough since you are targeting
something right underneath you. Try to position yourself that you hit the
boss by slashing left or right. Both Options work well in this battle.
___________________________________________________________________________
***************************************************************************
Once the Gravitron is destroyed, the gravity returns to normal. Enter the
side chamber to find the [PLASMA CATAPULT]. This is one of the more fun
upgrades to use, since it allows you to cover more ground and dash through
the air. Hold down the Right Bumper and Hiryu will aim with the device on
his wrist, then release to shoot in whichever direction you were pointing.
If you have been wondering what those rings were throughout the game,
wonder no more.
In addition to the empty floating rings you have come across many times,
you can also use the Plasma Catapult to pass through plasma rings. Use the
row of Plasma Rings to quickly and seamlessly exit the area.
<> Temple West Wing
~~~~~~~~~~~~~~~~
Play around with your Plasma Catapult here and use it to pick up the [ENEMY
INTEL CUBE] hovering above the lava. You can cover more ground with this
tool, by double jumping and then catapulting. However, if you follow the
pattern of:
jump -> catapult -> jump
you can prolong your travels in the air. The Plasma Catapult takes a second
to recharge, so spacing things out allow you to perform something like:
jump -> catapult -> jump -> catapult
Enter the next room, save your game, then catapult up to the Bot Interface.
First, destroy the [LARGE CANISTER] above the interface, then use Option-A
to activate the Plasma Rings and other mechanisms in the Grand Ascension.
Head there now.
<> The Grand Ascension
~~~~~~~~~~~~~~~~~~~
Warning: do not jump into the plasma rings! If you do, you'll be shot out
of the area and miss out on some collectibles (that you won't be able to
get for a while). Alternate your jumps and catapults to leap over the first
ring and land on the western bank. Climb up the wall to the next floor and
pick up the [BEACON RUN CUBE]. Continue climbing to the top and exit west.
<> Temple East Wing
~~~~~~~~~~~~~~~~
Kill all the enemies and return to the Underground Temple.
<> Underground Temple
~~~~~~~~~~~~~~~~~~
Use the plasma rings to reach the [CONCEPT ART CUBE] on the ceiling that
you probably saw beforehand. Now you can return to the Grand Ascension and
use the plasma rings to escape.
==============================================================================
THIS IS WAR [0308]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > MILITARY RING
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Military Prison
~~~~~~~~~~~~~~~
You should be back in familiar territory. You have a goal in mind, but
there are a few more collectibles you can snag along the way. Start by
moving north (which should be no hassle thanks to your new upgrade); at
the first plasma ring, shoot through.
Take down the troopers and drop down one level. The two explosive shield
troopers prove to be a hassle since you still cannot easily kill them, so
try avoiding them. To the right is a [SURVIVAL CHALLENGE CUBE] and just
below is the [REFLECT PLASMA CATAPULT]. Now when using Plasma Catapult you
can reflect bullets (assuming you have the Reflect Cypher equipped).
Exit the room to the west and catapult through the plasma ring (your new
Reflect Plasma Catapult upgrade should destroy the mounted cannons).
Rendezvous with the Prisoner again, only for him to reveal that there are
more Gravitrons to be disabled: the next one is found in the Research
Facility.
Leave the prisoner's cell block and drop into the next cell block. Yet even
more enemies down here, but also an [ENEMY INTEL CUBE] for your troubles.
Exit via the plasma ring and proceed north, defeating the military
lieutenants here. Save at the save room to the east. Before you go east,
instead head west and use the Eagle Perch at the end of the hallways.
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
Just a little bit of backtracking for collectibles! As soon as you land,
leap up and take the [ENEMY INTEL CUBE]. Head north and hit the [LARGE
CANISTER], then go north to the top of the pit. Demolish the military
lieutenants and shield troopers and start heading north until you get to
Upper Military.
<> Upper Military
~~~~~~~~~~~~~~
The plasma ring to the left grants you access to the outer wall of the
military building, so if you missed out on any collectibles out here.
Anyways, stay in the vertical shaft and go up one more level to find a
second plasma ring. Catapult through and take the [ENERGY UPGRADE]. The
rest of the area is still blocked off, so retrace your steps to the Eagle
Perch and fly back.
<> Military Prison
~~~~~~~~~~~~~~~
Save once more and continue east to leave the region.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > TOWER
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
Now that you have the Plasma Catapult, you can collect two collectibles
here. On the west side of the plaza, above the door, is a [STORY INTEL
CUBE]. On the east side of the plaza, (again) above the door, is a [CONCEPT
ART CUBE]. Go through the plasma ring and continue.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > MILITARY HEADQUARTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Command Center (Upper HQ)
~~~~~~~~~~~~~~~~~~~~~~~~~
You can expect to find a lot of light troopers and military lieutenants in
this region. Right off the bat, you fight off against a whole bunch. There
are two magnetic shield troopers who wield purple shields. You cannot hurt
them whatsoever, so run away into the east room.
A magnetic gate blocks your path, so instead pass under the grate and use
Down Strike to get an [ENERGY RECHARGE UPGRADE] - frankly, this one is
pretty difficult to miss. As for the passage ahead, using Plasma Catapult
is the best way to get through since in some portions the ceiling and floor
are both lined with electricity. Pick up the [STORY INTEL CUBE] that is
literally impossible to miss and go up through the vent.
Kill the troopers and pass through another grate below you instead of the
east door. Slide through the ventilation ducts for the [REFLECT KUNAI]. Go
back up and through the doorway. Save your game and slay the military
lieutenants and light troopers ahead.
<> Motor Pool
~~~~~~~~~~
Jump and catapult to the ledges above you. While you cannot access the
explosive gate here, you can at least take the [LARGE CANISTER] in front of
the gate. Enemies swarm you as you reach the tank in the middle of the
field. Wipe them all out and continue through the open door.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
This passage is filled with a huge amount of mounted guns, and the stream
of gunfire can get ridiculous at times. You must use your Reflect Cypher to
ricochet everything back at the guns. You're best off tapping X as fast as
you can while running instead of timing things properly.
Proceed through this zig-zagging room while fending off various troopers
and the occasional mounted gun. The chamber ahead features a pair of feisty
Ognemets. It's a little cramped and the explosive napalm blasts can make
things crazy, but if you cling to the walls and use Option-C repeatedly,
you should do fine. Before you go, grab the [LARGE CANISTER] atop the room.
The next room has another explosive gate, so ignore it and deal with the
random enemies inside. Exit and head down the hall to an outer portion of
the hangar.
Outside is a multi-tiered section with several explosive shield troopers.
Again, you don't have the proper means of disposing them, so ignoring them
is not a bad option. There are a few explosive gates, and you are re-routed
as a result. Before exiting through the northwest door, jump and catapult
to the very top of the room for an [ENEMY INTEL CUBE].
Climb up the tall missile silo, defeating the PNUTs and mounted guns that
get in the way. Slide through the ventilation shaft to confront General
Mikiel. He shoots you from below as you travel across the catwalk. Proceed
to the west and destroy the leftmost Down Strike grate to find a [CONCEPT
ART CUBE]. Go to the right and follow Mikiel, slashing apart the enemies
that he sends your way. Follow after him into the next room.
General Mikiel gets a proper introduction in the next room, as you begin
your quest to assassinate the crazed general. Follow Mikiel as he runs away
and try to avoid his grenade fire. Pick up another [CONCEPT ART CUBE] in
the corner before eventually chasing him to the west.
As soon as you enter the next room, make sure to nab another [CONCEPT ART
CUBE] as you zig and zag down to the bottom of the room. Mounted guns get
in the way, but it is recommended that you ignore most of the threats that
are between you and Mikiel. In the fourth room is an [ENEMY INTEL CUBE], up
in the northwest corner above where you enter.
Mikiel finally stops running and instead hops in a giant tank. Seems fair.
___________________________________________________________________________
***************************************************************************
TORNADO: GENERAL MIKIEL'S MECHTANK
----------------------------------
+ One of the tank's arms shoots rapid-fire bullets at you, creating a wall
of gunfire. Tornado then strafes across the arena, moving this deadly
wall back and forth.
+ The second of the tank's arms deploys a barrage of missiles at you. Red
reticules point out their intended landing spot and give you a chance to
evade.
+ The boss also has a traditional tank cannon, which fires out supercharged
plasma shots. Like the missiles, a reticule is aimed at Hiryu's location,
which gives you ample time to run away.
+ The end of Tornado's tank treads deploy napalm capsules that float in the
air and spit out fire. You can destroy these, but they don't deplete the
boss's health.
+ In addition to the tank itself, there are four mounted guns that shoot
additional gunfire and can be destroyed (though they do not drain the
boss's health meter and eventually respawn).
General Mikiel's deadly MechTank sure is a doozy, especially if you are
playing on harder difficulties. He uses a number of dynamic attacks that
have splash damage and can severely damage Hiryu in a matter of seconds.
The arena is unfortunately quite small and you cannot climb on the walls to
avoid the tank's gunfire.
Due to the cramped room, you have to use your Plasma Catapult to help avoid
taking damage. For example, Tornado's machine gun arm creates a moving wall
of bullets. If there's a space between a row of bullets, pass through using
Plasma Catapult when it comes your way. Don't jump; catapult. If it's one
solid row of bullets, then slide underneath. If he spins the gun as well,
then jump over it.
The boss's missile arm coats the floor in explosives, so much that it can
be tough to dodge it completely. That's why if you stay in the air using
the jump -> catapult -> jump -> catapult method, you can withstand the
rockets.
General Mikiel keeps Tornado in the background of the hangar, completely
safe from all harm. The only time you can damage the boss is when the tank
rams up against the catwalk. Make sure to avoid the collision entirely and
retaliate. There are a few targets at one time, but only hitting the
cockpit will deplete the boss's health bar.
I recommend eliminating the four mounted guns the first opportunity you get
just to remove them from the equation entirely. After, focus on the cockpit
with Option-C to remove nice chunks of health.
Mikiel then has the tank deploy napalm pods. These things float in the air
and shoot out flames, limiting your movement in an already small room. Try
destroying most (if not all) of them, but pay more attention to his plasma
cannon attack. Getting hit by a cannon is much more deadly than getting
seared by fire.
Up next, the two tank treads become open for attack. Like the guns, you
can demolish them to prevent them from hurting you, but it doesn't actually
count towards killing the boss. I suggest destroying at least one.
Eventually, the only part of Tornado left will be the cockpit. From here,
focus all your attacks on the cockpit. This battle gives you two main
options: you can try and eliminate all the offensive weapons (which leads
to a more prolonged fight), or you can be risky and target just the cockpit
while leaving all the dangerous firepower untouched. It's up to you.
___________________________________________________________________________
***************************************************************************
General Mikiel underestimated Strider Hiryu's power and it ended up costing
him his life. Before you exit the hangar, make sure to remove the [CONCEPT
ART CUBE] from the ceiling: you likely saw it during the boss battle, but
now you can climb up the walls to get it. Drop down in the hole to the left
of the main platform for a second [CONCEPT ART CUBE].
Hop out and enter the pit on the right, which is where you find the
[EXPLOSIVE CYPHER]. Using the D-Pad to switch between plasma types, the
Explosive Cypher can open orange explosive gates and is overall stronger
than the Reflect Cypher (though it cannot deflect enemy bullets). You'll
come to see that each plasma type has its own perks.
Open the explosive gate above you to reach the save room. The upcoming
light troopers won't be able to withstand the Explosive Cypher as you tear
through them like a hot knife through butter. Now you should have no
trouble penetrating the explosive shield trooper's defenses.
Before you move on, search the previous few areas for collectibles. In
the outer hangar, open the explosive gate in the southeast corner. Slide
through the vents and grab the [EXPLOSIVE KUNAI]. Similar to the PNUT Mx-E
and explosive shield trooper, you can throw detonating kunai - it is so
darn satisfying to use!
Backtrack a few rooms to the west to come across another explosive gate:
inside is a [KUNAI RANGE UPGRADE]. Continue backtracking to the Motor Pool.
<> Motor Pool
~~~~~~~~~~
Leap up to the explosive gate here and head inside for an [ENERGY UPGRADE].
Now return to the outside portion of Hangar Bay Zeta.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
Open the northeast explosive gate and enter the final part of the hangar.
These are many enemies here, including an Ognemet and several PNUTs
hovering above. Ognemets are still challenging, but they should be easier
to take down with the Explosive Cypher. Hit the eye gate to open the way
out. Before leaving, get the [ENEMY INTEL CUBE] in the northeast corner and
the [CONCEPT ART CUBE] under the catwalk near the exit.
Save and continue to the Research Facility.
==============================================================================
PANTHER POWER [0309]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > RESEARCH FACILITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Robotics Manufacturing
~~~~~~~~~~~~~~~~~~~~~~
As soon as you enter the chilling facility, you come across a band of
light troopers. These ones have a different physical appearance than the
various other troopers; their fur coats won't help them against your
explosive attacks. In the first chamber, jump and catapult to the ledge
hanging from the ceiling, then snag the [CONCEPT ART CUBE]. Drop down and
leave.
The sniveling and completely mad Professor Schlang is heard over the
intercom: you'll be seeing much of him during your stay in the Research
Facility. Go through the large tube to the next area.
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
You run into some EM-PNUTs buzzing around: as their name implies, they
crash into you, which can to send a jolt of electricity pulsing through
you. Take the high road, defeating the EM-PNUTs and mounted laser guns;
don't miss out on the [STORY INTEL CUBE] on the ceiling. Now drop down onto
the assembly line and intentionally fall off the end, dropping you into a
hole with some pistons and a [LARGE CANISTER] in the corner.
Back on the assembly line, run against the conveyor belt as it moves along
unfinished robot models. You can jump over them if you please, but
sometimes it's easier to slash through them. Avoid the electrical currents
and jump off at the end of the line. Continue north and search the room,
killing all enemies. On the ledge above you is a [CONCEPT ART CUBE].
Go to the east end and pass underneath the grate. Dispatch the two ultra-
cold troopers and mounted laser gun and slide through the vent. Take out
the enemies and walk out onto the balcony to find a Panther Run platform.
Since you don't have the necessary equipment, now is a good time to set out
looking for it.
Go west and exit through the door underneath the vent. Take out the
troopers and drop through the grate and down the hole. Step onto the
second assembly line and fight through the PNUTs until you can step off.
Before you drop down onto another one, pick up the [LARGE CANISTER] and
then let yourself be swooped into a chute. Hiryu is sucked and shot through
the complex tube system until you end up in a totally new area. Here you
get to meet up with Professor Schlang in person.
___________________________________________________________________________
***************************************************************************
BRAINWALKER: ZAIN PROJECT V2
----------------------------
+ The Brainwalker can step back and charge forward to cover ground and also
tackle you.
+ If you get too close, the miniboss springs up and slams its body down in
order to push you away.
+ The miniboss uses its eye to produce a laser sight, which is followed up
by a deadly red laser.
+ The Brainwalker can also release a trio of purple laser beams, which
bounce off of all surfaces several times before dissipating.
The Brainwalker is a robotic arachnid-type creature that was presumably
created by the mad scientist. It isn't a very big target compared to most
other minibosses/bosses, but it is faster than most enemies you have seen.
Switch to your Explosive Cypher for this fight. It is extra damaging
compared to the Reflect Cypher and you cannot repel any of the miniboss's
attacks to begin with. Most of the Brainwalker's attacks are easily
scouted, but the bouncing laser beams can get you every so often.
Like with the Bulava KZ-7 and Ognemet, attack it up close and then flip
behind it before you are attacked. Jump and catapult all over the place in
order to evade attacks, and use Option-C in order to deal heavy damage. The
Brainwalker is a fairly common enemy from here on out, so this fight should
not be taken super seriously.
___________________________________________________________________________
***************************************************************************
Pick up the [HEALTH UPGRADE] following the fight and enter the next plasma
ring tube system. I feel like I'm at the bank. Save up ahead and proceed
east.
<> Vertical Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
Execute the small group of light troopers before setting your sights south.
The Vertical Assembly Line is a very tall room filled with platforms and
deadly laser traps. Use your double jumps and Plasma Catapult, plus the
plasma rings, to navigate past the horizontal lasers.
Once you reach the bottom, exit to the right and save.
<> Recycling Center
~~~~~~~~~~~~~~~~
As soon as you enter the room, press Down and A to pass through the grate.
Don't let go yet, and instead shimmy to the right and around the laser
trap. Fall down and retrieve the [ENERGY UPGRADE].
Return to the surface and step on the moving conveyor belt. Catapult
through the gaps between the laser traps and defeat the two enemies on the
opposite end of the room.
There are two laser trap below you that moves up and down on a track. Drop
down and catapult to the left side of the alcove. Together, the two lasers
move away before coming back in and meeting. When the lasers move away from
each other and you have enough space to move between them, jump and
catapult to the [BEACON RUN CUBE] in the center. Intentionally get hit to
return to safety and leave the area.
<> Test Lab
~~~~~~~~
This chamber is going to test your aerial skills in conjunction with your
newfound catapult skills, in order to avoid many laser traps. There are
some platforms that move back and forth that the lasers cannot penetrate.
Stand on these platforms and hang underneath them as they move through the
deadly lasers. Break the [LARGE CANISTER] midway through and hop into the
plasma ring.
You land on a platform, where a computerized voice summons light troopers
to attack. Once you are given permission to leave, catapult to the next
floor. More light troopers are sent your way, as well as some shield
troopers and laser gun PNUTs. On the third floor is a horde of insect
troopers and insect PNUTs. These guys are easier and you can probably
switch over to the Explosive Cypher since these foes don't shoot bullets.
On the fourth floor, you run into some military lieutenants, PNUTs, and a
Bulava KZ-7. The fifth floor is challenging, since you are introduced to
laser troopers. They are very powerful troopers that carry laser guns that
you cannot defend against. Use your Explosive Cypher here. They are
followed by some EM-PNUTs and a Brainwalker.
As if that wasn't bad enough, stepping into the plasma ring launches you
into an impromptu boss battle!
___________________________________________________________________________
***************************************************************************
XI WANG MU: QUEEN MOTHER OF THE WEST
------------------------------------
+ Xi Wang Mu hovers in the air in the room's center and uses a magnetic
pulse to push you away (like Nang Pooh's signature wind attack). During
this, purple and red balls pulsate out of her in elegant patterns. Both
sets of energy balls hurt you, but you can knock the red ones back at the
boss with your Reflect Cypher.
+ She can use Pei Pooh's dual blasters and fire plasma shots through the
boss room.
+ She can use Nang Pooh's spear and attack you using long jabs.
+ She can use Tong Pooh's curved sword and use a spinning tornado lunge,
which transitions into her turning into a panther and bouncing across
the room.
+ Like all three sisters, Xi Wang Mu can execute a diving kick.
+ She can also use all three sisters' signature attacks: the bullet
barrage, whirlwind, and saucer attack.
+ Xi Wang Mu can block your shots, which can be countered with a Charged
Cypher attack.
The battle betweens with Xi Wang Mu creating a magnetic field that pushes
you backwards and creates some resistance. You'll have a hard time moving
out of the corner she pushes you in, but try to avoid the purple energy
balls that move your way. The red ones can be knocked back with your
Reflect Cypher to damage her. Use the red balls and your two Options to
damage the boss in this phase.
Once she drops her act, you can attack the boss up close and personal. The
Queen Mother of the West uses the three weapons of her fallen sisters and
also adopts their individual move sets. It's like fighting the three
sisters as one! The downside: you have to worry about triple the attacks.
The upside: you know exactly what she's throwing at you.
The only noticeable difference is that when Xi Wang Mu uses sister Tong's
green cyclone attack, she morphs into a panther and runs back and forth
across the room. Simply latch onto a wall until she returns to human form.
Once she loses a considerable amount of health, the boss raises another
magnetic field and the introductory phase repeats itself. This time, there
are more purple balls and twice as many red balls. It can be tough to spot
the purple balls in the purple magnetic field, so try to jump and use
Option-C as your primary form of attack during this part of the battle.
The battle repeats itself by cycling through the energy ball -> duel
phases of the fight. Getting hit by those purple balls are most likely
going to be your main source of stress, so spam your Options in this phase.
___________________________________________________________________________
***************************************************************************
The Queen Mother of the West explodes in a flash of brilliance and leaves
behind [OPTION-B (TETRAPODAL ROBO-PANTHER)]. Similar to how Xi Wang Mu
used it, Option-B deploys a robotic panther that paces back and forth
across a room, ripping through its prey. Damages increases the more times
it hits an enemy, so it is great for crowd control.
It also allows you to teleport between areas marked by a Panther Run
statue, like the one outside the boss room.
<> Upper Accessway
~~~~~~~~~~~~~~~
Step into the save room next to you, then go west. Option-B's panther
attack can jump up ledges and slip through small cracks, like the one in
front of you. Demolish the enemies using your newfound power as you drop
down several levels. To the right of the exit is a kunai cube past some
electrical barriers. Crouch and shoot a kunai to open the door.
<> Vertical Assembly Line
~~~~~~~~~~~~~~~~~~~~~
Climb to the top of the room and slay the line of light troopers before
leaving. Save your game to the west and exit the area.
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
Use your kunai to unlock the gate; head north and follow the blip on your
minimap to the Panther Run statue. Use Option-B to enter a new portion of
the Research Facility.
<> Specimen Storage
~~~~~~~~~~~~~~~~
Right off the bat, destroy the PNUT on your right and begin going across
the ceiling to the west. Eventually you run into an [ENEMY INTEL CUBE] in
the northwest corner. Two Brainwalkers roam this area, which actually
provide a great outlet for obtaining the "Meet Cypher's Edge" Achievement.
Head to the ultra-cold gate on the east side only for you to get turned
away. Time to look for a new plasma type.
BUT... before you leave, search the southern end of the room and go through
the doorway in the southeast corner. Inside is a vertical conveyor belt
with a kunai cube floating in front of it, and a ventilation shaft nearby.
Jump into the vent and aim through the shaft towards the conveyor belt.
Using Explosive Kunai, throw them so that they hit the conveyor belt, move
down towards the cube and detonate, hitting the cube and granting you
access to the [KUNAI UPGRADE].
Double back and eventually leave the main area through the western exit.
Dispatch the first group of light troopers and pass through the twitching
laser trap. The next one is impenetrable, so drop down and slide through
the vent, avoiding the mini laser barrier here. Take out the second group
of baddies and proceed to the save point. Walk out onto the balcony and
use Panther Run.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > INDUSTRY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
You land atop a high platform in the Ventilation Station, where you fought
the assassin sister trio. Now that you have Option-B and Plasma Catapult,
you can further explore this room. Collect the [LARGE CANISTER] on the
ledge southwest of your position, then use the plasma rings to get back up
to the Panther Run statue. Use the second one here.
==============================================================================
COLD AS ICE [0310]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH CITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Historical Zone
~~~~~~~~~~~~~~~
You haven't been to Kazakh City for quite a while, and you can use all of
the new abilities you've received since then to find more goodies. Explore
the series of catwalks to the left, overlooking the district. By climbing
on the underside of these platforms, you'll come across an [ENEMY INTEL
CUBE]. Now head west into the palace.
<> The Palace
~~~~~~~~~~
Enter through the palace roof and drop down a few floors to the open
bridge, moving west to the save room. Pass through the plasma ring to the
Upper Transit Station.
<> Upper Transit Station
~~~~~~~~~~~~~~~~~~~~~
There is a Panther Run statue here on the balcony, but there is no need to
use it right now. Instead collect the [LARGE CANISTER] hanging up near the
ceiling and turn back around to where you entered Kazakh City.
<> Historical Zone
~~~~~~~~~~~~~~~
From the Panther Run statue, jump to the east and catapult to a long wiry
platform. On the end of the platform is an antennae with a [CONCEPT ART
CUBE] on top. To the east of the platform is a [LARGE CANISTER] below.
Head to the right towards Monument Square and pass through the pipes just
before reaching it. Go through the apartment building and continue until
you are underneath the Eagle Perch (you should have traversed this area
already). Pass through the pipes to reach a hallway lined with electric
barriers. Before, this passage was impossible to get through, but now with
Plasma Catapult you can reach the [LARGE CANISTER] and [STRIDER KUGA] on
the far end.
Return to the surface and enter Monument Square.
<> Monument Square
~~~~~~~~~~~~~~~
Hold off on using the Eagle Perch for now, and first pick up the [LARGE
CANISTER] and [CONCEPT ART CUBE] hanging on the cable wires overhead. Save
to the east, then return and use Option-C to fly away.
___________________________________________________________________________
***************************************************************************
OUROBOROS MK. III: THE DRAGON RETURNS
-------------------------------------
+ The dragon spits a series of blue fireballs that rain down onto the
terrain. In order to avoid them, simply stay away from the red target
reticules.
+ Ouroboros can also shoot a barrage of missiles, which are also paired
with a red targeting system.
+ The boss may quiver and shake, getting ready to slam its head and chomp
down on one of the stone platforms.
+ The dragon's most powerful attack is when he flies down and land on the
battle arena (either on the left or right side) and breathes a wave of
ice, covering the majority of the area.
The armored dragon fled to the large Meio statue during the game's opening
chapter and still resides there when you return. Ouroboros, without his
mechanical faceplate, surprises you with an attack. The dragon is very
large and stays mostly in the background, shooting off projectiles. To
determine where the projectiles (either blue fireballs or missiles) land,
pay attention to red targets that appear on the ground.
The boss room is broken up into three dilapidated floors, which can be
traversed by crossing broken platforms and pillars. There is a lot of open
space for you to avoid the dragon's attacks, and you can grab onto the
ceiling to help dodge them if you cannot totally get away.
The main way of damaging Ouroboros Mk. III is by using Option-C, and you're
given plenty of great opportunities during his diving attack. The dragon
rears back and begins shaking, which follows up into a headbutt/bite
attack. Once you dodge, it takes a few seconds for the boss to dislodge
from the floor. Use one or two Option-C Eagle strikes or switch to
Explosive Cypher before he gets away.
A few things to note: Ouroboros can bypass platforms during this strike
attack, so don't think you are safe on the bottom floor just because you
have a roof over your head. And usually after getting himself free, he
quickly slams his head down again before finally flying away.
Ouroboros then begins using a devastating ice attack. Ouroboros Mk. III
flies to either the left or right side of the screen and unleashes an icy
breath on the opposite side. This attack covers a very wide range and is
particularly damaging; the best option is to quickly stand under/behind the
boss's head during this (also giving you an opening to attack).
Most of the armored dragon's attacks are easy to dodge: just stay away from
the red targeting reticules that appear. The only one you need to watch
out for is the ice breath. If you have used up all your energy, switch over
to Explosive Cypher and use physical attacks until your energy recharges.
___________________________________________________________________________
***************************************************************************
Ouroboros Mk. III shatters like an icicle, giving you the [ULTRA-COLD
CYPHER]. See that revolving icy door on the left? One of the many you have
encountered in the game? You can now open these with the Ultra-Cold Cypher,
so go ahead and do so on the one close by. Pick up the [ENEMY INTEL CUBE]
inside, then use Down Strike on the hidden grate to uncover the [ULTRA-COLD
KUNAI] in the basement.
Before returning to the Research Facility, stay here and walk all the way
back to the Ministry of Propaganda (you can use plasma rings near the front
entrance to bypass the entire building).
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
In the upper foyer, go past the save point on the right and climb to the
upper balcony. Step back inside the building and catapult your way past the
electrical traps to the balcony on the other side, which holds a [BEACON
RUN CUBE]. There is also an explosive gate in the foyer containing an
[ENEMY INTEL CUBE].
Before leaving, return to the entrance of the foyer and catapult onto the
side of the building in an attempt to climb on the Ministry of Propaganda's
roof. Once you do so, you'll come across a [STORY INTEL CUBE] and a
[CONCEPT ART CUBE] (and a nice view!).
Return to the Eagle Perch, fly back, and return to the Historical Zone. Use
the Panther Run statue to make a pit stop at Industry, then continue to the
Research Facility.
==============================================================================
WEIRD SCIENCE [0311]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > RESEARCH FACILITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Specimen Storage
~~~~~~~~~~~~~~~~
Using the Ultra-Cold Cypher, open the frozen gate on the far east end of
the room with the two Brainwalkers. After the scene with Schlang, begin
attacking the light troopers. The ultra-cold troopers present use shotguns
that can freeze you. In comparison, the Ultra-Cold Cypher is weaker than
the Explosive Cypher but can freeze enemies solid. Leave the room.
<> Cloning Chamber
~~~~~~~~~~~~~~~
Go through the tube to the open area. There are a lot of enemies on the
floor below, including powerful laser troopers and a Brainwalker. Once you
have cleared out the bottom floor, start climbing to the top. Use the cube
platforms on the left to reach the ceiling and work your way to the
northeast balcony.
In this chamber, you must cross a large gap without touching the ground.
This can be performed with the jump, catapult, jump, catapult pattern. On
the other side is the [ULTRA-COLD PLASMA CATAPULT].
Exit the room and drop down to the ground, moving east. Before going in the
doorway, drop through the grate underneath you and destroy the Down Strike
grate to enter another blue tube hallway. Slay the enemies and continue
east to a room with a giant brain in the background. There is a [SURVIVAL
CHALLENGE CUBE] in here.
Visually, the room doesn't look very special. But if you view the minimap
you may notice a super-thin opening with a vent underneath. If you position
yourself above the opening and press Down + A, you should pass through a
hidden floorboard. Crawl through the vent to reach a secret room with
[STRIDER KOJA] inside.
Return to the grate and instead pass through the door to the right. Schlang
seals the exits and sends wave after wave of enemies your way. First up is
a bunch of ultra-cold troopers, then some PNUTs, and then some ultra-cold
shield troopers (which you must, naturally, defeat with the Ultra-Cold
Cypher). Leave once Schlang sets you free.
<> Cryostasis
~~~~~~~~~~
Hit the switch to cause a cryostasis chamber to move up and down. This
allows you to get past the laser traps by clinging to the side of the
moving tank. Drop to the floor and hit the next switch to cause the second
tank to move. Make your way onto the second tank, and ride it up to the
[LARGE CANISTER] near the ceiling. Break it and eventually move east.
In the next room, you'll have to switch between plasma types to defeat the
different shield troopers.
<> Observatory
~~~~~~~~~~~
Save your game and exit stage right. Take out the ultra-cold troopers and
start climbing up the ceiling. Work around the broken pillars and feel free
to use the PNUTs as platforms in order to easily get across to the eastern
side (either strike them with your Ultra-Cold Cypher or use kunai from a
distance). Once you reach the balcony on the northeast side, go inside and
use Option-A on the Bot Interface.
A platform on the southern end of the Observatory opens. Drop to the bottom
and go inside the room on the right. You emerge inside a large silo lined
with electric panels on both walls. The only way to climb to the top is to
freeze the PNUTs and use them as platforms. They do respawn if you end up
killing them. Use your Ultra-Cold Kunai to do the trick and take the [ENEMY
INTEL CUBE] at the top; while you're here, also activate the Bot Interface.
The second Bot Interface opens up a transport tube near the save point. Go
there and drop down the tube to reach the southern portion of the region,
immediately catapulting to land on the platform to the left. Grab the
[CONCEPT ART CUBE] here. The cube is a nice bonus, but the real treat is
that this platform acts as a respawn point if you hit any lasers during
this tricky test.
ENTRANCE
# #
# #########################################
## !! !! ##
## !!!!!!!!!!!!!!!!!!!!!!!!!!! [C] ##
################# 5 ########
# PLATFORM [C] !! #
# ############### !! !! !! [C] #
# # # !! !! !! #
# # # !! !! !! #
# # ## ## ## !! #
# # ## !! 1 ## 2 3 ## 4 !! #
# ######### !! ## ## !! #
# !! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #
# !! !! #
# !! !! 11 #
#!! ## ## [C] #
#!! 6 ## 7 8 ## 9 !!!!!!#
#!! ## ## #
#!! !! !! 10 #
#!! #####
#!! ENTRANCE
#!!!!!!!! ###########
#!! #
#!! ##
#!! ##
#!! ##
# #
# #
EXIT #
###########################################################################
!!! - Laser
### - Climbable Object
[C] - Collectible
This portion of the Observatory is a huge pain in the ass, because it
requires precise timing and excellent aerial skills. The "laser chamber"
itself is split into an upper and lower section, with each section
containing two collectibles. Now the ASCII map isn't to scale, but it gives
you a good estimation of the layout.
The first collectible is mentioned above, and it's a freebie. From the
platform, jump to the station marked "1": a platform with a laser coming
out of the top. From here, jump backwards, catapult, double jump over the
top of the laser, and land on the other side of the platform (2).
Cross the chasm and do the same on the next platform (3 and 4). Lastly, the
toughest jump - jump and use Plasma Catapult at the apex of your jump, then
double jump once more and catapult a second time to land on the wall marked
marked "5". Take the [ENEMY INTEL CUBE] and fall to respawn back at the
platform.
Now for the second half of the room. From the platform, slide down and land
on the the vertical platform (6). Jump away, then catapult northeast to the
other side and double jump to the opposite side (7). From here, repeat the
process with the second platform (8 and 9) to reach the [CONCEPT ART CUBE].
The room's final collectible must be accessed from the east entrance. To
get there, either return to the silo with the Bot Interface and head down
the ramp, or simply drop down from the top of the laser chamber. From the
east entrance (10), climb up the wall and jump up/around the horizontal
laser (11), then continue to the [ENEMY INTEL CUBE].
Getting hit by a laser reverts you to the spot where you last stood, which
should always be the northwest platform. It doesn't deplete a lot of
health, but it certainly adds up. If you're close to death, return to the
save point and heal.
Once you have collected all the collectibles in this room, drop down to the
bottom of the chamber to engage in another of Professor Schlang's traps.
After escaping with your life, exit to the west. The hallway is split into
an upper and lower half: one path contains a row of plasma rings and the
other various enemies. The choice seems obvious, and it is: go through the
plasma rings, grab the [CONCEPT ART CUBE] at the end, and leave.
<> Cybernetics
~~~~~~~~~~~
After saving, go left and defeat the Brainwalker. Exit and enter a room
with two powerful pistons that rise and eventually slam into the ground.
The first one is easy since you have to travel downwards with it. The
second one is trickier since you have to follow the piston as it moves up,
then quickly catapult to the left before it creams you.
Enter the transport tube to be shot across the Research Facility, ending up
in the Organic Recycling Center.
<> Organic Recycling Center
~~~~~~~~~~~~~~~~~~~~~~~~
Leave the save room and right into another one of Schlang's traps. Instead
of fighting waves of enemies, this time the mad professor raises a moving
laser grid near the doorway that travels westward. You must stay a step
ahead of the laser or else you'll be fried. There are obstacles along the
way that you must crawl, duck, slide, jump, and run through.
Once you make your escape, leave and run through the large, empty room.
<> The Research Lab
~~~~~~~~~~~~~~~~
The first room is composed of mounted lasers and some EM-PNUTs. Carefully
destroy all the lasers and head west. In the entrance to the inverted
gravity room is a save point. Everything is upside-down here as you walk on
the ceiling and jump down rather than up. There are no collectibles here,
so make haste past the saw blades and ultra-cold troopers. Eventually you
reach the lair of the second Gravitron.
<> Gravitron Chamber
~~~~~~~~~~~~~~~~~
What else in the Gravitron Chamber but a Gravitron? Get ready for another
boss battle as soon as you enter.
___________________________________________________________________________
***************************************************************************
GRAVITRON 2
-----------
+ The Gravitron is more sentient than all the other bosses and only has
about two real attacks. Like the Brainwalker, it releases a laser sight
and then fires a laser outward. It shoots two lasers at once.
+ If you spend too much time standing on the Gravitron, it will become
covered with electricity in hopes to force you off.
+ The Gravitron also releases many small laser projectiles that can bounce
off the room's walls.
+ Occasionally, random PNUTs may appear and fight you.
Remember those floating planetoid objects in the Magnetic Nexus? The
Gravitron is a giant version of those; a huge metal sphere with its own
gravitational field. It floats around and rotates clockwise around the
boss chamber. The room is circular and you can walk on all sides without
worry of falling - that's the magic of gravity.
The Gravitron has its own pull and if you want to attack the boss up close
you must jump into the purple field in order to be pulled onto it. Walking
upside-down and on your side is a little distorting, especially when you
have the ground from under you trying to murder you.
Most of the boss's attacks are avoidable. The Gravitron shoots two laser
beams outward in opposite directions, which are preceded by a laser sight.
When you see it begin to build up some electricity, jump and catapult to
escape from the purple gravitational field, then hop back on when you are
ready.
Sometimes directly attacking the Gravitron can be tough since you are
targeting something right underneath you. Try to position yourself that you
hit the boss by slashing left or right. Option-C and Option-A work well in
this fight. It gets a little more challenging at the end when the boss uses
both laser attacks at the same time, but there is plenty of space to dodge
projectiles in the chamber.
___________________________________________________________________________
***************************************************************************
You get no rewards for destroying the Gravitron, and you are ordered to
escape. Backtrack through the Research Lab, save your game, and return to
the big empty room at the Organic Recycling Center.
<> Organic Recycling Center
~~~~~~~~~~~~~~~~~~~~~~~~
Professor Schlang tries to put an end to Hiryu one final time, unveiling
his most prized creation...
___________________________________________________________________________
***************************************************************************
MECHA PON: GORILLA MECHANICAL
-----------------------------
+ Like the Bulava KZ-7, Mecha Pon's fists are attached to his body by long
chains and can launch them across the room. He shoots his fists into the
ground, then reels himself in to create a shockwave.
+ After taking considerable damage, Mecha Pon clings to the ceiling and
throws a group of electric balls through the air.
There isn't much knowledge to absorb here since Mecha Pon only uses two
main attacks. Don't let your guard down either, since both attacks deal
huge amounts of damage to you if you aren't careful. Mecha Pon takes up a
nice chunk of the square boss room, and spends most of his time using his
fist lunge attack.
This move is deadly for two reasons. For starters, getting hit by his big
fists hurt; when you see him jump in the air to ready the attack, run under
him to avoid his fists. The shockwave that follows is just as bad, so you
can either double jump and catapult or hang onto a wall. The boss typically
uses this attack three or four times in a row.
The robotic gorilla leaves himself open every so often when he bangs his
chest like a real gorilla. Switch to your Explosive Cypher for this boss
battle and hack away at the boss. You can also use Option-C during his fist
attack while simultaneously running away.
After removing a chunk of the boss's health, he jumps and hangs onto the
ceiling with one arm. With the other arm, Mecha Pon hurls large electric
balls at you that stick to the floor and move around a bit before
disappearing. Stay on the ground underneath the boss and use jumping
slashes to get him down.
Mecha Pon switches back to his fist attack, but this time the ensuing
shockwave covers the entire floor - you must retreat to the walls for
safety. Use Option-A or kunai to safely hit the gorilla from the wall. He
also starts using his electric ball attack during this stage, but from the
ground instead.
Your Explosive Cypher, Explosive Kunai, and Option-C are your best tools
for this battle (like most fights). Mecha Pon has a lot of health and the
battle can go on for a little bit, making it especially important to stress
caution when you're close to victory.
___________________________________________________________________________
***************************************************************************
Mecha Pon is destroyed, angering Professor Schlang. All of a sudden,
Grandmaster Meio appears and disciplines the professor, and sends Hiryu
tumbling.
==============================================================================
DEEPER UNDERGROUND [0312]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > UNDERGROUND
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
Jump off of Mecha Pon's wrecked remains and start climbing up the wall and
onto the ceiling. Move west across the cave ceiling for a [CONCEPT ART
CUBE] and then drop to the floor. The dump is filled with insect troopers
and insect PNUTs. You might as well run past the lot and into the save room
to the west.
Head up and into the lava-filled room. Hop across the rock islands and kill
the insect PNUTs and sewer crabs. Drop to the floor, pick up the [CONCEPT
ART CUBE] in the corner, then proceed east. Instead of jumping down the
smoking crater, hop over it and move to the eastern corner to find a
[HEALTH UPGRADE] stranded on an island.
Jump in the crater and use Down Strike to get through the grates. Defeat
the troopers and open the Explosive Gate. Go through the cave and climb up
the hole. Defeat the sewer crabs to the left to find an [ENEMY INTEL CUBE]
at the dead end, then go to the right and hit the [LARGE CANISTER]. Open
the Down Strike grate to enter a series of ventilation ducts leading to the
next area.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
Jump over the powerful pistons and deflect the bullets back at the three
mounted guns. With the room cleared, hit the switch to lower an elevator in
the previous room.
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
Back at the Underground Dump, backtrack to where the elevator lowered,
opening a new exit.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
Take out the explosive shield troopers and slide through the vents to the
doorway. The next room is a large chasm in the center. Begin by jumping to
the other side and opening the Ultra-Cold Gate to find an [ENERGY UPGRADE]
in the side room.
Outside, drop down and enter the door below. Destroy the Down Strike grates
and trigger the switch to lower the walkway. Return to the lowered walkway
and enter the hallway on the right to find another switch, which again
moves a walkway. You can now traverse to the bottom of the pit.
Defeat the rocket troopers and PNUTs before approaching the save room to
the southwest. Above the exit is a ledge with a well-hidden ventilation
shaft, and sliding through leads you to a [BEACON RUN CUBE]. Now exit and
save your game ahead.
You enter another pit room to the west. Start by targeting any enemies
nearby, then break the [LARGE CANISTER] at the bottom of the room. There
are two secret Down Strike grates on the bottom of the pit, on both sides
of the lava. They do not appear on the main map or your minimap, but
striking both causes a platform holding an [ENEMY INTEL CUBE] to emerge
from the magma. Probably the hardest collectible to find in the game!
Finally, make your ascent to the top of the room. The Magnetic Gate here is
not accessible, so opt for the Ultra-Cold Gate instead. Time for an
impromptu miniboss battle!
___________________________________________________________________________
***************************************************************************
MAGMAPEDE: FIERY MUTANT
-----------------------
+ The Magmapede can hurl out tiny fireballs in an arc, usually in a group
of three.
+ While not directly damaging, the Magmapede's loud roar can push you
backwards, and if not careful, into the lava.
+ When about halfway dead, the boss begins hanging from the ceiling and
shakes, releasing a flurry of fireballs from its mouth and head.
No title card? Yeah, this guy has gotta be a miniboss. The Magmapade is
fought in a wide room with lava coating the floor, with a few rock islands
in between. You must watch out for the miniboss's attacks as well as the
scorching-hot lava.
The Magmapede spends most of its time in the lava, and will submerge itself
and pop up at another location. Even emerging from the lava can cause pain
to Hiryu, so don't be too close to it during this action. When you see it
roar and try to push you into the lava, either leap onto the ceiling or on
one of the perimeter ledges.
Don't bother trying to use anything except your Ultra-Cold Cypher against
the miniboss, since other plasma types are completely ineffective. Use
Charged Cypher slashes, and kunai or Option-C from a distance.
Eventually the Magmapede starts hanging from the ceiling and uses its
fireball flurry attack. Jump onto the ceiling and attack the mutated bug
while the fireballs cruise below you, completely out of reach. The lava is
probably a bigger threat than the miniboss itself, so try and stay on the
perimeter ledges and utilize all the health capsules scattered around.
___________________________________________________________________________
***************************************************************************
Following the scene, exit the miniboss room.
<> Underground Outpost
~~~~~~~~~~~~~~~~~~~
Immediately take the [EXPLOSIVE PLASMA CATAPULT] in the hallway and save
your game to the left. Use Down Strike to crash through the floorboards and
open the gate with your kunai. There is a plasma ring floating in midair,
but don't worry about it for now and drop to the bottom of the room
instead, sliding through the vent for a [CONCEPT ART CUBE].
Leave the side room and hit the kunai cube above the southeast gate,
heading through once it's open. Pass under the deactivated crushers and hit
the eye gate in the next room. This opens the locked door near the plasma
ring, but also turns on the crushers. Bypass them and defeat the explosive
shield troopers that come out of the open door.
<> Temple East Wing
~~~~~~~~~~~~~~~~
This area should look vaguely familiar; nearly identical to the west wing
that was visited earlier. Use Option-B to slay the two Ognemets inside and
leave. In the lava room, destroy the mounted guns and climb on the wall,
hitting both eye gates to clear the exit. While you're up here, get the
[LARGE CANISTER].
There is a slew of different troopers (and some PNUTs), including a
magnetic shield trooper that you currently cannot kill yet. In addition,
there is also a magnetic gate in the northwest corner that's inaccessible.
Instead, break the Down Strike grates lining the floor to reach the level
below.
Hit the eye gate to drop down another floor. Defeat the Ognemet and slash
the eye gate here as well, continuing your descent. At the bottom, pass
through the plasma ring doorway (the door to the left is locked). To
unlock the exit, use your kunai and then pass through the plasma ring to
catapult through before it closes.
Destroy the military lieutenants and PNUTs before approaching the save
room - much needed for the boss battle ahead.
<> Juroung's Chambers
~~~~~~~~~~~~~~~~~~
Grab the [LARGE CANISTER] waiting for you at the door, then enter the dojo.
___________________________________________________________________________
***************************************************************************
JUROUNG: DEVOTED SHAMAN
-----------------------
+ Juroung is a master of water, typically creating waves in the shape of
a grasping hand that travel from one end of the room to the other.
+ The boss clenches his fist before punching the ground, creating a geyser
in the shape of a fist to shoot upwards in random locations. In later
stages of the fight, more than one appear at a time.
+ After taking some damage, Juroung uses a hand made of water to elevate
him off the ground.
+ When he is elevated, the shaman shoots multiple jets of water that can
strike you and also create barriers between the two of you.
+ Sometimes Juroung summons a group of blue hornets that swarm around you.
+ When the fight nears its conclusion, Juroung jumps in the background and
a purple magnetic field appears in the center of the room. Fight against
the pull, because after a few seconds two water hands clap together,
potentially crushing you.
Juroung is a skilled shaman who specializes in water manipulation. You do
battle in a shallow pool and nearly all of the boss's attacks are water-
based. He doesn't take your challenge seriously at first and does not
defend himself against any attacks, only using his water wave and geyser
attacks. These two techniques are easy to scout and you should be able to
drain a quarter of his health with great ease.
The real test begins when Juroung uses a giant water hand to elevate
himself and create some separation. Now you are forced to use aerial
strikes and must dodge some new attacks. The boss continues to use his
two primary moves, but now also summons hornets that dive bomb you and
can create streams of water that bounce off of walls.
The blue hornets are easy to dodge: they fly towards you in a straight
line, allowing you to move out of the way to avoid them all. His water
streams are a bit more unpredictable, and you also must wait for them to
disappear before executing any physical attacks.
After losing half his health, Juroung uses his gravity clap attack. He gets
out of dodge and creates a magnetic pull. The walls and ceiling are off-
access, so you must time your dodge to avoid the crushing force of the
two hands clapping together (and the purple magnetic field itself,
otherwise you are trapped!)
Following this, the boss resumes standing on the ground. This time, his
geyser spell features two at once, so pay attention to the small whirlpools
under your feet to determine where they will pop up. Once he is down to a
quarter left, he resumes standing on his platform.
Overall, the duel intensifies in the second half: Juroung uses the same
moves, but more frequently and not as spaced apart. You rarely have time to
do anything but dodge and may have to resort to flinging kunai or using one
of your Options mid-jump. Your Explosive Cypher is great for all portions
of the fight, but stick with Option-B when Juroung is on the ground and
Option-C when he is in the air.
___________________________________________________________________________
***************************************************************************
Juroung is no more, and all that remains is the [MAGNETIC CYPHER]. The
Magnetic Cypher is different than the others in that it creates a
boomerang projectile every time you attack. Personally it's not my cup of
tea, but it has its uses and is needed to open magnetic gates (like the
one in front of you!)
Have some fun breaking the health capsules with your new plasma type, then
open the next magnetic gate. You are in another multi-tiered room similar
to a few others in the temple. Use the plasma rings to aid you in your
climb and destroy all the magnetic shield troopers at each pit stop. At the
top, open the door with the eye gate and grab the final [KUNAI UPGRADE].
Now exit the tall room to the east, but first hit the kunai cube so you can
move on further. In the hallway, slay the magnetic shield troopers and take
the [ENEMY INTEL CUBE] floating at the top. Leave.
<> The Magnetic Nexus
~~~~~~~~~~~~~~~~~~
Quickly run through the area to the southeastern exit.
<> Temple East Wing
~~~~~~~~~~~~~~~~
This hall is loaded with mounted turrets and military lieutenants. Use your
Reflect Cypher and go to town. Exit to the right to enter another multi-
tiered lava room. To the right is a magnetic gate that acts as a shortcut.
Now that you have the Magnetic Cypher, it's time to backtrack a bit.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
To the east of the Magmapede miniboss chamber is a magnetic gate; inside
is an [ENEMY INTEL CUBE]. There is a second gate directly below this one,
containing a [CONCEPT ART CUBE]. Head east, past the save point, to a
similar room containing missile troopers (the one with the adjusting
platforms). Open the magnetic gate to find a switch and [STRIDER HOEN].
[ UNDERGROUND - 100% COMPLETED ]
You have 100% completed your first region! Now that you don't have to do
any more item hunting in the Underground, joyously return to to the Grand
Ascension, which is west of the Magnetic Nexus.
<> The Grand Ascension
~~~~~~~~~~~~~~~~~~~
Use the row of plasma rings to escape the area to the Military Ring.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > MILITARY RING
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Military Prison
~~~~~~~~~~~~~~~
There's nothing to do in this area, so hightail it to the save point in the
northeast corner of the map. If you are interested in 100% completion, go
to the Eagle Perch statue to the west and fly to the Lower Military Zone.
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
Use your map to pinpoint any uncovered portions of the map - there are some
in Upper Military to the north.
<> Upper Military
~~~~~~~~~~~~~~
Make your way to the magnetic gate and open it. The passage leads you to
another magnetic gate, but first destroy the Down Strike grate in the
center, dropping down a shaft filled with many mounted guns. At the bottom
is a gate taking you to the [MAGNETIC PLASMA CATAPULT].
Return to the passage and follow it through a pair of magnetic gates. Kill
the troopers and PNUTs and drop down the hole. Take the [CONCEPT ART CUBE]
and continue through the magnetic gate to end up in a computer room with
[STRIDER HIEN].
[ MILITARY RING - 100% COMPLETED ]
You should be all wrapped up in the Military Ring. Return to the Eagle
Perch, fly back, and move east to Meio's Tower.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > TOWER
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
Magnetic PNUTs roam the plaza: they shoot out explosive honeycombs first
seen in the Solo boss battle and can be harmed using any plasma type.
There's nothing to do after unlocking the second key, so exit to the
Military Headquarters.
==============================================================================
SOLO DOLO, PART II [0313]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > MILITARY HEADQUARTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Command Center (Upper HQ)
~~~~~~~~~~~~~~~~~~~~~~~~~
The command station for the Balrog is just ahead. Defeat the magnetic
shield trooper and friends, then climb upwards to a pair of magnetic gates.
<> The War Room
~~~~~~~~~~~~
Open either gate to enter the room; it is filled with military lieutenants,
missile troopers, magnetic shield troopers, and mounted turrets (hence the
name "War Room"). Wipe them all out and activate both eye gates to open a
hatch door below.
<> Command Center (Upper HQ)
~~~~~~~~~~~~~~~~~~~~~~~~~
Destroy the [LARGE CANISTER] next to the Bot Interface and then use Option-
A to summon the Balrog. Before returning to the War Room, go east through
a set of doors. Open the magnetic gate to enter a room with two waves of
mounted guns. Defeating them all earns you the [MAGNETIC KUNAI]! Now head
east to the Motor Pool.
<> Motor Pool
~~~~~~~~~~
On the east side of the yard is an ultra-cold gate that you likely have not
accessed yet. Do so now to claim [STRIDER JINGEI].
Return to the War Room.
<> The War Room
~~~~~~~~~~~~
Climb to the top of the room and don't use the Eagle Perch; first, ascend
the silo to spot an [ENEMY INTEL CUBE] at the top.
[ MILITARY HEADQUARTERS - 100% COMPLETED ]
Now use the Eagle Perch statue to infiltrate the Balrog.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ABOVE KAZAKH CITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> In The Skies Of Kazakh
~~~~~~~~~~~~~~~~~~~~~~
You are currently on the outskirts of the Balrog ship, trying to find a
way inside. In order to receive the "Didn't Miss a Beat" Achievement, you
must perform the simple task of making it inside the ship without falling
and dying. High winds slowly push you backwards during the infiltration
mission, but it still isn't much of a hassle.
You spend your travels hopping from skiff to skiff, most of which are
accompanied by random enemies. Some of the skiffs move back and forth, so
time your jumps. You don't have to kill everyone here, such as the Ognemet
standing on one of 'em - if you find an opening, escape.
<> Balrog Hull
~~~~~~~~~~~
Climb up the underside of the hull to the first row of skiffs. The troopers
shouldn't give you any trouble, but the Ognemet here can be a pain in the
ass and will try to send you flying to your death. Try to ignore him
entirely and catapult to the platform above. Defeat the sniper trooper and
grab the [LARGE CANISTER], then continue fleeing from the Ognemet.
Continue climbing on the underside of the ship, and pick off any annoying
PNUTs with your kunai. When given the chance, pull yourself up onto the
main deck. If you got up here without falling at all, the Achievement
should unlock.
<> Balrog Main Deck
~~~~~~~~~~~~~~~~
Immediately take the [LARGE CANISTER] on the main deck and begin your
journey to the east. There is a boatload of baddies up ahead, including
skiffs of various troopers, mounted lasers, Ognemets, and Bulava KZ-7s.
There are capsules along the way to keep your health in good shape, but
there is no need to destroy every enemy present (especially the big guys).
Spam your Options to keep them distracted while you make your escape.
Surprisingly, the mounted lasers are your biggest threat, so use Option-C
to destroy them before they can even turn on and attack.
At the top, the wind subsides and there are a few more challenges ahead,
namely two Brainwalkers. These are slight variations of the ones you
normally encounter and use ice-based attacks, such as ice proximity mines
and missiles that split into small ice cluster bombs. Pick up the [LARGE
CANISTER] in the northeast corner of the room for some health and consume
all your energy to defeat these two.
[ ABOVE KAZAKH CITY - 100 COMPLETED ]
A door opens after their destruction, allowing you to access the Bot
Interface and enter the Balrog.
<> Maintenance Area
~~~~~~~~~~~~~~~~
Smash through the Down Strike grates, slay the two laser troopers, and
slide down into the ventilation shaft and a much-needed save room. Take
down the explosive shield troopers and mounted guns ahead, then slide and
go down the vent.
At the intersection ahead, head north through the ventilation ducts (south
leads you to the same place, but has more enemies). Drop down into the room
with the laser troopers and use Option-B to quickly dispose of them. Exit
to the right.
Destroy the mounted flamethrowers and go inside the duct.
<> Propulsion System
~~~~~~~~~~~~~~~~~
The next section is composed of ventilation ducts with spinning fan blades
pushing you in one direction or another. Periodically, the heaters are
flipped on as super-hot air is blasted through the vents. If you aren't
ducked inside one of the small crevices lining the ventilation shaft, you
will take huge amounts of damage. On Hard mode, you can only last maybe two
full heating sessions before dying.
For what it's worth, there are no collectibles in this area so there is no
need to waste time exploring. There are spinning flame pods that can damage
you, but they are not worth destroying and only waste precious time. Take
your time moving between each safe zone until you finally reach the end of
the path.
Once you make it out alive, proceed to the save room, save your progress,
and enter the enemy-filled hallway. After defeating everyone, go inside the
tunnel. The purple hue of the room lets you know that you are nearing your
destination.
<> Gravitron Chamber
~~~~~~~~~~~~~~~~~
Climb atop the mini-planetoid spheres commonly seen in the vicinity of
Gravitrons. Use the plasma ring at the top to be shot into the Gravitron's
chamber... wait what?!
___________________________________________________________________________
***************************************************************************
SOLO ZN-2: INFERNO REVIVED
--------------------------
+ Solo shoots out honeycomb explosives that are arranged in various
patterns. If you don't destroy every last one before time runs out, the
entire room is coated in explosions (pay attention to the purple
background).
+ Solo floats in the center of the room and activates his flamethrower as
he rotates clockwise or counter-clockwise. When he uses this attack, you
can stay out of reach by pressing yourself in a corner and crouching.
+ He first slams on the ground to create a miniature shockwave, then begins
shooting a myriad of fireballs, forming a wall. Somewhere in the wall
there is a gap you can jump or duck under to avoid getting burnt.
+ Solo flies in and out of the cube-shaped room, releasing clusters of
missiles each time. They are easy to combat against.
Solo is back, and more dangerous than ever! He is a little cantankerous,
considering how the events of your last meeting played out, and has a whole
new arsenal of attacks to test out on Hiryu.
He spends the early portions of the battle shooting out honeycombs that
stay in place, arranged randomly throughout the room, and the background
turns purple. You must destroy all the honeycombs before the two lines in
the background converge, or else you suffer an unavoidable explosion. This
"puzzle" is easily solved by hurling some Reflective Kunai, which bounce
off walls and can knock out multiple honeycombs.
Solo ZN-2 starts using his new flamethrower, beginning with a clockwise
spinning flame attack. This move is usually used as a bridge between the
bounty hunter's attack sequences. The range of the firearm is great, but
you can just barely avoid it by moving into one of the corners and
crouching.
One of the boss's most powerful attacks follows. Solo plants himself in one
of the room's bottom corners and shoots fireballs that radiate outward,
forming a nearly impenetrable wall. The only way to avoid the oncoming
flames is to squeeze through the opening found in the wall, either by
hopping through or ducking underneath.
He uses this attack in succession, so it's challenging to safely dodge each
one (which is why you shouldn't slide under the low ones, since you'll end
up sliding into the next wall). Later he uses the same move at a faster
pace, but fortunately it is the same pattern every time: middle (use a
single jump), low (duck), and high (get up close to Solo and double jump).
Next up, he segways by using the flamethrower spin, but in a counter-
clockwise direction. Solo's missile bombardment surprisingly is very easy
to avoid, since he alternates between releasing them on the left and right
sides of the room.
By now the boss should only have around a third of his health remaining.
Solo ZN-2 rehashes his attacks, starting with the honeycomb puzzles again.
This attack sequence is the best opportunity to damage him, since you can
send out three waves of Reflective Kunai while you slash away at the
laughing maniac.
Solo is arguably more challenging the second time around. If you are
playing on the hardest difficulty you are almost guaranteed to have
trouble. If you can make it past his flamethrower barrier stage, then the
rest is easy by comparison. Use your Explosive Cypher on any section except
for the honeycomb puzzles, while peppering in Option-C between each cypher
strike. It's all about defending against his attacks, and then retaliating.
___________________________________________________________________________
***************************************************************************
Solo ZN-2 malfunctions and sets ablaze, igniting the engines and taking
down the Balrog entirely (as well as the Gravitron inside!).
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > TOWER
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
The last Gravitron was destroyed along with Solo when the Balrong went up
in flames, so the entrance to Meio's Tower is finally unlocked. There is no
turning back if you continue, so this is the last chance for any hidden
collectibles or upgrades you haven't found yet.
==============================================================================
BEFORE I MOVE OFF [0314]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > TOWER
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
This section of the guide is completely optional and only covers any
leftover collectibles you haven't gotten at this point. So far, the
remaining regions that aren't 100% completed yet are: Research Facility,
Industry, Kazakh City, Kazakh Outskirts, and Tower. The Tower must be left
last.
There is no real order or sequence you must follow; simply fill the gaps
and look for gates unopened and portions of the map still uncovered. I am
also going to be more vague with my directions since you should be familiar
with most of the region's maps and you are able to pinpoint many landmarks
using your map.
For the sake of the narration, I'll begin with the Research Facility. Run
east to the Military Headquarters and go through to the Research Facility.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > RESEARCH FACILITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Robotics Manufacturing
~~~~~~~~~~~~~~~~~~~~~~
Make your way from the entrance of the facility to the Vertical Assembly
Line (pass through where you fought the Brainwalker miniboss).
<> Vertical Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
Make your way to the bottom of the chamber and go through the unlocked door
on the left. You pass through a series of tubes, eventually picking up
[STRIDER OUGA] along the way (technically you are in the Robotics Assembly
Line when you get the Fallen Strider). You are dropped off at the top of
the room.
[ RESEARCH FACILITY - 100 COMPLETED ]
Go to the Panther Run statue in Robotics Assembly Line and use it to get to
Specimen Storage.
<> Specimen Storage
~~~~~~~~~~~~~~~~
From here, head west until you reach another Panther Run statue and ride it
to Industry.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > INDUSTRY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
You have some work to do here, but don't worry about it now and instead
focus on clearing out the west side of the world map.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH CITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Historical Zone
~~~~~~~~~~~~~~~
Go west to the Upper Transit Station.
<> Upper Transit Station
~~~~~~~~~~~~~~~~~~~~~
Use the Panther Run statue to return to the Kazakh Outskirts.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH OUTSKIRTS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Detention Hall
~~~~~~~~~~~~~~
There is much work to be done, considering you likely have not been back
here since the very beginning of the game. Save your game and exit the area
to the Inspection Station C.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
Below your position is a pair of ultra-cold gates. Open the nearest one to
find [STRIDER SHINDEN] sandwiched between the two of 'em. Leave the area
towards Kazakh City Bridge.
<> Kazakh City Bridge
~~~~~~~~~~~~~~~~~~
You can now reach the tall cluster of platforms high above the ground.
Start on the right side and explore the floating islands, heading to the
left. There is a lone floating block that is inaccessible by jumping or
catapulting, but you can freeze one of the flying PNUTs to use as a
stepping stone. The floating block contains a [CONCEPT ART CUBE].
Stand on the western-most platform and look to the left to spot a PNUT on
the edge of your view. Hit it with an Ultra-Cold Kunai to freeze it and hop
on, freezing the next one, and so on. They are spaced pretty far apart, but
doing this eventually takes you to the edge of a tower. Grab on and climb
to the top of the tower for a [BEACON RUN CUBE].
Finally, back near the location of the Slide Assault is a Down Strike
grate. Smash through the grate and pick up the [BEACON RUN CUBE] below.
[ KAZAKH OUTSKIRTS - 100 COMPLETED ]
Return to the Detention Hall and head back to Kazakh City.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KAZAKH CITY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Historical Zone
~~~~~~~~~~~~~~~
Proceed east to Monument Square.
<> Monument Square
~~~~~~~~~~~~~~~
Head to the save point past the Eagle Perch and climb up and around the
electrified wall. Take out the PNUTs and light troopers ahead, and double
jump as you move along the green rooftops to find a [STORY INTEL CUBE]
floating high in the air. Continue towards a pair of Ognemets and destroy
them, then grab the [STORY INTEL CUBE] nearby.
[ KAZAKH CITY - 100 COMPLETED ]
Using your map, proceed to the west side of the map.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > INDUSTRY
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
Open the explosive gate in front of you and go north to another explosive
gate, near the entrance to the Ventilation Station. Open both doors to run
into an Ognemet and some other, lesser enemies. Defeating everyone earns
you an [ENERGY UPGRADE]. Now trek up to the top of the Ventilation Station
(which should be easy with the plasma rings).
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
Open the ultra-cold gate to the right of the save room to find a [SURVIVAL
CHALLENGE CUBE] and an Eagle Perch. Pick up the cube, then use the perch to
fly off.
<> Construction Zone
~~~~~~~~~~~~~~~~~
Exit through the ultra-cold gate and start climbing up the support beams.
You can use your plasma catapult to reach the top of the construction
crane, and follow it to a [LARGE CANISTER].
Continue west towards that end of the map. After climbing up the wall to
the left of the main crane, enter the building to the left and go up onto
the roof. From the edge of the roof, to the left, is a row of PNUTs. Freeze
them solid, then cross 'em to a skiff flying in the air. Board the vehicle
and take [STRIDER SHOUYO].
[ INDUSTRY - 100 COMPLETED ]
That should be everything! If you have followed this walkthrough since the
start, you should have all regions except Tower 100% completed. With that
said, you can now go to Tower and begin the final stage.
==============================================================================
GODS & MONSTERS [0315]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > TOWER
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
Use the Eagle Perch at the base of Meio's tower to fly inside. Remember,
there is no turning back after this point!
<> Atrium
~~~~~~
Meio's elite guards, the Vityaz-1, are common enemies in his tower. You
haven't fought them for a while, and your new abilities should be useful
against them, but don't let your guard down too much. You battle two right
away, and some magnetic PNUTs fly in and attack during. The best way to
easily destroy Vityaz-1 is to freeze then with a charged Ultra-Cold Cypher
slash and shatter them.
Continue to the left and enter the western wing. Slay s'more Vityaz-1 and
climb to the second floor. There are more magnetic PNUTs, laser troopers,
and some mounted lasers. At the top is a switch.
Exit the room and climb to the top of the foyer; on the western side is a
[LARGE CANISTER] that is more easily hit with your kunai than Cypher. Use
the plasma rings to ascend to the top, where there's another [LARGE
CANISTER] in the northwest corner.
Proceed to the east side of the Atrium for a [LARGE CANISTER] on the east
side. Defeat all the laser troopers and magnetic shield troopers and then
enter the eastern wing. Work your way past the mounted lasers, magnetic
PNUTs, and Vityaz-1, and hit the second switch to open a duct down to the
Chaos Engine.
From where you entered the area, an opening appears below. Grab the [LARGE
CANISTER] and work your way down until you get flipped upside-down. The
gravity is inverted as you start to fall upwards. It's discombobulating
in this room, especially with all the mounted guns, but you have to smash
all of them in order to make an eye gate appear. Hitting it opens the
orbital lift.
Make your way to the top of the room (make sure you got all four Large
Canisters) and step on the lift.
<> The Ascent
~~~~~~~~~~
The grand ascension to the top of Meio's tower is a long one, and your time
will be spent fighting waves upon waves of soldiers instead of resting or
enjoying the view. There are [TWO LARGE CANISTERS on each side of the lift,
specifically reserved for emergencies only.
You'll be fighting all types of foes, including different PNUT types,
Vityaz-1s, magnetic shield troopers, laser troopers, and Brainwalkers. The
Ultra-Cold Cypher is your friend, and freezing enemies and letting them
burst at the hands of Option-C is a good combo.
You should save the two Large Canisters for when you have to fight a pair
of ice-powered Brainwalkers along with several magnetic PNUTs. It is in no
way shameful to spam Option-C over and over again during this portion,
because these two jerks are really tough.
<> Throne Room
~~~~~~~~~~~
You can find [TWO LARGE CANISTERS] right after the elevator stops, allowing
you to recuperate from the previous challenge. Head north for a scene.
___________________________________________________________________________
***************************************************************************
GRANDMASTER MEIO: LORD OF DARKNESS
----------------------------------
+ Grandmaster Meio shoots out two purple lines diagonally, which burst into
thick purple laser beams.
+ The boss hurls a slow moving red energy ball that tracks you down and
damages you. It won't stop until it hits you or you destroy it with
repeated attacks, and it can pass through walls and objects.
+ Meio uses a more rapid-fire energy ball move that sends about five or so
smaller red balls that travel in a straight line.
+ Later in the battle, Grandmaster Meio shoots out a ring of purple energy
balls, which explode into tiny fireballs that coat the room.
+ The boss loves to teleport and constantly disappears and reappears
somewhere else.
This old man is more predictable than expected, and actually does not put
up much of a fight. The boss room itself is split into multiple tiers and
offers a lot of room for running around and hiding, though hiding from Meio
himself is tough considering he has the power of teleportation.
Grandmaster Meio's attacks are all long-range projectiles. He has no true
close-hand weaponry and is vulnerable to attacks up close. His electrical
beam attack is easy to avoid, but note that any platform that gets hit will
be coated with electricity for a few seconds. His rapid-fire red ball blast
can be devastating if you get hit, since the others that follow will likely
hit you as well.
Meio occasionally summons a large energy ball that relentlessly hunts you
down and won't disappear until you either destroy it or it hits you. You
can eliminate it in a few slashes or one Option-C attack, but it's merely
used to distract you from the boss and his other spells (also, the tracker
ball can pass through platforms).
The arena is large, but still gives you opportunity to track down Meio
during his teleporting spurts. Equip your Explosive Cypher and go in with
non-stop Cypher slashes, since he cannot do anything to protect himself
other than fleeing.
After a while, the boss starts using a purple energy ball attack, where
they form a ring and are shot outward before bursting into small fireballs.
These cannot penetrate platforms, so hide behind one of the many islands.
This fight is a surprising cakewalk. His attacks are powerful, but you have
plenty of room to run away and hide. The fight is hard on your first
chance, but if you end up dying you respawn with full health and the two
Large Canisters return, giving you a safety net.
___________________________________________________________________________
***************************************************************************
I knew Grandmaster Meio was too much of a cakewalk; of course the Lord of
Darkness has something up his sleeve...
___________________________________________________________________________
***************************************************************************
MEIO PRIME: THE TRUE FORM
-------------------------
+ Meio Prime uses his two skinny arms to release a barrage of red energy
balls that either spin in a spiral or radiate outwards.
+ After taking some abuse, Meio Prime retreats to the background and uses
his two serpent arms to smash the gravity spheres. The impact hurts, as
well as the subsequent electric arcs that slither around the sphere.
+ Meio prime unleashes a beam of electricity that strafes back and forth
across the arena. Every sphere it hits gets coated with electricity.
Meio Prime reveals his final form: an indescribable beast of godly
proportions, and you fight this monstrosity in space overlooking Earth.
The ground below you consists of a ring of gravity spheres, seen mostly in
the vicinity of a Gravitron. The purple energy field that emits from the
spheres is the gravitational pull, and walking around them in a circle
can be disorienting.
Outside the spheres is a metal ring that is more stable and also contains
health capsules. In between are plasma rings for easy transportation, and
Meio Prime rests smack dab in the center of all of it. Sometimes it's
easier to stay on the metal ring when solely avoiding the boss's attacks,
but there is little room to attack since you are so far away.
Meio Prime mainly attacks by shooting a large amount of energy balls around
space, in all different patters and configurations. You can use the gravity
spheres to block them from you, or run away on the perimeter ring.
You can target the boss by using the plasma rings to catapult up to his
face/eye and slashing him a few times. You can come at him from literally
all angles, which (again) can be a bit discombobulating (it's similar to
the Gravitron fights), and Option-C is powerful but hard to aim.
After taking some hits, Meio Prime drops some health for you and retreats
to the background. He now uses his serpent arms to chomp down on the
gravity spheres with great force. Retreat to the perimeter ring until one
of the serpent arms gets stuck in the sphere - quickly jump over and get in
some shots before it frees itself.
The arm goes limp and Meio Prime returns to the battlefield. He begins
using his electrical beam now, which hurts and can also cover any sphere it
touches in electricity. He usually uses his energy ball and beam attacks in
conjunction, forcing you to hide for most of the time. Any time you see an
opening, catapult up to the ugly lug and use Option-C along with some
physical attacks.
Meio flies away and uses his serpent arms again, with greater intensity.
Each arm strikes more times before getting stuck, forcing you to jump and
hide for longer periods. This is the more difficult stage of the two,
because you don't have much time before the serpent arm gets dislodged and
it's tricky to navigate over to it.
The overall process repeats itself until Meio Prime is destroyed. The fight
is hard solely because of the layout and gravity mechanics, so there is a
learning curve to worry about (on top of a monster the size of a
satellite).
___________________________________________________________________________
***************************************************************************
Meio Prime takes his last breath and crashes down to Earth like a meteor,
with Strider riding the flaming corpse the whole way like a true ninja
badass.
______________________________________________________________________________
==============================================================================
[4] UPGRADES [0400]
==============================================================================
Strider Hiryu unlocks a cavalcade of upgrades throughout the game. Most are
required to progress onward, but a select few are not and therefore missable.
<> Slide Assault
~~~~~~~~~~~~~
Charged boots allow Hiryu to damage items when sliding into them. Can be
used to enter small spaces previously inaccessible.
+ Kazakh Outskirts, Kazakh City Bridge. Impossible to miss, as it is your
first upgrade. Enter the room past the first Down Strike floorboard,
move through the vent and eliminate the mounted gun.
<> Charged Cypher
~~~~~~~~~~~~~~
2x damage and 2x range. Able to break some enemy blocks and shields. Hold X
and release for a charged cypher strike.
+ Kazakh Outskirts, Checkpoint KZ. Found after defeating the Vityaz-1
miniboss.
<> Down Strike
~~~~~~~~~~~
A Plasma-charged vertical attack that allows Hiryu to damage enemies from
above. Can be used to smash grates, granting access to areas previously
inaccessible. Press Y (in air) for Down Strike.
+ Kazakh City, The Palace. Obtained after beating the Bulava KZ-7 miniboss.
<> Option-C (Robot Eagle)
~~~~~~~~~~~~~~~~~~~~~~
Option-C's sweeping attack strikes multiple enemies. Best for airborne
enemies. Use Eagle Perches to transport from perch to perch. Hold LB + B to
activate.
+ Kazakh City, Lower Transit Station. You get this Option following the
boss battle against Pei Pooh.
<> Double Jump
~~~~~~~~~~~
Plasma-augmented boots allow Hiryu to defy gravity momentarily and jump a
second time, in mid-air.
+ Kazakh City, Ministry of Propaganda. Found after reaching the Residential
District exit and defeating the duo of Nang Pooh and Pei Pooh.
<> Reflect Cypher
~~~~~~~~~~~~~~
Enables Hiryu to deflect bullets. Timed cypher strikes or charged strikes
reflect bullets back at enemies. Press Up to select plasma type.
+ Military Ring, Upper Military. Strider Hiryu picks up this valuable tool
after withstanding the bounty hunter Solo's assault.
<> Option-A (Dipodal Saucer)
~~~~~~~~~~~~~~~~~~~~~~~~~
Option-A orbits Hiryu, firing damaging projectiles and protecting from
missile attacks. Option-A also powers large machinery. Hold LB + Y to
activate.
+ Industry, Ventilation Station. Once you defeat sisters Tong, Pei, and
Nang in a 3-on-1 match, you get Option-A.
<> Standard Kunai
~~~~~~~~~~~~~~
Multi-directional throwing knives. Kunai can slice through lesser enemies
and damage or stun larger enemies. Use Right Analog Stick to aim. Use B or
RT to throw.
+ Processing, Abandoned Train Station. Given to you by the Black Marketer
after slaying the Mutant Millipede and clearing the Underground Citizen
Camp of insect troopers.
<> Plasma Catapult
~~~~~~~~~~~~~~~
Enables Hiryu to dash rapidly along a singular vector. Use to dodge attacks
as well as new areas. Hold RB to initiate. Left Analog Stick to aim.
Release RB to activate.
+ Underground, The Gravitron. You receive this upgrade after destroying the
first Gravitron.
<> Reflect Plasma Catapult
~~~~~~~~~~~~~~~~~~~~~~~
Reflect enhanced Plasma Catapult enables damage to enemies and reflects
projectiles on contact. Press Up to select plasma type.
+ Military Ring, Military Prison. Found in the three-tiered room south of
the Prisoner's cell.
<> Reflect Kunai
~~~~~~~~~~~~~
Reflect Plasma enables Kunai to bounce off surfaces. Press Up to select
plasma type. Use B or RT to throw.
+ Military Headquarters, Command Center (Upper HQ). Not too far from the
main entrance from the Military Ring. After going through a large vent in
order to bypass two magnetic gates, pass under another grate just to the
right and you'll find the upgrade in the ventilation ducts.
<> Explosive Cypher
~~~~~~~~~~~~~~~~
Enhanced damage for cypher strikes. Causes enemies to catch fire. Charged
attacks can make enemies explode. Press Right to select plasma type.
+ Military Headquarters, Hangar Bay Zeta. Once you finally corner General
Mikiel and destroy both him and his tank Tornado, you are rewarded with
this plasma type.
<> Explosive Kunai
~~~~~~~~~~~~~~~
Explosive Plasma enhances Kunai attacks with added damage through time-
delayed explosions. Press Right to select plasma type. Use B or RT to
throw.
+ Military Headquarters, Hangar Bay Zeta. In the outside portion of the
hangar near the Research Facility entrance; open the explosive gate in
the southeast corner and slide through the vent to reach it.
<> Option-B (Tetrapodal Robo-Panther)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Option-B rips through enemies. With each enemy hit, Option-B does more
damage. Best for ground enemies. Option-B enables Panther Runs, for
teleporting over large distances. Hold LB + X to activate.
+ Research Facility, Test Lab. You get the final Option after vanquishing
the Queen Mother of the West: Xi Wang Mu.
<> Ultra-Cold Cypher
~~~~~~~~~~~~~~~~~
Multiple cypher strikes freeze enemies. Charged strikes immediately freeze
enemies. Press Down to select plasma type.
+ Kazakh City, Historical Zone. Found after defeating Ouroboros Mk. III,
once and for all.
<> Ultra-Cold Kunai
~~~~~~~~~~~~~~~~
Ultra-Cold Plasma enables Kunai attacks to freeze certain enemies. Press
Down to select plasma type. Use B or RT to throw.
+ Kazakh City, Historical Zone. After defeating Ouroboros Mk. III and
getting the Ultra-Cold Cypher, open the nearby Ultra-Cold Gate and use
Down Strike in the center of the room to reach a hidden basement.
<> Ultra-Cold Plasma Catapult
~~~~~~~~~~~~~~~~~~~~~~~~~~
Ultra-Cold enhanced Plasma Catapult freezes certain enemies on contact.
Frozen enemies can be used as shields or platforms. Press Down to select
plasma type.
+ Research Facility, Cloning Chamber. Upon entering the area, climb up to
the northeast balcony. In the room ahead, you must use your double jump
and Plasma Catapult to cross a gap without touching the ground; the
upgrade is on the other end.
<> Explosive Plasma Catapult
~~~~~~~~~~~~~~~~~~~~~~~~~
Explosive enhanced Plasma Catapult causes enemies to catch fire and
sometimes explode on contact. Press Right to select plasma type.
+ Underground, Underground Outpost. Located in an empty room following the
miniboss encounter against the Magmapede.
<> Magnetic Cypher
~~~~~~~~~~~~~~~
Cypher attacks boomerang out from Hiryu. Charged strikes grant extended
range. Press Left to select plasma type.
+ Underground, Juroung's Chambers. Left behind after vanquishing Juroung in
his dojo.
<> Magnetic Plasma Catapult
~~~~~~~~~~~~~~~~~~~~~~~~
Magnetic enhanced Plasma Catapult stuns enemies momentarily on contact.
Stunned enemies attract projectiles. Press Left to select plasma type.
+ Military Ring, Upper Military. Open the first magnetic gate you come to
and destroy the Down Strike grates in the following hallway. Fight
through the pit of mounted turrets and at the bottom lies the upgrade.
<> Magnetic Kunai
~~~~~~~~~~~~~~
Magnetic Plasma enhances Kunai attacks with the ability to home in on
nearby targets. Press Left to select plasma type. Use B or RT to throw.
+ Military Headquarters, Command Center (Upper HQ). To the right of the
Balrog's Bot Interface setup is a magnetic gate. In the following room is
a wave of mounted guns that need to be eliminated before earning the
upgrade.
______________________________________________________________________________
==============================================================================
[5] COLLECTIBLES [0500]
==============================================================================
There are many different types of collectibles in Strider. Some increase your
stats, while others are purely cosmetic. In addition to the in-game perks,
getting 100% completion on collectibles unlocks a number of Achievements. Here
are all the different collectible types:
+ Health Upgrades
Your maximum health is increased. (10 total)
+ Energy Upgrades
Your maximum energy is increased. (10 total)
+ Energy Recharge Upgrades
Energy recharge time is shortened. (5 total)
+ Kunai Upgrades
Increases the number of kunai thrown. (4 total)
+ Kunai Range Upgrades
Increases the range of thrown kunai. (3 total)
+ Fallen Striders
Unlocks new available costumes for Hiryu.
+ Concept Art Cubes
Unlocks concept art that can be viewed at the main menu.
+ Enemy Intel Cubes
Unlocks short blurbs on characters and enemies that can be viewed at the
main menu.
+ Story Intel Cubes
Unlocks short story summaries that can be viewed at the main menu.
+ Survival Challenge Cubes
These unlock new Survival Challenges, which can be accessed from the main
menu.
+ Beacon Run Cubes
These unlock new Beacon Runs, which can be accessed from the main menu.
+ Large Canisters
Restores a large amount of health when opened.
==============================================================================
KAZAKH OUTSKIRTS [0501]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > HEALTH UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
After gaining the Charged Cypher, continue east towards an eye gate and
instead pass through the floor, as if you were to backtrack a bit. Down
here is another eye gate; power it up to unlock a door leading to the
Health Upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
There is a small room accessible by two ultra-cold gates on either side.
Once you have unlocked the Ultra-Cold Cypher, return here and open one of
the doors.
+ Strider Shinden
~~~~~~~~~~~~~~~
B-Rank Strider Primary Weapon: Plasma Sword
An expert undercover operative, Strider Shinden falsely assumed stealth
alone would be enough to thwart the Grandmaster's plan.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Kazakh City Bridge
~~~~~~~~~~~~~~~~~~
After getting the Slide Assault, blast through the grate to the right of
the Down Strike floorboard. Go to the right and drop down to the floor and
you'll find the cube down here in the middle.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
In the first room here, kill the two light troopers and scale the wall
above the east doorway to find the cube near the ceiling.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
In the multi-tiered room where you find the two Large Canisters, make your
way to the third level and open the ventilation grate on the right side.
The cube is located on the other side in a tiny nook.
<> Kazakh City Bridge
~~~~~~~~~~~~~~~~~~
Found in the area with the floating islands. There is one in particular in
isolation, on the west side of the group. You must freeze a PNUT and use it
as a platform in order to reach the platform.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Kazakh City Bridge
~~~~~~~~~~~~~~~~~~
Stand on the western-most island and use the Right Analog Stick to move
your camera and aim your kunai. Using the Ultra-Cold Cypher, freeze the
first PNUT you see and double jump to it. There is a row of PNUTs that are
spaced far apart, forcing you to catapult and do double jumps. Eventually,
you are led to the side of a tower; climb to the top to find the cube.
<> Kazakh City Bridge
~~~~~~~~~~~~~~~~~~
There is a Down Strike grate near where you found the Slide Assault. Smash
through to find the cube below.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
In the room beyond the Concept Art Cube, pass through the floor by pressing
Down and A to find the Large Canister; break it open for a full health
restoration.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
It's right near the first Large Canister; return to the first floor and
climb to the second floor, moving left to find it at a dead end.
<> Inspection Station C
~~~~~~~~~~~~~~~~~~~~
On the third floor, exit to the left and pass through the ceiling. Run to
the left to find it floating in plain sight, just before the exit to
Checkpoint KZ and the miniboss fight.
==============================================================================
KAZAKH CITY [0502]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > HEALTH UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Monument Square
~~~~~~~~~~~~~~~
At the start, go east along the roof and continue downwards to reach a save
point. Save your game and proceed right to find the Health Upgrade.
<> Historical Zone
~~~~~~~~~~~~~~~
In a small duct underneath the cathedral. It's easily accessed via a Down
Strike, but it can be obtained prior to the acquisition of the ability by
making your way through the rooms south of the cathedral and sliding
through some vents.
<> Lower Transit Station
~~~~~~~~~~~~~~~~~~~~~
In the active train tunnel below the abandoned one. Run west through the
entire tunnel, ignoring the platform you can pass under. On the west end is
a small room containing a ventilation shaft; inside you'll find your prize.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
Found inside the large foyer at the top of the Ministry of Propaganda
building. From the ground, move east and climb onto the ledge. Slide
through the vent in the corner to find the Health Upgrade in the duct.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Historical Zone
~~~~~~~~~~~~~~~
Explore the room underneath the cathedral (this warehouse is where you got
the first Large Canister). Use Down Strike on the nearby grate and slide
through the vent. Traverse the PNUT-filled room and go through another
ventilation shaft to find the Energy Upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
During your ascent of the outer residential district walls. Once you reach
the very top, you essentially must jump off the west side of the wall and
grab the Fallen Strider in midair. However, this is easier by sliding down
the wall until you reach the first ledge and then hopping to the item just
below.
+ Strider Raiga
~~~~~~~~~~~~~
B-Rank Strider Primary Weapon: Plasma Sword
Twin brother to Kuga, their combination attacks confused and overwhelmed
their enemies. Unfortunately, they were not enough to destroy Grandmaster
Meio.
<> Monument Square
~~~~~~~~~~~~~~~
To the left of Monument Square is a set of pipes and Down Strike grates
that leads to an apartment complex. Continue through the apartments and
proceed south until you reach a narrow hallway lined with electricity. You
can use Plasma Catapult to safely cross the passage and reach the Fallen
Strider on the other end.
+ Strider Kuga
~~~~~~~~~~~~
B-Rank Strider Primary Weapon: Plasma Sword
Twin brother to Raiga, their combination attacks confused and overwhelmed
their enemies. Unfortunately, they were not enough to destroy Grandmaster
Meio.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Historical Zone
~~~~~~~~~~~~~~~
The cathedral doors are locked from the inside, but using a Charged Cypher
slash from outside is enough to activate the eye gate opposite the door.
Once inside, kill all the enemies and climb to the top. On the left side is
a ventilation shaft containing the cube.
<> Lower Transit Station
~~~~~~~~~~~~~~~~~~~~~
In the abandoned train tunnel, past the Bulava KZ-7 and the grate. Slide
through the gap and continue through the train car to reach the cube,
which is guarded by a number of trooper enemies.
<> Historical Zone
~~~~~~~~~~~~~~~
Once you return to the Historical Zone with Down Strike, break the grate on
the lower levels east of the palace to find the cube.
<> Historical Zone
~~~~~~~~~~~~~~~
There is a Down Strike grate near the cathedral with a Concept Art Cube
below.
<> Monument Square
~~~~~~~~~~~~~~~
Use Down Strike to break the grate west of the square, then move through
the apartment complex to end up south of Monument Square. Fall down below
to find a ventilation shaft leading to an alcove with the cube.
<> Historical Zone
~~~~~~~~~~~~~~~
Found on the second plane (after using the Eagle Perch at Monument Square).
East of the save point is a series of rooftops and a pair of snipers. Kill
the snipers and search the hole underneath their perch to spot it.
<> Historical Zone
~~~~~~~~~~~~~~~
From the Panther Run statue (to Industry), double jump and catapult to the
east. Once you land on the platform, climb the thin antennae to find the
Concept Art Cube on the top.
<> Monument Square
~~~~~~~~~~~~~~~
Use double jump and Plasma Catapult to reach the cable wires hanging above
the Eagle Perch. Up here you'll find a Concept Art Cube and Large Canister.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
Found on top of the roof of the Ministry of Propaganda. You'll need the
plasma catapult to access it.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Palace
~~~~~~~~~~
After obtaining the Down Strike, smash through the grate in the center to
drop down a couple stories. Before going anywhere, climb through the grate
you just destroyed and up to the floor above you. Run to the right to spot
the Enemy Intel Cube in a tiny alcove.
<> Lower Transit Station
~~~~~~~~~~~~~~~~~~~~~
Upon entering the area, walk past the save point and train tracks, then
begin climbing the western wall to eventually reach the cube high above.
<> Historical Zone
~~~~~~~~~~~~~~~
There is a Down Strike grate near the area's save point. Destroy it to find
the cube down below.
<> Monument Square
~~~~~~~~~~~~~~~
Use Down Strike to break the grate west of the square, then move through
the apartment complex to end up south of Monument Square. Climb along the
walls and up the ceiling to spot the cube floating directly underneath the
Eagle Perch.
<> Historical Zone
~~~~~~~~~~~~~~~
Found on the series of walkways in the skies above the city, on the
underside of a catwalk. Accessed most easily via Panther Run, but
technically you can get it once you acquire the Plasma Catapult.
<> Historical Zone
~~~~~~~~~~~~~~~
After receiving the Ultra-Cold Cypher, use your new cypher on the Ultra-
Cold Gate on the west end of the boss room. Inside is the cube.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
There is a single Explosive Gate in the large foyer at the top of the
building. At any point after unlocking the Explosive Cypher, open this
gate to get the cube inside.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > STORY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Residential District
~~~~~~~~~~~~~~~~~~~~
Near the entrance to the area, branching off of a corridor. In this
corridor there is a hole in the ceiling, and a ventilation shaft that leads
to the cube.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
Found inside the large foyer at the top of the Ministry of Propaganda
building. This cube is actually found in an alcove just above where the
Health Upgrade is, inside a dining area.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
Found on top of the roof of the Ministry of Propaganda. You'll need the
plasma catapult to access it.
<> Monument Square
~~~~~~~~~~~~~~~
Found on the eastern side of the map, past the save point and the electric
wall. As you're moving across the green rooftops, continuously double jump
in search of the cube floating high in the air.
<> Monument Square
~~~~~~~~~~~~~~~
Found on the far eastern side of the map, near an explosive gate leading to
Industry. There are two Ognemets that roam this area.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > SURVIVAL CHALLENGE CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Transit Station
~~~~~~~~~~~~~~~~~~~~~
In the room with the moving train car platforms, drop down to the bottom
and hit the Down Strike grate. Follow the pipe to the right and climb the
support beam to reach the cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
Return to the large upper foyer once you have the Plasma Catapult. Climb to
the top balcony and catapult/double jump around the electrical barriers to
the balcony on the west end. The cube is found here.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Historical Zone
~~~~~~~~~~~~~~~
Search the lower levels west of the cathedral. Look for an eye gate on the
right side of this area and enter the warehouse beyond. There is a Large
Canister floating in this room.
<> Lower Transit Station
~~~~~~~~~~~~~~~~~~~~~
In the first of the chambers leading down to Option-C. The Large Canister
is in the northeast corner, atop a platform above the eye gate.
<> Residential District
~~~~~~~~~~~~~~~~~~~~
In the room just after the save point, climb the chandeliers and enter the
hallway on your left to find the Large Canister.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
In the alarm room, head up to the fourth floor (preferably once the alarm
is turned off) and break off to the left. Pass through the pipes to reach
the canister.
<> Ministry of Propaganda
~~~~~~~~~~~~~~~~~~~~~~
In the room west of the alarm room and the save point, behind a locked
door in the northwest corner (charge the eye gate to open the door).
<> Upper Transit Station
~~~~~~~~~~~~~~~~~~~~~
Use the plasma catapult in the save room on the west end of the palace to
reach a balcony in the station. The balcony contains a Panther Run statue
and the Large Canister.
<> Historical Zone
~~~~~~~~~~~~~~~
On a high platform east of the Panther Run statue, above the save point.
You must have the Plasma Catapult in order to reach the platform.
<> Monument Square
~~~~~~~~~~~~~~~
To the left of Monument Square is a set of pipes and Down Strike grates
that leads to an apartment complex. Continue through the apartments and
proceed south until you reach a narrow hallway lined with electricity. You
can use Plasma Catapult to safely cross the passage and reach the Large
Canister on the other end.
<> Monument Square
~~~~~~~~~~~~~~~
Use double jump and Plasma Catapult to reach the cable wires hanging above
the Eagle Perch. Up here you'll find a Concept Art Cube and Large Canister.
<> Monument Square
~~~~~~~~~~~~~~~
East of the Eagle Perch is a save point, and a wall covered in electric
fences. Use your Plasma Catapult to navigate past the fences and pick up
the floating canister.
==============================================================================
INDUSTRY [0503]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Construction Zone
~~~~~~~~~~~~~~~~~
Not too far from the entrance to the area is a wide open space with a crane
in the center. Instead of hopping across, jump down to the ground and enter
the building foundation on your left. Inside the building's frame is a path
leading to the upgrade.
<> Construction Zone
~~~~~~~~~~~~~~~~~
In the area near the entrance to the dam, with the humongous crane. Drop
down a couple levels, past a smaller, yellow crane, until you are on the
floor. There should be a door on the left with it inside.
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
After retrieving Option-A, search the east portion of the large room
leading to the Ventilation Station. There is a pipe south of the boss
room and underneath the section with the rotating fan blades. Go through
here to find a Bot Interface and interact with it. Now return to the switch
in the room below used to open up the large hatch. Pass underneath the
deactivated pistons to reach the upgrade.
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
There are two explosive gates on the west side of the area, near the
Ventilation Station. Open both with your Explosive Cypher and defeat the
Ognemet and other foes to win the upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY RECHARGE UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Construction Zone
~~~~~~~~~~~~~~~~~
This is found in a well-hidden room during your descent towards the dam
after the security lockdown. Using your map as a reference, there is a
hidden vent during your climb down, in the left corner of the building.
Follow this vent deep down, which takes you to a room containing many
electrical fields; basically a Double Jump training room. Jump and hop your
way to the upgrade at the top.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
Near the start of the area (from Processing) is a Bot Interface that is
accessed by passing through the pipes on the ceiling. Use Option-A on the
machinery to activate a nearby crane hook, which pulls the collectible out
of the lava.
+ Strider Rouga
~~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Cy-dagger
An expert at penetrating sword arts. Only Striders of A-Rank or greater
are allowed an animal name.
<> Construction Zone
~~~~~~~~~~~~~~~~~
There's a building with a switch inside on the western side of the map
(just west of the main construction crane). Climb to the top of its roof
and look out at the row of PNUTs to the left. Freeze them and hop across to
reach a skiff flying in the air with the Fallen Strider on board.
+ Strider Shouyo
~~~~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Cy-bow
One of the few Striders to rely on a range weapon, Shouyo utilized his
Cy-bow with amazing skill, even though blind in one eye.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Kazakh Grand Dam
~~~~~~~~~~~~~~~~
Once you reach the top of the dam, slay all the enemies present before
climbing the ceiling and up onto the awning above your head. Walk to the
end to reach the cube.
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
This cube is located in the large chamber/entrance to the Ventilation
Station. If you enter the area from the large hatch door and move in a
northeast direction, you eventually run into the cube just sitting in a
dead end at the eastern wall.
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
As you enter the Ventilation Station from the Carbon Charging Area, stick
to the left side of the room and continue up its walls. Eventually, when
you can go no further, there should be a set of pipes you can pass through.
Pass through both pipes to find the Concept Art Cube.
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
Right after obtaining Option-A, use the Bot Interface to turn off the two
large fan blades. Grab hold of a wall and climb up onto the ceiling to
locate the cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Construction Zone
~~~~~~~~~~~~~~~~~
Not too far from the entrance to the area is a wide open space with a crane
in the center. Instead of hopping across, jump down to the ground and enter
the building foundation on your right. There is a cube just past some foes
and a mounted cannon.
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
Right after obtaining Option-A, use the Bot Interface to turn off the two
large fan blades. Pass through the one on the right to retrieve the Enemy
Intel Cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > SURVIVAL CHALLENGE CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
There is an ultra-cold door to the right of the save room that, when
opened, grants access to an Eagle Perch and the cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
In the room with the red Bulava KZ-7 and explosive shield trooper, use
Down Strike on the grates to find the cube along with some health capsules.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Construction Zone
~~~~~~~~~~~~~~~~~
During the security lockdown, you must climb a building to access a
shutdown switch. At the top of the building, to the left of the switch, is
the Large Canister sandwiched between two Down Strike grates.
<> Construction Zone
~~~~~~~~~~~~~~~~~
During your descent from the construction zone after the security lockdown,
you will be attacked by a flying barge populated by snipers. Eventually the
vehicle stops and floats above a platform connected to a gigantic crane.
From a perch significantly higher, double jump to this platform and grab
the canister.
<> Construction Zone
~~~~~~~~~~~~~~~~~
In the area with the great large cranes, just before the entrance to the
Kazakh Grand Dam. The Large Canister is floating in the air on the lowest
level, under the rightmost (smallest) crane.
<> Kazakh Grand Dam
~~~~~~~~~~~~~~~~
This one is just hanging out on the side of the dam as you make your way
up - pretty hard to miss.
<> Kazakh Grand Dam
~~~~~~~~~~~~~~~~
There is another Large Canister alongside the Kazakh Grand Dam; it's
floating in the air once you make it all the way to the top.
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
The Large Canister is floating in the middle of the area. It can be hard to
initially spot on its own, but they are displayed on your minimap (and the
main map) as a green circle.
<> Carbon Charging Area
~~~~~~~~~~~~~~~~~~~~
Just after entering the area from Processing, leap onto the ceiling and
pass through the pipe. Jump onto the ledge to your right for the canister.
<> Ventilation Station
~~~~~~~~~~~~~~~~~~~
The item is found on a high ledge on the western end; too high for you to
reach during your initial visit. Once you have the Plasma Catapult and
Option-B you revisit this room and get obtain it.
<> Construction Zone
~~~~~~~~~~~~~~~~~
Located on top of the main construction crane. You can either get here from
the plasma rings near the top of Kazakh Grand Dam or by jumping and
catapulting from the area to the left of the crane.
==============================================================================
MILITARY RING [0504]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > HEALTH UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
In the large chamber east of the perimeter wall. Look on your map for a
narrow vertical hole, going from the ceiling of one room up to the floor of
another. Climb to the second level and line up with the floor, then use
Down Strike to crash through the hole. Now start climbing back up through
the hole and enter the vent on the side to reach the hidden upgrade.
<> The Gauntlet
~~~~~~~~~~~~
You find a Health Upgrade in a room at the bottom of the area, after
successfully challenging The Gauntlet.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Upper Military
~~~~~~~~~~~~~~
Once you have the Plasma Catapult, return to this area and catapult through
the upper plasma ring in the tall shaft. You'll enter a room with the
Energy Upgrade inside.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Upper Military
~~~~~~~~~~~~~~
Head through the row of magnetic gates, going east. Eventually you fall
down a shaft, only to find one last magnetic gate that takes you into a
tiny computer room; inside is the Fallen Strider.
+ Strider Hien
~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Geometrical
Strider Hien and Strider Hiryu has worked together on several missions.
Very skilled and arrogant, Hien wields a 3-stage transforming Cypher.
Only Striders of A-Rank or greater are allowed a specialized weapon.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Perimeter Wall
~~~~~~~~~~~~~~
Immediately after going through the entrance gate, climb on the wall above
the door to grab the cube.
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
In the large chamber east of the perimeter wall. Look on your map for a
narrow vertical hole, going from the ceiling of one room up to the floor of
another. Just below is a small ditch under your feet. Press Down and A to
pass through the floorboard and grab the cube.
<> Upper Military
~~~~~~~~~~~~~~
After defeating Solo, head west until you reach a balcony with an Eagle
Perch. Climb the wall above the doorway to find the cube floating in the
air.
<> Upper Military
~~~~~~~~~~~~~~
Go through the row of magnetic gates to the east and drop down the hole.
At the bottom, before entering the computer room, is the cube floating in
the corner.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Perimeter Wall
~~~~~~~~~~~~~~
Following your run-in with the military lieutenants, leap onto the third
hurdle and double jump to the floating platform containing the cube.
<> Military Prison
~~~~~~~~~~~~~~~
After meeting up with the Prisoner a second time, go to the east to find
another three-tiered cell block. The cube is found in here, on the right.
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
Use the Eagle Perch in the Military Prison to reach the Lower Military
Zone; the cube is right next to the Eagle Perch.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > SURVIVAL CHALLENGE CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Military Prison
~~~~~~~~~~~~~~~
After obtaining the Plasma Catapult and entering Military Ring from the
Underground, go through the first plasma ring you find to reach a three-
tiered room containing explosive shield troopers. It is found here, on the
right-hand side.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Upper Military
~~~~~~~~~~~~~~
On the balcony containing the Eagle Perch, descend down the west side of
the balcony through a slew of mounted cannons and PNUTs. Along the way is
the cube hiding behind a floating wall.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Perimeter Wall
~~~~~~~~~~~~~~
Early on, on the portion of the wall where you first run into the Molniya
military lieutenants. This canister is resting atop a high floating
platform.
<> Upper Military
~~~~~~~~~~~~~~
On the balcony containing the Eagle Perch, descend down the west side of
the balcony through a slew of mounted cannons and PNUTs. Along the way is
the cube hiding behind a floating wall (can be unlocked later once you get
the Plasma Catapult).
<> Military Prison
~~~~~~~~~~~~~~~
In the sealed room with the red Bulava KZ-7, go up the wall to spot the
Large Canister near the ceiling.
<> Lower Military Zone
~~~~~~~~~~~~~~~~~~~
Use the Eagle Perch from the Military Prison to end up back here. The
Large Canister is found north of where you land, above the Enemy Intel
Cube.
==============================================================================
PROCESSING [0505]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > HEALTH UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Organics Repurposing Center
~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the chamber with the PNUT Mx-E spawn points. Search the ground floor
while you attempt to plug up the two holes, and pass through the grate in
between the spawn points to find the upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
Located inside the large main chamber of Sewage Repurposing, not too far
from the second Large Canister. This Energy Upgrade is tucked away in the
southeast corner of the room, and can only be safely accessed by climbing
along the walls.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY RECHARGE UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
Found in the western stretch of hallways leading to Industry. One of the
passages contains a grate where you can pass underneath. In this small
area under the grate is the upgrade.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
As you enter the area from The Waste Trap, immediately hop on the rock wall
above you and move upwards (past the Enemy Intel Cube). Climb onto the pipe
on the ceiling and move to the round part in the middle. Pressing Up and A
allows you to enter the pipe, which is where you'll find your prize.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KUNAI UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
In the tall room with the conveyor belts is a kunai gate, with the cube
being on the opposite end on the right. Once you get the door open, head
through to a perilous room: the ceiling is lined with thorns, and you must
ride a series of crane hooks while avoiding spinning blades. Jump, duck,
and slide over the blades while hopping from hook to hook to reach the
Kunai Upgrade.
<> Central Processing
~~~~~~~~~~~~~~~~~~
Once you have kunai, head to the room with the three water valves and climb
up towards the sewer line with the sewer crabs. Along the way is a door
that can be opened using kunai, and the upgrade is right on the other end.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KUNAI RANGE UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Falling through the broken floorboards drops you down into a pit with some
sewage and several insect troopers. After clearing them out, jump across
the small islands on your left to find the upgrade.
<> Organics Repurposing Center
~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the west end of the room with the PNUT Mx-E spawn points is a gate that
can only be opened with kunai. Now that you have 'em, open the gate and
grab it.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Just past the save room, there is a ledge with a weak floorboard below.
This area is tricky, because once you step on the floorboard it collapses
and you fall down a pit. The Fallen Strider is on the opposite end of the
floorboard so you have to drop down from the ledge and quickly double jump
to the alcove. If you miss it, you have to retrace your steps through the
Lower Black Market and Underground Citizen Camp.
+ Strider Hiyou
~~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Cy-sickle
An expert assassin, skilled in stealth and traps. Hiyou prides himself in
the creative elimination of targets.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
After exploring the main cavern and getting the bunch of collectibles here,
go through the southwest tunnel. The Concept Art Cube is just kinda sitting
out in the open, near a mounted gun.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Inside the long room with the explosive kunai traps, high above the two
conveyor belts.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Following the boss battle with the Mutant Millipede, go through the save
room and begin climbing up the wall above the doorway. There is a Concept
Art Cube and an Enemy Intel Cube on the wall/ceiling.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Following the boss battle with the Mutant Millipede, go through the save
room and past the two cubes on the ceiling. Up on the second floor, some
Insect Troopers dissolve a hole in a wall and storm through. On the ceiling
above the wall is another cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Upon entering the area from The Waste Trap, jump onto the rocky wall and
start scaling the side of the cavern; the cube is along the side of the
wall.
<> Abandoned Train Station
~~~~~~~~~~~~~~~~~~~~~~~
Just past the Black Marketer is the floating cube, up above the Down Strike
grate.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Following the boss battle with the Mutant Millipede, go through the save
room and begin climbing up the wall above the doorway. There is a Concept
Art Cube and an Enemy Intel Cube on the wall/ceiling.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
After accessing the area from the Underground Citizen Camp (once you get
the kunai). It is underneath some Down Strike grates, next to a save room.
Basically impossible to miss.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
In the room to the right of the save point, with the weak floorboards. Hop
on the ceiling and climb north of the cliff's edge to find the cube up in
the corner.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > STORY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Inside the long room with the explosive kunai traps, on the far end of the
room past the Concept Art Cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > SURVIVAL CHALLENGE CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Scale the eastern wall (which is where you find the Enemy Intel Cube and
Energy Recharge Upgrade) and continue atop the ceiling. Eventually you pass
by two metal girders; one of them containing the Survival Challenge Cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Overflow Processing
~~~~~~~~~~~~~~~~~~~
Jump into the river of garbage and let the current take you west, towards
the ominous wall of spinning blades. Before you hit the blades, jump up and
grab the cube before sprinting to safety.
<> Lower Black Market
~~~~~~~~~~~~~~~~~~
Found by crossing the ceiling of the Lower Black Market (past the Survival
Challenge Cube and other collectibles). Once you reach the west end,
maneuver around the outcroppings to reach a ledge with this cube. Note that
this ledge is not accessible from below, so the ceiling is the only way.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Sludge Digestion Chamber
~~~~~~~~~~~~~~~~~~~~~~~~
From the west exit, jump onto the wall above you and climb up into the
corner. Strider and the Large Canister are offscreen and out of sight, but
if you attack you'll break it open.
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
The first Large Canister is in the main room of the area, hanging out in
the domed-out portion of the ceiling.
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
There is another canister in the large main room, on the south end. Drop
down to the southmost portion of the room and it is to the left in an
alcove (you must cross the ceiling to reach it unharmed).
<> Sewage Repurposing
~~~~~~~~~~~~~~~~~~
The next Large Canister is on the western end of the room, inside another
domed portion of the ceiling.
<> Underground Citizen Camp
~~~~~~~~~~~~~~~~~~~~~~~~
Walk through the dilapidated town and you'll spot the canister on a ledge
near one of the old buildings in the middle of the main room.
==============================================================================
UNDERGROUND [0506]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > HEALTH UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
In the first lava-filled room. On the lower floor, jump past the large
crater in the ground and cross the lava pool to the eastern island
containing the collectible.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Refuse Processing
~~~~~~~~~~~~~~~~~
In the first of the large chasm rooms, jump to the Ultra-Cold Gate on the
left side. Open the gate and go inside for the Energy Upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KUNAI UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Juroung's Chambers
~~~~~~~~~~~~~~~~~~
After killing Juroung and obtaining the Magnetic Cypher, climb the tall
room to the west and activate the eye gate at the top. Go through the open
door for the Kunai Upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Refuse Processing
~~~~~~~~~~~~~~~~~
Backtrack to the tall room with the missile troopers and switches that
adjust the platform heights. There is a magnetic gate here that, when
opened, grants you access to the Fallen Strider.
+ Strider Hoen
~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Cy-spear
A large, open-hearted man, who wields a plasma spear. His strength could
not overcome the forces of Meio. Only Striders of A-Rank or greater are
allowed an animal name.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Underground Temple
~~~~~~~~~~~~~~~~~~~~~~
Once you have the Plasma Catapult, return to the entrance of the
Underground. Use the lone plasma ring to launch yourself up to the cube.
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
Climb onto the ceiling and head east, eventually crossing paths with the
cube.
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
The Concept Art Cube is in the first lava-filled room. Move west past the
first lava pool, then drop down to the floor below to spot the cube in the
corner.
Heloderma horridum
<> Underground Outpost
~~~~~~~~~~~~~~~~~~~
Located in the cavern to the left of the save point. Fall down to the floor
and slide through the vent in the corner to enter a small, weird Meio
shrine with the cube.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
East of the Magmapede miniboss room is a magnetic gate. Once you are able
to open it, do so to find the cube in a small chamber.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Temple West Wing
~~~~~~~~~~~~~~~~
Right after unlocking the Plasma Catapult, you can grab this cube in the
following room; it's just floating above a lava pit that you should be able
to easily cross now.
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
Can be found in one of the caverns, found at a dead end to the left in a
spot infested with sewer crabs.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
In the second pit room, to the left of the save point, is a pair of secret
Down Strike grates at the bottom of the chasm (on both sides of the lava
pool). Hit both to cause a platform containing the cube to emerge from the
lava. The two Down Strike grates do not appear on your map - very sneaky!
<> Refuse Processing
~~~~~~~~~~~~~~~~~
East of the Magmapede miniboss room is a magnetic gate, in the northeast
corner. Once you are able to open it, do so to find the cube in a small
chamber.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > STORY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Temple East Wing
~~~~~~~~~~~~~~~~
As you climb up towards the first Gravitron, you can collect the cube by
climbing on the eastern wall. It's sitting on the wall near the top.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Grand Ascension
~~~~~~~~~~~~~~~~~~~
Can be obtained after activating the plasma rings. However, do not jump in
the plasma rings! Carefully avoid them as you cross to the west side of the
room and start going up the wall. You'll find the cube along the way.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
In the first pit chasm (the one with the movable walkways). Just above the
southwest exit is a ledge with a hidden vent in the side; slide through to
find it. Use the map if you cannot find the vent entrance.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Underground Temple
~~~~~~~~~~~~~~~~~~~~~~
On the east side of the room with the lava pool, the Large Canister is
found atop the wall; if you climb up the wall past the kunai cube you'll be
able to reach it.
<> The Magnetic Nexus
~~~~~~~~~~~~~~~~~~
The Large Canister is located in the small room with the switch used to
unlock the main portion of the room. You can't miss it.
<> Temple West Wing
~~~~~~~~~~~~~~~~
Located after the fight against the first Gravitron, in a couple rooms
following the boss room; it's hovering above a Bot Interface.
<> The Underground Dump
~~~~~~~~~~~~~~~~~~~~
Found inside a cavern infested with sewer crabs, to the right of an Enemy
Intel Cube.
<> Refuse Processing
~~~~~~~~~~~~~~~~~
Located in the second pit chamber, to the west of the save point. It is at
the very bottom of the pit, near the lava pool (and above one of the two
secret Down Strike grates).
<> Temple East Wing
~~~~~~~~~~~~~~~~
In the lava room with the pair of eye gates, past the hallway with the two
Ognemets. Climb along the wall/ceiling to reach it.
<> Juroung's Chambers
~~~~~~~~~~~~~~~~~~
The Large Canister is waiting at the door leading to Juroung's dojo, at
the bottom of the stairs left of the save point.
==============================================================================
MILITARY HEADQUARTERS [0507]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Motor Pool
~~~~~~~~~~
There is a single explosive gate in this area, which leads to a room
containing the Energy Upgrade. Backtrack once you get the Explosive Cypher.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY RECHARGE UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Command Center (Upper HQ)
~~~~~~~~~~~~~~~~~~~~~~~~~
Near the entrance of the region from the Military Ring. As you go along,
you'll come to a Down Strike grate. Smash it and get the upgrade. It is
pretty hard to miss since you pass right above it.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KUNAI RANGE UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
There is an explosive gate in a blue-tinted room about halfway through the
hangar. Once you get the Explosive Cypher, backtrack to this room and open
the door to obtain the upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Motor Pool
~~~~~~~~~~
On the east side of the Motor Pool's yard is an ultra-cold gate. Simply
open it to find the Fallen Strider in a tiny side room.
+ Strider Jingei
~~~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Cy-blade
An infiltration and intelligence scout, who specialized in undermining
the enemy's inner circle.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
In the room where you begin the chase after General Mikiel. Walk to the
left and destroy the leftmost Down Strike grate to gain access to the
collectible.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
Found during your pursuit of General Mikiel, in the second room (where you
are properly introduced to the general). It is in the northwest corner.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
Found during your pursuit of General Mikiel, in the third room. The cube is
located directly west from the doorway when you enter.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
In the boss room where you face off against General Mikiel and Tornado, up
on the ceiling. You can only obtain it after beating the boss.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
In the boss room where you face off against General Mikiel and Tornado,
down in a pit on the west side of the room. You can only obtain it after
beating the boss.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
In the final room of the Hangar Bay Zeta, before departing to the Research
Facility. The collectible is located underneath a catwalk near the exit.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
In the outside portion of the hangar with multiple floors and explosive
gates. If you climb to the very top of the room you can access the cube.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
Found during your pursuit of General Mikiel, in the fourth room. This one
is in the northwest side of the room, above where you first enter.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
In the final room of the Hangar Bay Zeta, before departing to the Research
Facility. The collectible is floating in the northeast corner of the room.
<> The War Room
~~~~~~~~~~~~
Found at the very top of the room, above the Eagle Perch. Avoid using the
Eagle Perch and instead climb up the silo to find it at the very top.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > STORY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Command Center (Upper HQ)
~~~~~~~~~~~~~~~~~~~~~~~~~
Right near the Energy Recharge Upgrade. Frankly, this one is downright
impossible to miss out on since you have to get it in order to proceed
through the room (it's in a hallway and you have to use Plasma Catapult in
order to shoot through the electrical field).
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Motor Pool
~~~~~~~~~~
Upon entering the area, jump and catapult to the ledges above you and you
will find it hovering in front of an explosive gate.
<> Hangar Bay Zeta
~~~~~~~~~~~~~~~
Found atop the room with the two Ognemets inside. Can be taken after, or
during the fight in order to replenish your health.
<> Command Center (Upper HQ)
~~~~~~~~~~~~~~~~~~~~~~~~~
Found after opening the hatches leading down to the Balrog's Bot Interface
controls; the canister is floating above the interface.
==============================================================================
RESEARCH FACILITY [0508]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > HEALTH UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
This Health Upgrade is rewarded to you once you manage to defeat the first
Brainwalker encountered in the game.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENERGY UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Recycling Center
~~~~~~~~~~~~~~~~
Immediately upon entering the room, pass through the grate underneath you
but don't drop down. Instead, maneuver around the laser trap and drop down
to access the Energy Upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > KUNAI UPGRADES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Specimen Storage
~~~~~~~~~~~~~~~~
In the side chamber in the southeast corner of the main room. Inside is a
vertical conveyor belt and a kunai cube. Using Explosive Kunai, throw them
at the conveyor belt so they stick and travel down to the cube, ultimately
activating it and granting you entry to the upgrade.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > FALLEN STRIDERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Cloning Chamber
~~~~~~~~~~~~~~~
Found in a room branching off from the brain room where you find the
Survival Challenge Cube. Position yourself above the vertical opening on
the right side of the room (seen on the map) and press Down + A to pass
through a hidden floorboard. Slide through the ventilation duct to reach
a secret room.
+ Strider Koja
~~~~~~~~~~~~
A-Rank Strider Primary Weapon: Cy-fang
Plasma drivers embedded in Koja's arms and legs endowed him with
superhuman speed and attacks.
<> Vertical Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
On the bottom of the room there are two doors. The door on the left side
opens after defeating Mecha Pon. Go through the doorway and pass through
the transport tubes to pass through most of the facility, claiming the
Fallen Strider along the way (technically you get it in the Robotics
Assembly Line).
+ Strider Ouga
~~~~~~~~~~~~
Special A Primary Weapon: Twin Cypher
A mentally insane killing machine, Strider Ouga wielded double Cypher
blades with deadly precision. Strider of A-Rank or greater are allowed to
take on an animal name, but Ouga refused this honor.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Robotics Manufacturing
~~~~~~~~~~~~~~~~~~~~~~
In the very first room in the Research Facility is a Concept Art Cube on a
platform hanging from the ceiling.
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
After going across the assembly line, climb up through the grates and take
down all the enemies, then search the ledge above the grates in the
northwest corner for the collectible.
<> Observatory
~~~~~~~~~~~
Found in the laser chamber. Once you open up the entrance, fall down
through the tube and immediately jump to the platform on the left. The cube
is found here, but more importantly, this platform acts as a respawn point
if you hit the lasers in here. An ASCII map of the area can be found
directly below.
<> Observatory
~~~~~~~~~~~
Found in the laser chamber. From the platform, cross the southern part of
the chamber using the jump -> catapult -> jump -> catapult method. It is
tough, but doable. An ASCII map of the area can be found directly below.
ENTRANCE
# #
# #########################################
## !! !! ##
## !!!!!!!!!!!!!!!!!!!!!!!!!!! ##
################# ########
# PLATFORM [C] !! #
# ############### !! !! !! #
# # # !! !! !! #
# # # !! !! !! #
# # ## ## ## !! #
# # ## !! ## ## !! #
# ######### !! ## ## !! #
# !! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #
# !! !! #
# !! !! #
#!! ## ## [C] #
#!! ## ## !!!!!!#
#!! ## ## #
#!! !! !! #
#!! #####
#!! ENTRANCE
#!!!!!!!! ###########
#!! #
#!! ##
#!! ##
#!! ##
# #
# #
EXIT #
###########################################################################
<> Observatory
~~~~~~~~~~~
In the plasma ring hallway west of the laser chamber. The cube is resting
on a platform at the very end of the hall.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > ENEMY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Specimen Storage
~~~~~~~~~~~~~~~~
If you climb across the ceiling and/or walls of the room with the two
Panther Run statues, you can find this item in the northwest corner.
<> Observatory
~~~~~~~~~~~
Found inside the silo with the Bot Interface at the top. Due to the
hazardous walls, the only way to reach the top is to freeze the flying
PNUTs and use them as stepping stones. The cube is at the very top, next to
the Bot Interface.
<> Observatory
~~~~~~~~~~~
Found in the laser chamber. From the platform, cross the northern part of
the chamber using the jump -> catapult -> jump -> catapult method. It is
tough, but doable. An ASCII map of the area can be found directly below.
<> Observatory
~~~~~~~~~~~
Found in the laser chamber. You must access the area from the eastern
entrance, then climb up the wall and jump around the lone laser barrier. An
ASCII map of the area can be found directly below.
ENTRANCE
# #
# #########################################
## !! !! ##
## !!!!!!!!!!!!!!!!!!!!!!!!!!! [C] ##
################# ########
# PLATFORM !! #
# ############### !! !! !! [C] #
# # # !! !! !! #
# # # !! !! !! #
# # ## ## ## !! #
# # ## !! ## ## !! #
# ######### !! ## ## !! #
# !! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #
# !! !! #
# !! !! #
#!! ## ## #
#!! ## ## !!!!!!#
#!! ## ## #
#!! !! !! #
#!! #####
#!! ENTRANCE
#!!!!!!!! ###########
#!! #
#!! ##
#!! ##
#!! ##
# #
# #
EXIT #
###########################################################################
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > STORY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
Once you enter the room from the west, jump up to the northern platforms.
The cube is up here near the ceiling, in between two mounted laser guns.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > SURVIVAL CHALLENGE CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Cloning Chamber
~~~~~~~~~~~~~~~
In the first chamber, there is a grate just before the eastern doorway.
Pass through and destroy the Down Strike grate. Enter the blue tube hallway
and pass through the Plasma Ring to the right. You enter a room with a
giant brain in the background and the cube in the corner.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > BEACON RUN CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Recycling Center
~~~~~~~~~~~~~~~~
On the east side of the room is a hole with two laser traps set on a track
that move north and south. Stand to the left of the lasers, on the other
side of the wall, and wait for them to pull away from each other. When
there is enough space to move between 'em, catapult over to the cube.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
If you intentionally fall off the assembly line you are dropped into a
hole. Avoid the pistons as you search the hole for the canister.
<> Robotics Assembly Line
~~~~~~~~~~~~~~~~~~~~~~
Found on the southern portion of the area; the canister is found just
before entering the chute which takes you to the Brainwalker miniboss.
<> Test Lab
~~~~~~~~
At the southern end of the room. Use the moving platforms to protect
yourself from the laser traps and crack open the canister once you reach
it.
<> Cryostasis
~~~~~~~~~~
In the room with the two moving cryostasis tanks. Once you activate the
two switches, ride the rightmost tank up towards the ceiling to reach the
canister.
==============================================================================
ABOVE KAZAKH CITY [0509]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Balrog Hull
~~~~~~~~~~~
There is a Large Canister floating on a platform on the underside of the
Balrog. It's right above the skiff containing the Ognemet.
<> Balrog Main Deck
~~~~~~~~~~~~~~~~
The second Large Canister is not far from the first, after pulling yourself
up from the underside and onto the main deck.
<> Balrog Main Deck
~~~~~~~~~~~~~~~~
Up in the northeast corner from where you fight the pair of ice-powered
Brainwalkers.
==============================================================================
TOWER [0510]
==============================================================================
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > CONCEPT ART CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
On the east side of the plaza, above the door, is the cube. You need the
Plasma Catapult in order to reach it.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > STORY INTEL CUBES
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> The Plaza
~~~~~~~~~
On the east side of the plaza, above the door, is the cube. You need the
Plasma Catapult in order to reach it.
/\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
< > LARGE CANISTERS
\/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Atrium
~~~~~~
The Large Canister is found on the east side of the atrium, which is
accessible by climbing up the wall.
<> Atrium
~~~~~~
The Large Canister is found on the west side of the atrium, which is
accessible by climbing up the wall.
<> Atrium
~~~~~~
The Large Canister is found on the northwest corner of the atrium; you may
need to use some of the plasma rings to reach it.
<> Atrium
~~~~~~
Found after hitting the two override switches and lowering the two sets of
stairs where you entered the area; on the path leading down to the chaos
engine.
<> The Ascent
~~~~~~~~~~
There is a Large Canister found on the left side of the elevator, and is to
be used during the grand ascent.
<> The Ascent
~~~~~~~~~~
There is a Large Canister found on the right side of the elevator, and is
to be used during the grand ascent.
<> Throne Room
~~~~~~~~~~~
The Large Canister is floating to the left of where you enter the Throne
Room.
<> Throne Room
~~~~~~~~~~~
The Large Canister is floating to the right of where you enter the Throne
Room.
______________________________________________________________________________
==============================================================================
[6] ACHIEVEMENTS [0600]
==============================================================================
Here are all the Achievements found in the game, in alphabetical order.
<> A Cold Wind Blows (10)
~~~~~~~~~~~~~~~~~~~~~~
Defeated Pei Pooh.
+ Storyline progression. For help in beating Pei Pooh, check out the boss
section of the guide or the appropriate walkthrough section.
<> All Fall Down (5)
~~~~~~~~~~~~~~~~~
Destroyed Gravitron 2.
+ Storyline progression. For help in beating the second Gravitron, check
out the boss section of the guide or the appropriate walkthrough section.
<> Another Soulless Copy (10)
~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated Pei & Nang Pooh.
+ Storyline progression. For help in beating Pei and Nang Pooh, check out
the boss section of the guide or the appropriate walkthrough section.
<> Class-A Ninja (20)
~~~~~~~~~~~~~~~~~~
Completed game on Normal difficulty.
+ All you have to do is beat the game on the required difficulty (the
walkthrough is based on the Normal difficulty).
<> Collector of Collecting (20)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Collected all Large Canisters.
+ Large Canisters are giant versions of health capsules: green glowing
containers that float in the air. Check out Section 5 for all things
collectibles.
<> Cuts Like a Knife (10)
~~~~~~~~~~~~~~~~~~~~~~
Collected all Kunai Upgrades.
+ There are 4 Kunai Upgrades and 3 Kunai Range Upgrades total. Check out
Section 5 for all things collectibles.
<> Death of the Iron Ruler (10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated General Mikiel.
+ Storyline progression. For help in beating General Mikiel, check out the
boss section of the guide or the appropriate walkthrough section.
<> Didn't Miss a Beat (15)
~~~~~~~~~~~~~~~~~~~~~~~
Completed the Balrog without falling.
+ In the area Above Kazakh City, you are tasked with boarding the enemy
ship Balrog. The first few portions of the area involve you hopping
across flying skiffs and climbing the giant ship. You must reach the
Balrog Main Deck without falling in order to unlock the Achievement; I
suggest avoiding most enemies and running past them, especially the
Ognemets. If you mess up and fall, pause and restart last checkpoint.
<> Don't Drink the Water (10)
~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated Juroung.
+ Storyline progression. For help in beating Juroung, check out the boss
section of the guide or the appropriate walkthrough section.
<> Dragon Slayer (10)
~~~~~~~~~~~~~~~~~~
Defeated the Armored Dragon Stage 2.
+ Storyline progression. For help in beating Ouroboros Mk. III a second
time, check out the boss section of the guide or the appropriate
walkthrough section.
<> Equal in the Face of Death (15)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated Grandmaster Meio.
+ Storyline progression. For help in beating Grandmaster Meio, check out
the boss section of the guide or the appropriate walkthrough section.
<> Eye of the Tiger (10)
~~~~~~~~~~~~~~~~~~~~~
Defeated 20 enemies using Panther Run.
+ Not at all difficult, considering enemies respawn every time you leave
and re-enter an area (sometimes even if you step offscreen). If you don't
get it by the end of the game you can find a populated room and let the
baddies respawn over and over.
<> Health Nut (10)
~~~~~~~~~~~~~~~
Collected all Health Upgrades.
+ There are 10 total Health Upgrades. Check out Section 5 for all things
collectibles.
<> I Got You! (10)
~~~~~~~~~~~~~~~
Defeated Solo.
+ Storyline progression. For help in beating Solo, check out the boss
section of the guide or the appropriate walkthrough section.
<> I'm Rubber, You're Glue (15)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated 10 enemies using Reflect.
+ Pretty easy, and only attainable once you unlock the Reflect Cypher early
on in the game. If you time your attacks, you can reflect bullets back at
enemies - kill ten enemies with their own bullets.
<> Master of Unlocking (5)
~~~~~~~~~~~~~~~~~~~~~~~
Charged the first Novo.
+ Storyline progression. Once you unlock the Charged Cypher (second upgrade
in the game), you will be able to unlock the Eye Gates/Novo. This should
be the first Achievement you unlock.
<> Meet Cypher's Edge (25)
~~~~~~~~~~~~~~~~~~~~~~~
Maxed out the Hit Meter 25 times.
+ The Hit Meter is in the upper left-hand corner of the screen, next to
your health and energy. It is filled by continuously hitting enemies and
will decrease significantly each time you take damage. It also completely
drains after about five seconds of inactivity. So basically: keep hitting
foes without getting hurt and you'll max it out, during which the screen
glows and time slows down/you deal extra damage.
Maxing out the Hit Meter 25 total times is asking a lot. It can be tough
to find enough enemies consecutively in order to fill it without there
being any gaps of silence, so it helps if the enemies are durable also.
I managed to easily get this Achievement in Specimen Storage in the
Research Facility, (where there are two Brainwalkers). Once you become
familiar with their attacks, they become easy targets. Use the Reflect
Cypher since it is the weakest and allows you to score more hits.
<> Now I Am the Master (20)
~~~~~~~~~~~~~~~~~~~~~~~~
Defeated Meio Prime.
+ Storyline progression. For help in beating Meio Prime, check out the boss
section of the guide or the appropriate walkthrough section.
<> Red Dragon Awaits (10)
~~~~~~~~~~~~~~~~~~~~~~
Defeated the Armored Dragon.
+ Storyline progression. For help in beating Ouroboros Mk. III, check out
the boss section of the guide or the appropriate walkthrough section.
<> Remember the Fallen (15)
~~~~~~~~~~~~~~~~~~~~~~~~
Collected all Fallen Striders.
+ Fallen Striders are a type of collectible and are represented as glowing
Japanese characters. Check out Section 5 for all things collectibles.
<> Run Crying Back To Your Masters (10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated The Winds.
+ Storyline progression. For help in beating all three sisters, check out
the boss section of the guide or the appropriate walkthrough section.
<> Shock the Monkey (10)
~~~~~~~~~~~~~~~~~~~~~
Defeated Mecha Pon.
+ Storyline progression. For help in beating Mecha Pon, check out the boss
section of the guide or the appropriate walkthrough section.
<> Special Class-A (30)
~~~~~~~~~~~~~~~~~~~~
Completed the game on Hard difficulty.
+ All you have to do is beat the game on the required difficulty. This
difficulty mode is significantly more challenging than Normal and you
may be inclined to complete the game prior to a Hard Mode run.
<> Speed Demon (40)
~~~~~~~~~~~~~~~~
Completed the game in under 4 hours.
+ This may sound insane, but it is certainly very manageable if you follow
two rules: play on Easy Mode, and almost never stray from the main path.
Don't go exploring for collectibles or searching for upgrades, since that
wastes precious time. I also recommend doing this on your second or even
third playthrough so you have an understanding of the game's progression.
FYI, you can view the game clock by pressing Back, and pausing the game/
viewing the menu causes the game clock to stop.
<> Spice Must Flow (5)
~~~~~~~~~~~~~~~~~~~
Defeated the Millipede.
+ Storyline progression. For help in beating the Mutant Millipede, check
out the boss section of the guide or the appropriate walkthrough section.
<> That's No Moon (5)
~~~~~~~~~~~~~~~~~~
Destroyed Gravitron.
+ Storyline progression. For help in beating the first Gravitron, check out
the boss section of the guide or the appropriate walkthrough section.
<> The Circle Is Now Complete (10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated Resurrected Solo.
+ Storyline progression. For help in beating Solo ZN-2, check out the boss
section of the guide or the appropriate walkthrough section.
<> Untouchable (15)
~~~~~~~~~~~~~~~~
Defeated 20 consecutive enemies, without being hit.
+ This Achievement actually is not as tough as it sounds, especially if you
are playing on the easiest difficulty setting. The Reflect Cypher is a
must, in order to defend yourself against projectiles. Pick one of the
earlier stages in the game that feature weak enemies, and even spam some
Options that allow you to fight from afar. Since enemies respawn, you can
target the same group over and over again. I managed to get it without
even trying on my first playthrough.
<> You Must Defeat Sheng Long (10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeated Xi Wang Mu.
+ Storyline progression. For help in beating Xi Wang Mu, check out the boss
section of the guide or the appropriate walkthrough section.
<> You've Got The Power (10)
~~~~~~~~~~~~~~~~~~~~~~~~~
Collected all Energy Upgrades.
+ There are 10 Energy Upgrades and 5 Energy Recharge Upgrades total. Check
out Section 5 for all things collectibles.
______________________________________________________________________________
==============================================================================
[7] BESTIARY [0700]
==============================================================================
==============================================================================
ENEMIES [0701]
==============================================================================
<> Peshka - Light Trooper
~~~~~~~~~~~~~~~~~~~~~~
These soldiers are the backbone of Meio's army and can be seen everywhere,
enforcing his oppressive rule.
Equipped with light armor and custom rifles, they are prepared for any
civil disturbance in Kazakh City.
+ The game's basic cannon fodder, light troopers are very weak and come in
various forms and colors. Some have basic rifles, while others carry
rapid-fire machine guns.
<> PNUT KZ-1 - Pneumatic Unmanned Turret
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PNUT is a mass produced aerial scout robot that can be found throughout
Meio's domain.
It features a sensor orb, dual rotors, and a modular weapon system that is
utilized for scouting, crowd suppression, defense and even some light
anti-armor operations.
Alone they pose little threat to Strider Hiryu, however in groups, their
variety of weapons can pose a significant challenge that cannot be
underestimated.
+ PNUTs are small flying robots that, as mentioned above, are non-
threatening alone but can be a hassle when found in groups. There are
many deviations of the basic PNUT model, but this specific one wields a
mounted machine gun.
<> Kazakh City - Reinforced Shield Trooper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Shield Trooper represents the strongest, most resilient Light Trooper
unit in Meio's army.
Equipped with a massive shield and highly aggressive combat protocols, the
Shield Trooper eagerly advances into close quarters combat, daring its
opponent to attack.
+ The shield trooper has a high defense and can fire his rifle from behind
his protective barrier. You must use a Charged Cypher slash to destroy
the shield and make him vulnerable.
<> UMT-1 - Kazakh Missile Trooper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A reinforced version of the Kazakh Trooper, these soldiers are equipped
with upgraded armor plating and missile launchers.
+ These dudes should be easy to notice with humongous missile launchers
balanced on their shoulder. They are harder to take down than the normal
light troopers, and unfortunately you cannot deflect their missiles with
your Reflect Cypher.
<> PNUT Mx-E - Military Explosive Unit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Military variant of the standard PNUT possesses stronger armor,
enhanced evasive abilities and a number of more destructive weaponry.
The Explosive Military Unit PNUT, or Mx-E, fires deadly explosive canisters
with deadly accuracy.
The explosive canisters have a timed-delay, so the Mx-E can lead the target
into the explosion, for maximum effect.
+ These hovering heli-bots fire powerful explosive darts that are basically
identical to your Explosive Kunai. When launched, a yellow ring appears
and surrounds the projectile before it explodes. Since there is a delay,
you are able to dodge the blast radius of the missed shots.
<> Zanteps - Military Sniper
~~~~~~~~~~~~~~~~~~~~~~~~~
Within Meio's Trooper ranks, a select number of Troopers are programmed to
utilize the long-range sniper rifle.
These Sniper Troopers take steady aim and fire their powered weapons with
devastating accuracy, usually obliterating their target in a single shot.
+ The sniper troopers are long-range fighters that can be a big pain in
the game's later levels, when found in groups. They always use a laser
sight that tracks your position before ultimately letting a shot off.
Make sure to dodge the laser sight to avoid getting hit.
<> Molniya - Military Lieutenant
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Additionally reinforced versions of the Military Trooper, these soldiers
are equipped with upgraded armor plating and advanced training, enabling
them to target faster and utilize deadlier weapons.
+ The military lieutenants are basically suped-up versions of the light
troopers. These have very heavy armor and are tough to take down with
your Reflect Cypher, but don't lose out on speed and agility. They are
usually equipped with standard rifles.
<> Groza - Shotgun Trooper
~~~~~~~~~~~~~~~~~~~~~~~
A specialized soldier in Meio's army, the Shotgun Trooper has become a
highly effective front-line unit for exerting its master's will upon the
population of Kazakh City.
Lightly armored, the Shotgun Trooper favors close range firepower and a
wide area of effect over accuracy.
+ These bruisers have nasty shotguns that have a very wide spread. Their
rate of fire isn't as quick as his allies, but you are better off trying
to reflect back bullets rather than dodging or jumping.
<> Peirazmoz - Magnetic Shield Trooper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These enhanced troopers are outfitted with plasma-harnessing shields, which
only respond to their corresponding plasma type.
+ The magnetic shield trooper carry purple magnetic shields and act similar
to reinforced shield trooper, but their shields can only be destroyed
with the Magnetic Cypher.
<> Severnsi - Sewer Crab
~~~~~~~~~~~~~~~~~~~~~
The Sewer Crab has lived through many decades in the Underground sewers,
evolving their species as parasitic survivalists.
They operate purely on the instincts of aggression and survival.
+ Sewer crabs are nasty pests that live in the sewers of Underground and
Processing. They have thick carapaces that require a Charged Cypher slash
to shatter, and spend most of their time spitting acid or rolling into a
ball and ramming into you.
<> Insect PNUT - Infected Symbiotic Carcass
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Insect PNUTs are a multi-species insect colony inhabiting the
abandoned chassis of a PNUT.
Working together they roam the Underground searching for prey.
Insect PNUTs vomit fluid from their body at range, littering the
environment with toxic acid.
They also have a symbiotic relationship with Insect Troopers, reviving
fallen Insect Troopers whenever they are near.
+ Only encountered in select areas, insect PNUTs should be taken out first
due to their ability to revive fallen insect troopers. Their acidic bile
is annoying and cannot be reflected.
<> Insect Trooper - Infected Symbiotic Carcass
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Insect Troopers are a multi-species insect colony inhabiting a Light
Trooper's body armor.
Working together they roam the Underground searching for prey.
These Insect Troopers spew fluid from their body at range.
When cornered, they attempt to tackle and overwhelm their target.
They also have a symbiotic relationship with Insect PNUTs, with Insect
PNUTs being able to revive fallen Insect Troopers.
+ Only encountered in select areas, insect troopers have a ranged acid spit
attack and can also bullrush you if up close. When defeated they collapse
in a heap of green goo, and will eventually dissolve unless an insect
PNUT decides to butt in.
<> Molot - Explosive Shield Trooper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These enhanced troopers are outfitted with plasma-harnessing shields, which
only respond to their corresponding plasma type.
+ Following the description, you can only damage these foes with your
Explosive Cypher. There is a slight loophole around that, in which you
can reflect their explosive bullets back at them (useful for when you
fight these enemies before unlocking the Explosive Cypher).
<> EM-PNUT - Close-ranged Aggressive Unit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Research variant of the PNUT possesses the latest in technological
advancements.
Enhanced chassis enables faster movement and more durability, while the
latest nanotechnology provides better targeting and evasion techniques.
The EMP, or Electro-Magnetic-Pulse, PNUT is intensely aggressive, swiftly
locking onto and stunning any target it comes in contact with.
+ One of the more annoying PNUT types, the EM-PNUT is very fast and is
capable of directly dodging your attacks with great speed, and attacks by
diving at and shocking you.
<> Uragan - Ultra-cold Trooper
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Uragan Troopers are nanotech-enhanced evolutions of the Light Trooper.
Armed with an Ultra-cold infused shotgun, their attacks can freeze a target
dead in its tracks.
Uragan are often deployed in pairs or accompanied by rapid-fire support
units.
Working in tandem, Uragan will freeze targets while the other units attack,
for a deadly offensive combination.
+ These soldiers have a different appearance than all others and wield an
icy shotgun that works similar to your own Ultra-Cold Cypher. Make sure
to jump out of the way or use your Reflect Cypher, or else you'll be
frozen and left open for attack.
<> Strazh - Laser Trooper
~~~~~~~~~~~~~~~~~~~~~~
Strazh Troopers are the next evolution of the Military Trooper, utilizing
advanced nanotechnology for a higher degree of accuracy, precision and
tactics.
Augmented armor plating enables Strazh Troopers to absorb a large amount of
damage, before being destroyed.
Their use of a laser rifle makes them especially dangerous, particularly en
masse.
+ Definitely one of the toughest trooper types. Strazh are bulky and carry
big laser guns, which are not only powerful but cannot be reflected with
your Cypher.
==============================================================================
BOSSES [0702]
==============================================================================
___________________________________________________________________________
***************************************************************************
VITYAZ-1: MEIO'S ELITE GUARD
----------------------------
Personal guard to Meio himself and the pinnacle of robotic soldier
engineering. Meio's Elite Guards are the embodiment of agility and raw
aggression.
Having been outfitted with cutting edge teleportation technology and bladed
weapons, honed to atomic sharpness, they viciously assault intruders from
every angle.
+ The elite guard has a basic, spinning, two-hit combo.
+ Most importantly, Vityaz-1 can teleport to dodge your attacks and
surprise you if you try to keep your distance.
+ Rarely, he teleports in the air and then slams down with his staff to
create a shockwave.
Considered only a miniboss since you happen to fight these opponents on a
regular basis later in the game, Vityaz-1 is a challenge but not
unbearable. Meio's elite guard has a simple spinning slash that can be
countered by jumping over him. This usually follows a teleport to help
neutralize any combo you have going.
He teleports often to help break up the flow of battle and usually appears
behind you, but his main attack is easy to telegraph. Mash away with X and
don't go too overboard so you don't get hit. If you see Vityaz-1 teleport
in the air, either jump or stick onto a wall.
Speaking of, you can climb the walls to find a trio of canisters on the
ceiling in case you need extra health during the battle.
___________________________________________________________________________
***************************************************************************
OUROBOROS MK. III: THE ARMORED DRAGON
-------------------------------------
The Ouroboros is a monstrous leviathan born of Meio's research facility,
forged into a weapon by the Kazakh military.
Genetically designed to be devastatingly aggressive, its ferocity could not
be contained and the project was decommissioned.
Placed in a neural induced slumber, the creature lies inside the holding
chamber under the City Gate.
+ Phase One: Watch out for electrical pylons that from time to time emerge
out of the dragon's back.
+ Phase Two: Groups of PNUTs will fly past you as you try to run up the
dragon's spine.
+ Phase Two/Three: Mounted guns pop out of slots on Ouroboros' back and
fire at you.
+ Phase Two/Three: Ouroboros Mk. III occasionally sends a wave of
electricity jolting down from its head to its tail. When you see it
coming your way, jump.
+ Phase Three: Both missiles and guided missiles are used as weapons: the
regular ones travel in a straight line and can be jumped over/ducked
under. The homing missiles are tougher to lose but you can dodge them.
Ouroboros Mk. III has no direct attacks of its own. Rather, you are scaling
the dragon's back as it flies through the sky overlooking Kazakh City. For
the first part, climb along its back while avoiding the electric spikes
shoot out and retract from the dragon. You can press A while moving to
climb faster. Note that you cannot plant yourself in the space between each
pair, so space yourself out in the safe zones. When you reach the head,
slice and dice the first of three blue tubes.
The dragon roars and sends you back to its tail as it reverts to a
horizontal state. A horde of PNUTs fly past you as you run across the boss.
They can barely get off a shot before they are outta your sight, so I would
not even bother killing them.
A gust of wind knocks you backwards again. This time, mounted guns appear
and open fire. Your movement on the ground and while jumping are limited
due to the wind, so dashing past them is not really an option. Try to
break most of them on your way to the boss's head. Sliding also helps here,
but the electric waves the dragon sends down its spine forces you to jump
out of the way.
Once you destroy the second weak point, you get forced backwards. Missiles
move your way from the right side of the screen. Some of them you can duck
underneath, but most require you to leap over them. There are a lot of 'em,
so be patient and don't be in too much of a hurry.
Halfway, you get pushed backwards one more time. Again, mounted guns arrive
in addition to guided missiles. The armored dragon moves more erratically,
forcing you to jump on nearby skiffs to regain your footing (watch out for
the light troopers piloting the aircrafts). Jump along the skiffs to reach
the head and finish the boss off.
___________________________________________________________________________
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BULAVA KZ-7: HEAVY TROOPER
--------------------------
Brutish and devastating, the Bulava KZ-7, or Heavy Trooper, is a formidable
tool in Mikiel's military.
Usually deployed for demolotion tasks, the Heavy Trooper utilizes its
pneumatic-charged armor-piercing fists to great effect.
Heavily armored, yet slow, speed and agility are necessary when
encountering them.
+ He most commonly attacks by pointing his mace hand and shooting it like a
cannonball before reeling it back in with his chain tether.
+ Bulava KZ-7 also has a devastating close-range uppercut that can send you
soaring across the room.
+ If you get behind the miniboss, he will turn around and plant his mace
fists on the ground, which can hurt you.
Like Vityaz-1, the Bulava KZ-7 mech is more along the lines of a miniboss.
He can pose a threat, but has a predictable attack pattern and is slow in
nature. Once you figure out the best ways to attack, he should be toast in
no time at all.
The heavy trooper mainly attacks by shooting his mace hand across the room.
Get him to aim the mace away from you by standing on one of the mid-level
platforms. Once he launches it, drop down and slash away while he is
vulnerable (it takes a few seconds for your opponent to yank the mace back
into place.
You can also jump over Bulava KZ-7 and attack his back. Be careful when the
mech turns around, because you can take damage; once you see him pivot and
turn, jump over him again. Charged attacks deal extra damage, and take a
break if you need to replenish your health.
___________________________________________________________________________
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PEI POOH: NORTH WIND
--------------------
The oldest of the sisters, Pei Pooh is the most carefree of the three
sisters, and a constant headache for the other two.
Her weapon combines the traditional Yinyangjizhaori hook sword with a sub-
machinegun.
Playful but deadly, Pei Pooh is a formidable foe alone, and violently
devastating when accompanied by her sisters.
+ Pei Pooh's weapon of choice is a pair of blasters. She fires pink plasma
shots, which stick to walls and continue to damage Hiryu if he comes in
contact.
+ The two blasters also come equipped with bayonets, which she will use if
you resort to close-quarters combat.
+ If you see Pei jump in the air, it likely means she is going to follow up
with a diving kick. Often used in succession.
+ Sometimes Pei Pooh uses her signature attack: her body will glow white,
followed by a barrage of jumping blaster shots which coats the wall and
floor with flames.
+ Sister Pei can block your shots, which can be countered with a Charged
Cypher attack.
Pei Pooh, the first of the Four Winds, attacks Hiryu before he can collect
Option-C. She is agile and mainly focuses on long-range combat. She is
armed with two blasters that can damage you as a projectile, but any time
her fire hits a surface, it turns into a perilous ball of flame for several
seconds.
This boss is quick and agile, forcing you to be much of the same. She also
forces you to use your Charged Cypher often due to her ability to block
your attacks. Arguably her most common attack is with her blasters, which
she will aim at you and fire three to four times in a row. Try to jump over
her and attack her back during the attack.
Pei will block quite often, negating any long combo you have going, but you
can break her guard with your Charged Cypher. She is stunned for a split
second as well, allowing you to follow up with a few swipes. She sometimes
retaliates with her signature blaster technique. There are a few health
capsules here at your convenience.
Overall, a little bit tougher than the minibosses (not really comparable to
Ouroboros Mk. III) due to her agility. This battle is a good way to test
your playing style: you have to sometimes act and play as a ninja if you
want to survive on some of the harder difficulties; fluid and fast. Don't
just stand there and spam the attack button. Jump, slide, and run.
___________________________________________________________________________
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NANG POOH: SOUTH WIND
---------------------
The youngest of the sisters, Nang Pooh, has the strongest will and is the
stern foundation of the team.
The Houtengeki crescent spear is her weapon of choice for medium range
combat, and is used to create her signature whirlwind attack.
+ Nang Pooh's weapon of choice is a long spear-like weapon. She actually
doesn't do much with her weapon aside from a few long jabs.
+ Pretty much identical to Pei Pooh, Nang can jump in the air and execute
a slanted diving kick.
+ Nang Pooh has her own signature attack: she stands in place and spins her
spear in a circle to create a gust of wind and force you backwards.
+ Sister Nang can block your shots, which can be countered with a Charged
Cypher attack.
Nang Pooh fights similarly to her sister, Pei. One main difference is that
the South Wind doesn't have much of a long-range fighting strategy and
mainly relies on her diving kicks and her spear. She blocks far more often
than Pei Pooh and charged strikes must be constantly used in order to break
her defenses.
The first portion of this duel is fairly easy. Nang Pooh typically uses her
dive kick attack about three times in a row. Your best bet is to ready a
Charged Cypher and hit her just as she lands.
Once she has lost about a quarter of her health, Nang Pooh takes a break
and tags in her sister! Now you have to face off against Pei Pooh a second
time. With no real alterations this time around, you can use the same
strategy as before.
Once you have taken out about half of Pei Pooh's health, she stays on the
battlefield and Nang Pooh jumps in to tip the scale in their favor. Now
that it's a handicap match, you must be extra careful (also due to the lack
of health capsules).
The sisters fight side by side, but stick to their own strategies; the only
true difference is that sometimes they both use their signature attacks in
conjunction. Focus on one at a time from here on out (Pei Pooh may be the
easier target due to her health bar being emptier). Remember that you can
use Option-C to deal a bunch of damage, and potentially hit both sisters at
the same time!
Once it's down to one apiece, resume your initial strategy. Use Option-C
during Nang Pooh's stationary signature attack and continue using your
Charged Cypher for guard breaks.
___________________________________________________________________________
***************************************************************************
OGNEMET: NAPALM TROOPER
-----------------------
A ranged-based variation of the Bulava, the Ognemet is a devastating enemy,
specializing in area control and surface denial.
Canisters of focused combustible liquid are launched with great accuracy,
exploding wherever they impact.
Much like the Bulava, the Napalm Trooper is a slow moving enemy.
Careful use of speed, agility and the environment are advised.
+ Ognement has a special compartment on his back that can shoot out napalm
canisters. If they don't hit you directly, they break open and create a
small pool of fire.
+ Like the Bulava KZ-7, Ognement has a big uppercut attack.
+ Also like the Bulava KZ-7, when Ognement turns around he hits the ground
with his mace hands and can damage you.
Ognemet shares both a similar appearance and fighting style with the Bulava
KZ-7. This mech is slightly more dangerous than his cousin since the napalm
canisters can create environmental hazards. They are typically used if you
are far away from the miniboss, but once he's down to about half health the
move is used more frequently.
The napalm trooper isn't much of an upgrade over the heavy trooper. Still
attack by targeting his back and double jump as the miniboss turns around,
chiming in every so often with Option-C. There are several health canisters
at the top of the room.
___________________________________________________________________________
***************************************************************************
SOLO: UNMATCHED BOUNTY HUNTER
-----------------------------
Solo is a fearsome bounty hunter renowned for his skill and precision.
His full-body exo-skeleton is equipped with an arsenal of advanced weapons
and even a jetpack to enable flight.
A professional killer, he always executes his contract for maximum payout.
No target has ever escaped his sight.
+ Solo flies to one edge of the island and begins charging his gun up.
The imprint of the gun blast consumes the entirety of the arena, so the
only real way to avoid it is by clinging to the side of the platform.
+ Solo again flies to the edge of the platform but this time shoots a
quick burst of bullets which explode into pillars of plasma. Just run in
the opposite direction of the boss.
+ The boss may fly to the center of the screen and point his weapon down on
you, firing a series of elegant plasma waves in a sort of triangular
pattern. It may look tough to dodge, but you can avoid all contact by
standing directly under Solo and crouching.
+ One of his most damaging attacks, Solo summons a group of orange
honeycombs, which immediately turn red and home in on you. You must
destroy them with your sword or (preferably) Option-C, or else they
explode in your face. The number of honeycombs increase as the boss's
health decreases.
+ The bounty hunter uses his jetpack to swoop from one side of the area to
the other. Don't get hit!
+ Solo again flies in the middle of the screen and shoots downward. This
time a large honeycomb appears on the ground; move out of the range of
the deadly design or else you get hit with erupting plasma. This is done
multiple times in succession.
+ Similar to the attack above, Solo shoots his cannon to create damaging
honeycomb pillars on the ground. This time, they are much smaller and
appear in groups, usually following a strict pattern.
Without a doubt, Solo is your biggest challenge yet. The crazed bounty
hunter has a slew of powerful attacks that each make you react differently
in order to withstand them. What you first notice about this fight is that
Solo is a flying enemy, so damaging him directly is not as easy as the
terrestrial foes you have been dicing apart. Stick to charged slashes,
preceded by a jump/double jump.
Solo begins by using his two weakest/least concerning attacks. The first is
his charging horizontal cannon. As he charges up, cling to the side of the
long platform and try to stick to the edge underneath him so you can score
some shots during the attack. When he points his gun at the ground, run
away as he fires plasma bullets.
The fight attempts to break itself into sequences, since as you chip away
at Solo's health bar he occasionally releases health for you and begins
using a new set of attacks. His demeanor changes throughout the battle: he
begins by constantly laughing and gloating (giving you opportunities to
attack without consequence), but as the fight goes on he becomes more
frustrated and drops the cocky act.
The two moves you really need to watch out for are his homing honeycombs
and the small honeycomb pillars. The big honeycomb pillars are easy to
dodge and you can even hit him during the attack. The smaller ones are
much more difficult to avoid since they are grouped together in a line and
there is less room for running. Don't attack the boss at all and focus on
avoiding the plasma.
The homing honeycombs are a real pain. Solo sticks to this attack through
the duration of the fight, with the number of explosives increasing as time
goes on. It is near impossible to dodge the honeycombs so you must resort
to destroying them. Your sword does a decent job, but Option-C can take out
a large amount before they hit you. Sometimes running to the opposite end
of the island helps because the honeycombs dip and collide with the floor
instead. Try to save some energy for Option-C when Solo uses this attack.
All in all, a difficult fight (especially on Hard mode). While powerful,
the bounty hunter's attacks are formulaic. During certain attacks it is
best to avoid hurting Solo and worry about saving your own skin; you can
then go on the offensive during one of his weaker, more avoidable attacks.
___________________________________________________________________________
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TONG POOH: EAST WIND
--------------------
Tong Pooh is the second oldest and the leader of the three.
She is the most skilled in combat, wielding a Rokkaku butterfly sword, and
overwhelming her opponents with a flurry of acrobatic maneuvers.
+ Tong Pooh's weapon of choice is a curved blade. She can cover a lot of
ground by crouching, then shooting forward like a cyclone.
+ Just like sister Nang and Pei, Tong Pooh can jump in the air and execute
a slanted diving kick.
+ Tong Pooh has her own signature attack: she can leap in the air and shoot
out a group of green circles that travel horizontally away from her.
+ Sister Tong can block your shots, which can be countered with a Charged
Cypher attack.
By now, you should sort of know how to deal with the Four Winds sisters,
even though Tong Pooh has yet to be fought and has her own special weapon
of choice. Tong Pooh fights with a deadly butterfly sword, but strangely,
sticks only to long-range attacks. For the most part, her main attack is
the spinning green whirlwind. Once you have mastered defending that
technique, she shouldn't be much of a hassle.
After draining about a quarter of her health, she is joined by Pei Pooh.
Like in the previous battle, it is two against one. They don't really
fight in conjunction aside from occasionally performing their vintage dive
kick, so it can get a little hectic with two foes jumping all over the
place. Also, keep an eye out for the fan blades on the area's perimeter:
they can damage you.
Eventually, Pei Pooh tags out and you must fight Tong and Nang together.
Again, use the same strategies that you have in the past. Once all three
are roughly at 1/3 health remaining, it becomes 3-on-1 as Hiryu is triple-
teamed by the sisters.
Again, there is very little sense of unity and all three sisters use their
own attacks to try and defeat you. They jump, run, and slide all over the
place, making it difficult to target one specific sister. A good option is
to use Option-C as much as possible and try to score hits on two or even
three sisters at once. Substitute with your Charged Cypher until your
energy is recharged. Watch them fall, one by one.
___________________________________________________________________________
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ARCHISPIROSTREPTUS GIGAS: MUTANT MILLIPEDE
------------------------------------------
A creature of ancient times which has become a giant, after feeding off the
mutant discards of the Kazakh Research Facility.
Mutated and aggressive, the mutant millipede periodically attacks the
inhabitants of the underground, looking to feed on any living organisms.
+ The Mutant Millipede can bore into the earth and then reappear with
great force, knocking you to the ground if you are too close.
+ When sticking out of the ground or hanging from the ceiling, the boss can
lunge forward at you.
+ Like the sewer crabs seen here in Processing, the boss can also spit out
globs of acidic goo.
+ The boss can curl up into a ball and, with its spines jutting out, roll
across the room like a pinwheel.
+ Similar to the above attack, the Mutant Millipede rolls into a ball and
instead bounces back and forth across the room.
+ The Mutant Millipede can spawn sewer crabs to do its bidding.
Yep, from now on I'll refer to this bugger as the Mutant Millipede. Cause
that's the best way to describe the boss: a giant millipede monster that
has been wreaking havoc on the Underground Citizen Camp.
The Mutant Millipede has some annoying attacks here and there. It spends
much of the time digging underground and reappearing somewhere else. When
it's sticking out of the ground, it can vomit acid balls at you or strike
forward with its mandibles. Sometimes the boss hangs from the ceiling
instead, forcing you to use jumping slashes.
When/if the big pest curls into a ball, it'll either bounce back and forth
across the room or rolls around. You can double jump over it, but if it's
bouncing you are best off sliding. Feel free to attack during this phase,
especially if the Mutant Millipede bounces into a wall and unravels (it is
defenseless for a few seconds).
During the later stages of the battle the Mutant Millipede may spawn a
group of sewer crabs to keep you occupied. Use Option-C to deal with them
as well as damage the boss. Try to use your Options when your energy is
fill and the fight should be over in no time.
___________________________________________________________________________
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GRAVITRON 1
-----------
Gravity is one of the most primal forces on Earth. Although a comparatively
weak force, Meio's scientists have harnessed its power and discovered how
to bend it to their will.
The most successful of all of their experiments is known as a Gravitron.
Large spherical devices, Gravitrons power Meio's Research Facility, Kazakh
City, and even keep the military airship Balrog afloat.
Meio's plan for the Gravitrons is shrouded in mystery, but one thing is for
certain: they are a danger to all of Earth's inhabitants.
+ The Gravitron is more sentient than all the other bosses and only has
about two real attacks. Small flame jets emerge and spit fire from time
to time.
+ If you spend too much time standing on the Gravitron, it will become
covered with electricity in hopes to force you off.
+ Later in the fight, it shoots out small energy ball that spin in curved
patterns.
+ Occasionally, random PNUTs may appear and fight you.
Remember those floating planetoid objects in the Magnetic Nexus? The
Gravitron is a giant version of those; a huge metal sphere with its own
gravitational field. It floats around and rotates clockwise around the
boss chamber. The room is circular and you can walk on all sides without
worry of falling - that's the magic of gravity.
The Gravitron has its own pull and if you want to attack the boss up close
you must jump into the purple field in order to be pulled onto it. Walking
upside-down and on your side is a little distorting, especially when you
have the ground from under you trying to murder you.
Most of the boss's attacks are avoidable. The flame jets only appear on
certain portions of the Gravitron and you can move to either side of the
jet to dodge. When you see it begin to build up some electricity, double
jump and try to escape from the purple gravitational field, then hop back
on when you are ready.
It's a very easy fight, and you can take it slow if you need to. Sometimes
directly attacking the Gravitron can be tough since you are targeting
something right underneath you. Try to position yourself that you hit the
boss by slashing left or right. Both Options work well in this battle.
___________________________________________________________________________
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TORNADO: GENERAL MIKIEL'S MECHTANK
----------------------------------
General Mikiel is an opportunist who finds his place at the side of whoever
is in power at the moment.
He controls Kazakh City's police force, government operations, as well as
any military operations for the Grandmaster.
Corrupt and constantly scheming, Mikiel has augmented his own body in an
attempt to become a formidable weapon in his own right.
The Tornado, or Mecha-tank, is a giant battle tank constructed by Mikiel's
military engineers to provide General Mikiel with the ultimate personal
battle platform.
This juggernaut was designed to be ready for a variety of conditions and
assaults, with multiple layers of armaments and hover-jets for all-terrain
mobility.
+ One of the tank's arms shoots rapid-fire bullets at you, creating a wall
of gunfire. Tornado then strafes across the arena, moving this deadly
wall back and forth.
+ The second of the tank's arms deploys a barrage of missiles at you. Red
reticules point out their intended landing spot and give you a chance to
evade.
+ The boss also has a traditional tank cannon, which fires out supercharged
plasma shots. Like the missiles, a reticule is aimed at Hiryu's location,
which gives you ample time to run away.
+ The end of Tornado's tank treads deploy napalm capsules that float in the
air and spit out fire. You can destroy these, but they don't deplete the
boss's health.
+ In addition to the tank itself, there are four mounted guns that shoot
additional gunfire and can be destroyed (though they do not drain the
boss's health meter and eventually respawn).
General Mikiel's deadly MechTank sure is a doozy, especially if you are
playing on harder difficulties. He uses a number of dynamic attacks that
have splash damage and can severely damage Hiryu in a matter of seconds.
The arena is unfortunately quite small and you cannot climb on the walls to
avoid the tank's gunfire.
Due to the cramped room, you have to use your Plasma Catapult to help avoid
taking damage. For example, Tornado's machine gun arm creates a moving wall
of bullets. If there's a space between a row of bullets, pass through using
Plasma Catapult when it comes your way. Don't jump; catapult. If it's one
solid row of bullets, then slide underneath. If he spins the gun as well,
then jump over it.
The boss's missile arm coats the floor in explosives, so much that it can
be tough to dodge it completely. That's why if you stay in the air using
the jump -> catapult -> jump -> catapult method, you can withstand the
rockets.
General Mikiel keeps Tornado in the background of the hangar, completely
safe from all harm. The only time you can damage the boss is when the tank
rams up against the catwalk. Make sure to avoid the collision entirely and
retaliate. There are a few targets at one time, but only hitting the
cockpit will deplete the boss's health bar.
I recommend eliminating the four mounted guns the first opportunity you get
just to remove them from the equation entirely. After, focus on the cockpit
with Option-C to remove nice chunks of health.
Mikiel then has the tank deploy napalm pods. These things float in the air
and shoot out flames, limiting your movement in an already small room. Try
destroying most (if not all) of them, but pay more attention to his plasma
cannon attack. Getting hit by a cannon is much more deadly than getting
seared by fire.
Up next, the two tank treads become open for attack. Like the guns, you
can demolish them to prevent them from hurting you, but it doesn't actually
count towards killing the boss. I suggest destroying at least one.
Eventually, the only part of Tornado left will be the cockpit. From here,
focus all your attacks on the cockpit. This battle gives you two main
options: you can try and eliminate all the offensive weapons (which leads
to a more prolonged fight), or you can be risky and target just the cockpit
while leaving all the dangerous firepower untouched. It's up to you.
___________________________________________________________________________
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BRAINWALKER: ZAIN PROJECT V2
----------------------------
In the pursuit of "the perfect" warrior, the Schlange designed this large
walking turret.
Unfortunately, the initial versions were not smart enough to think
strategically in intense combat situations.
It was decided to take the brains of citizens and use them to drive the
decision-making abilities of the Brainwalker.
The result is a cybernetic organism with a large brain and a singular focus
of offense.
+ The Brainwalker can step back and charge forward to cover ground and also
tackle you.
+ If you get too close, the miniboss springs up and slams its body down in
order to push you away.
+ The miniboss uses its eye to produce a laser sight, which is followed up
by a deadly red laser.
+ The Brainwalker can also release a trio of purple laser beams, which
bounce off of all surfaces several times before dissipating.
The Brainwalker is a robotic arachnid-type creature that was presumably
created by the mad scientist. It isn't a very big target compared to most
other minibosses/bosses, but it is faster than most enemies you have seen.
Switch to your Explosive Cypher for this fight. It is extra damaging
compared to the Reflect Cypher and you cannot repel any of the miniboss's
attacks to begin with. Most of the Brainwalker's attacks are easily
scouted, but the bouncing laser beams can get you every so often.
Like with the Bulava KZ-7 and Ognemet, attack it up close and then flip
behind it before you are attacked. Jump and catapult all over the place in
order to evade attacks, and use Option-C in order to deal heavy damage. The
Brainwalker is a fairly common enemy from here on out, so this fight should
not be taken super seriously.
___________________________________________________________________________
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XI WANG MU: QUEEN MOTHER OF THE WEST
------------------------------------
Xi Wang Mu is the teacher and mentor of the three sisters. Collectively,
they are known as The Four Winds, although it is rare all four engage in
battle together.
It is not known if she is a fourth sister, mother or someone else all
together.
In her quest to achieve martial arts perfection she has nearly transcended
the realm of man.
+ Xi Wang Mu hovers in the air in the room's center and uses a magnetic
pulse to push you away (like Nang Pooh's signature wind attack). During
this, purple and red balls pulsate out of her in elegant patterns. Both
sets of energy balls hurt you, but you can knock the red ones back at the
boss with your Reflect Cypher.
+ She can use Pei Pooh's dual blasters and fire plasma shots through the
boss room.
+ She can use Nang Pooh's spear and attack you using long jabs.
+ She can use Tong Pooh's curved sword and use a spinning tornado lunge,
which transitions into her turning into a panther and bouncing across
the room.
+ Like all three sisters, Xi Wang Mu can execute a diving kick.
+ She can also use all three sisters' signature attacks: the bullet
barrage, whirlwind, and saucer attack.
+ Xi Wang Mu can block your shots, which can be countered with a Charged
Cypher attack.
The battle betweens with Xi Wang Mu creating a magnetic field that pushes
you backwards and creates some resistance. You'll have a hard time moving
out of the corner she pushes you in, but try to avoid the purple energy
balls that move your way. The red ones can be knocked back with your
Reflect Cypher to damage her. Use the red balls and your two Options to
damage the boss in this phase.
Once she drops her act, you can attack the boss up close and personal. The
Queen Mother of the West uses the three weapons of her fallen sisters and
also adopts their individual move sets. It's like fighting the three
sisters as one! The downside: you have to worry about triple the attacks.
The upside: you know exactly what she's throwing at you.
The only noticeable difference is that when Xi Wang Mu uses sister Tong's
green cyclone attack, she morphs into a panther and runs back and forth
across the room. Simply latch onto a wall until she returns to human form.
Once she loses a considerable amount of health, the boss raises another
magnetic field and the introductory phase repeats itself. This time, there
are more purple balls and twice as many red balls. It can be tough to spot
the purple balls in the purple magnetic field, so try to jump and use
Option-C as your primary form of attack during this part of the battle.
The battle repeats itself by cycling through the energy ball -> duel
phases of the fight. Getting hit by those purple balls are most likely
going to be your main source of stress, so spam your Options in this phase.
___________________________________________________________________________
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OUROBOROS MK. III: THE DRAGON RETURNS
-------------------------------------
Unfettered by neural inhibitors, the Ouroboros acts purely on instinct and
rage.
A full arsenal of weaponry, including Ultra-cold Plasma attacks, lay at its
disposal.
+ The dragon spits a series of blue fireballs that rain down onto the
terrain. In order to avoid them, simply stay away from the red target
reticules.
+ Ouroboros can also shoot a barrage of missiles, which are also paired
with a red targeting system.
+ The boss may quiver and shake, getting ready to slam its head and chomp
down on one of the stone platforms.
+ The dragon's most powerful attack is when he flies down and land on the
battle arena (either on the left or right side) and breathes a wave of
ice, covering the majority of the area.
The armored dragon fled to the large Meio statue during the game's opening
chapter and still resides there when you return. Ouroboros, without his
mechanical faceplate, surprises you with an attack. The dragon is very
large and stays mostly in the background, shooting off projectiles. To
determine where the projectiles (either blue fireballs or missiles) land,
pay attention to red targets that appear on the ground.
The boss room is broken up into three dilapidated floors, which can be
traversed by crossing broken platforms and pillars. There is a lot of open
space for you to avoid the dragon's attacks, and you can grab onto the
ceiling to help dodge them if you cannot totally get away.
The main way of damaging Ouroboros Mk. III is by using Option-C, and you're
given plenty of great opportunities during his diving attack. The dragon
rears back and begins shaking, which follows up into a headbutt/bite
attack. Once you dodge, it takes a few seconds for the boss to dislodge
from the floor. Use one or two Option-C Eagle strikes or switch to
Explosive Cypher before he gets away.
A few things to note: Ouroboros can bypass platforms during this strike
attack, so don't think you are safe on the bottom floor just because you
have a roof over your head. And usually after getting himself free, he
quickly slams his head down again before finally flying away.
Ouroboros then begins using a devastating ice attack. Ouroboros Mk. III
flies to either the left or right side of the screen and unleashes an icy
breath on the opposite side. This attack covers a very wide range and is
particularly damaging; the best option is to quickly stand under/behind the
boss's head during this (also giving you an opening to attack).
Most of the armored dragon's attacks are easy to dodge: just stay away from
the red targeting reticules that appear. The only one you need to watch
out for is the ice breath. If you have used up all your energy, switch over
to Explosive Cypher and use physical attacks until your energy recharges.
___________________________________________________________________________
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GRAVITRON 2
-----------
Gravity is one of the most primal forces on Earth. Although a comparatively
weak force, Meio's scientists have harnessed its power and discovered how
to bend it to their will.
The most successful of all of their experiments is known as a Gravitron.
Large spherical devices, Gravitrons power Meio's Research Facility, Kazakh
City, and even keep the military airship Balrog afloat.
Meio's plan for the Gravitrons is shrouded in mystery, but one thing is for
certain: they are a danger to all of Earth's inhabitants.
+ The Gravitron is more sentient than all the other bosses and only has
about two real attacks. Like the Brainwalker, it releases a laser sight
and then fires a laser outward. It shoots two lasers at once.
+ If you spend too much time standing on the Gravitron, it will become
covered with electricity in hopes to force you off.
+ The Gravitron also releases many small laser projectiles that can bounce
off the room's walls.
+ Occasionally, random PNUTs may appear and fight you.
Remember those floating planetoid objects in the Magnetic Nexus? The
Gravitron is a giant version of those; a huge metal sphere with its own
gravitational field. It floats around and rotates clockwise around the
boss chamber. The room is circular and you can walk on all sides without
worry of falling - that's the magic of gravity.
The Gravitron has its own pull and if you want to attack the boss up close
you must jump into the purple field in order to be pulled onto it. Walking
upside-down and on your side is a little distorting, especially when you
have the ground from under you trying to murder you.
Most of the boss's attacks are avoidable. The Gravitron shoots two laser
beams outward in opposite directions, which are preceded by a laser sight.
When you see it begin to build up some electricity, jump and catapult to
escape from the purple gravitational field, then hop back on when you are
ready.
Sometimes directly attacking the Gravitron can be tough since you are
targeting something right underneath you. Try to position yourself that you
hit the boss by slashing left or right. Option-C and Option-A work well in
this fight. It gets a little more challenging at the end when the boss uses
both laser attacks at the same time, but there is plenty of space to dodge
projectiles in the chamber.
___________________________________________________________________________
***************************************************************************
MECHA PON: GORILLA MECHANICAL
-----------------------------
Engineered by Professor Schlange as his ultimate cybernetic beast, Mecha
Pon is a gigantic robotic gorilla.
Large and powerful, Mecha Pon is a formidable foe, utilizing his
gravmetronic rocket fists to maneuver and attack.
Mecha Pon is the embodiment of viciousness and brutality in a cybernetic
gorilla form.
+ Like the Bulava KZ-7, Mecha Pon's fists are attached to his body by long
chains and can launch them across the room. He shoots his fists into the
ground, then reels himself in to create a shockwave.
+ After taking considerable damage, Mecha Pon clings to the ceiling and
throws a group of electric balls through the air.
There isn't much knowledge to absorb here since Mecha Pon only uses two
main attacks. Don't let your guard down either, since both attacks deal
huge amounts of damage to you if you aren't careful. Mecha Pon takes up a
nice chunk of the square boss room, and spends most of his time using his
fist lunge attack.
This move is deadly for two reasons. For starters, getting hit by his big
fists hurt; when you see him jump in the air to ready the attack, run under
him to avoid his fists. The shockwave that follows is just as bad, so you
can either double jump and catapult or hang onto a wall. The boss typically
uses this attack three or four times in a row.
The robotic gorilla leaves himself open every so often when he bangs his
chest like a real gorilla. Switch to your Explosive Cypher for this boss
battle and hack away at the boss. You can also use Option-C during his fist
attack while simultaneously running away.
After removing a chunk of the boss's health, he jumps and hangs onto the
ceiling with one arm. With the other arm, Mecha Pon hurls large electric
balls at you that stick to the floor and move around a bit before
disappearing. Stay on the ground underneath the boss and use jumping
slashes to get him down.
Mecha Pon switches back to his fist attack, but this time the ensuing
shockwave covers the entire floor - you must retreat to the walls for
safety. Use Option-A or kunai to safely hit the gorilla from the wall. He
also starts using his electric ball attack during this stage, but from the
ground instead.
Your Explosive Cypher, Explosive Kunai, and Option-C are your best tools
for this battle (like most fights). Mecha Pon has a lot of health and the
battle can go on for a little bit, making it especially important to stress
caution when you're close to victory.
___________________________________________________________________________
***************************************************************************
MAGMAPEDE: FIERY MUTANT
-----------------------
A fiery evolution of the mutant millipede, the Magmapede harnesses the
intense fury of the heated lava pools within the Underground Zone.
The Magmapede is a dangerous foe, utilizing its ability to burrow through
the Earth and lava unfettered to dominate its prey.
+ The Magmapede can hurl out tiny fireballs in an arc, usually in a group
of three.
+ While not directly damaging, the Magmapede's loud roar can push you
backwards, and if not careful, into the lava.
+ When about halfway dead, the boss begins hanging from the ceiling and
shakes, releasing a flurry of fireballs from its mouth and head.
No title card? Yeah, this guy has gotta be a miniboss. The Magmapade is
fought in a wide room with lava coating the floor, with a few rock islands
in between. You must watch out for the miniboss's attacks as well as the
scorching-hot lava.
The Magmapede spends most of its time in the lava, and will submerge itself
and pop up at another location. Even emerging from the lava can cause pain
to Hiryu, so don't be too close to it during this action. When you see it
roar and try to push you into the lava, either leap onto the ceiling or on
one of the perimeter ledges.
Don't bother trying to use anything except your Ultra-Cold Cypher against
the miniboss, since other plasma types are completely ineffective. Use
Charged Cypher slashes, and kunai or Option-C from a distance.
Eventually the Magmapede starts hanging from the ceiling and uses its
fireball flurry attack. Jump onto the ceiling and attack the mutated bug
while the fireballs cruise below you, completely out of reach. The lava is
probably a bigger threat than the miniboss itself, so try and stay on the
perimeter ledges and utilize all the health capsules scattered around.
___________________________________________________________________________
***************************************************************************
JUROUNG: DEVOTED SHAMAN
-----------------------
Juroung fashions himself as the true disciple of Meio and enforcer of
Meio's law in The Underground.
A hysterical fanatic of the Grandmaster, he blindly obeys, thinking nothing
of himself.
He is so devoted that he sees every piece of refuse dumped into the
Underground from the Research Facility as a "gift from god".
Juroung holds vigil in The Underground, protecting the prototype Gravitron,
to the death.
+ Juroung is a master of water, typically creating waves in the shape of
a grasping hand that travel from one end of the room to the other.
+ The boss clenches his fist before punching the ground, creating a geyser
in the shape of a fist to shoot upwards in random locations. In later
stages of the fight, more than one appear at a time.
+ After taking some damage, Juroung uses a hand made of water to elevate
him off the ground.
+ When he is elevated, the shaman shoots multiple jets of water that can
strike you and also create barriers between the two of you.
+ Sometimes Juroung summons a group of blue hornets that swarm around you.
+ When the fight nears its conclusion, Juroung jumps in the background and
a purple magnetic field appears in the center of the room. Fight against
the pull, because after a few seconds two water hands clap together,
potentially crushing you.
Juroung is a skilled shaman who specializes in water manipulation. You do
battle in a shallow pool and nearly all of the boss's attacks are water-
based. He doesn't take your challenge seriously at first and does not
defend himself against any attacks, only using his water wave and geyser
attacks. These two techniques are easy to scout and you should be able to
drain a quarter of his health with great ease.
The real test begins when Juroung uses a giant water hand to elevate
himself and create some separation. Now you are forced to use aerial
strikes and must dodge some new attacks. The boss continues to use his
two primary moves, but now also summons hornets that dive bomb you and
can create streams of water that bounce off of walls.
The blue hornets are easy to dodge: they fly towards you in a straight
line, allowing you to move out of the way to avoid them all. His water
streams are a bit more unpredictable, and you also must wait for them to
disappear before executing any physical attacks.
After losing half his health, Juroung uses his gravity clap attack. He gets
out of dodge and creates a magnetic pull. The walls and ceiling are off-
access, so you must time your dodge to avoid the crushing force of the
two hands clapping together (and the purple magnetic field itself,
otherwise you are trapped!)
Following this, the boss resumes standing on the ground. This time, his
geyser spell features two at once, so pay attention to the small whirlpools
under your feet to determine where they will pop up. Once he is down to a
quarter left, he resumes standing on his platform.
Overall, the duel intensifies in the second half: Juroung uses the same
moves, but more frequently and not as spaced apart. You rarely have time to
do anything but dodge and may have to resort to flinging kunai or using one
of your Options mid-jump. Your Explosive Cypher is great for all portions
of the fight, but stick with Option-B when Juroung is on the ground and
Option-C when he is in the air.
___________________________________________________________________________
***************************************************************************
SOLO ZN-2: INFERNO REVIVED
--------------------------
The fallen bounty hunter returns ragged, tattered, yet bristling with even
more weaponry.
Unhinged from his defeat at Hiryu's hand, Solo has become a madman bent on
revenge and destruction, and has sold his soul for the chance.
+ Solo shoots out honeycomb explosives that are arranged in various
patterns. If you don't destroy every last one before time runs out, the
entire room is coated in explosions (pay attention to the purple
background).
+ Solo floats in the center of the room and activates his flamethrower as
he rotates clockwise or counter-clockwise. When he uses this attack, you
can stay out of reach by pressing yourself in a corner and crouching.
+ He first slams on the ground to create a miniature shockwave, then begins
shooting a myriad of fireballs, forming a wall. Somewhere in the wall
there is a gap you can jump or duck under to avoid getting burnt.
+ Solo flies in and out of the cube-shaped room, releasing clusters of
missiles each time. They are easy to combat against.
Solo is back, and more dangerous than ever! He is a little cantankerous,
considering how the events of your last meeting played out, and has a whole
new arsenal of attacks to test out on Hiryu.
He spends the early portions of the battle shooting out honeycombs that
stay in place, arranged randomly throughout the room, and the background
turns purple. You must destroy all the honeycombs before the two lines in
the background converge, or else you suffer an unavoidable explosion. This
"puzzle" is easily solved by hurling some Reflective Kunai, which bounce
off walls and can knock out multiple honeycombs.
Solo ZN-2 starts using his new flamethrower, beginning with a clockwise
spinning flame attack. This move is usually used as a bridge between the
bounty hunter's attack sequences. The range of the firearm is great, but
you can just barely avoid it by moving into one of the corners and
crouching.
One of the boss's most powerful attacks follows. Solo plants himself in one
of the room's bottom corners and shoots fireballs that radiate outward,
forming a nearly impenetrable wall. The only way to avoid the oncoming
flames is to squeeze through the opening found in the wall, either by
hopping through or ducking underneath.
He uses this attack in succession, so it's challenging to safely dodge each
one (which is why you shouldn't slide under the low ones, since you'll end
up sliding into the next wall). Later he uses the same move at a faster
pace, but fortunately it is the same pattern every time: middle (use a
single jump), low (duck), and high (get up close to Solo and double jump).
Next up, he segways by using the flamethrower spin, but in a counter-
clockwise direction. Solo's missile bombardment surprisingly is very easy
to avoid, since he alternates between releasing them on the left and right
sides of the room.
By now the boss should only have around a third of his health remaining.
Solo ZN-2 rehashes his attacks, starting with the honeycomb puzzles again.
This attack sequence is the best opportunity to damage him, since you can
send out three waves of Reflective Kunai while you slash away at the
laughing maniac.
Solo is arguably more challenging the second time around. If you are
playing on the hardest difficulty you are almost guaranteed to have
trouble. If you can make it past his flamethrower barrier stage, then the
rest is easy by comparison. Use your Explosive Cypher on any section except
for the honeycomb puzzles, while peppering in Option-C between each cypher
strike. It's all about defending against his attacks, and then retaliating.
___________________________________________________________________________
***************************************************************************
GRANDMASTER MEIO: LORD OF DARKNESS
----------------------------------
The origins of Meio are unknown, but he suddenly appeared on Earth and
became its supreme ruler in a few short years.
It is speculated that Meio may be an alien hundreds of years old.
Regardless of his origins, his intentions are clear: world domination and
the eradication of all human life on Earth, so he can build his utopian
vision of the world.
+ Grandmaster Meio shoots out two purple lines diagonally, which burst into
thick purple laser beams.
+ The boss hurls a slow moving red energy ball that tracks you down and
damages you. It won't stop until it hits you or you destroy it with
repeated attacks, and it can pass through walls and objects.
+ Meio uses a more rapid-fire energy ball move that sends about five or so
smaller red balls that travel in a straight line.
+ Later in the battle, Grandmaster Meio shoots out a ring of purple energy
balls, which explode into tiny fireballs that coat the room.
+ The boss loves to teleport and constantly disappears and reappears
somewhere else.
This old man is more predictable than expected, and actually does not put
up much of a fight. The boss room itself is split into multiple tiers and
offers a lot of room for running around and hiding, though hiding from Meio
himself is tough considering he has the power of teleportation.
Grandmaster Meio's attacks are all long-range projectiles. He has no true
close-hand weaponry and is vulnerable to attacks up close. His electrical
beam attack is easy to avoid, but note that any platform that gets hit will
be coated with electricity for a few seconds. His rapid-fire red ball blast
can be devastating if you get hit, since the others that follow will likely
hit you as well.
Meio occasionally summons a large energy ball that relentlessly hunts you
down and won't disappear until you either destroy it or it hits you. You
can eliminate it in a few slashes or one Option-C attack, but it's merely
used to distract you from the boss and his other spells (also, the tracker
ball can pass through platforms).
The arena is large, but still gives you opportunity to track down Meio
during his teleporting spurts. Equip your Explosive Cypher and go in with
non-stop Cypher slashes, since he cannot do anything to protect himself
other than fleeing.
After a while, the boss starts using a purple energy ball attack, where
they form a ring and are shot outward before bursting into small fireballs.
These cannot penetrate platforms, so hide behind one of the many islands.
This fight is a surprising cakewalk. His attacks are powerful, but you have
plenty of room to run away and hide. The fight is hard on your first
chance, but if you end up dying you respawn with full health and the two
Large Canisters return, giving you a safety net.
___________________________________________________________________________
***************************************************************************
MEIO PRIME: THE TRUE FORM
-------------------------
Grandmaster Meio's final form is the massive space alien known as Meio
Prime.
Prime is able to manipulate gravity at will and summon projections of
psychic energy.
His true form is concealed from the inhabitants of Earth, but is an other-
worldly creature of immense proportions.
+ Meio Prime uses his two skinny arms to release a barrage of red energy
balls that either spin in a spiral or radiate outwards.
+ After taking some abuse, Meio Prime retreats to the background and uses
his two serpent arms to smash the gravity spheres. The impact hurts, as
well as the subsequent electric arcs that slither around the sphere.
+ Meio prime unleashes a beam of electricity that strafes back and forth
across the arena. Every sphere it hits gets coated with electricity.
Meio Prime reveals his final form: an indescribable beast of godly
proportions, and you fight this monstrosity in space overlooking Earth.
The ground below you consists of a ring of gravity spheres, seen mostly in
the vicinity of a Gravitron. The purple energy field that emits from the
spheres is the gravitational pull, and walking around them in a circle
can be disorienting.
Outside the spheres is a metal ring that is more stable and also contains
health capsules. In between are plasma rings for easy transportation, and
Meio Prime rests smack dab in the center of all of it. Sometimes it's
easier to stay on the metal ring when solely avoiding the boss's attacks,
but there is little room to attack since you are so far away.
Meio Prime mainly attacks by shooting a large amount of energy balls around
space, in all different patters and configurations. You can use the gravity
spheres to block them from you, or run away on the perimeter ring.
You can target the boss by using the plasma rings to catapult up to his
face/eye and slashing him a few times. You can come at him from literally
all angles, which (again) can be a bit discombobulating (it's similar to
the Gravitron fights), and Option-C is powerful but hard to aim.
After taking some hits, Meio Prime drops some health for you and retreats
to the background. He now uses his serpent arms to chomp down on the
gravity spheres with great force. Retreat to the perimeter ring until one
of the serpent arms gets stuck in the sphere - quickly jump over and get in
some shots before it frees itself.
The arm goes limp and Meio Prime returns to the battlefield. He begins
using his electrical beam now, which hurts and can also cover any sphere it
touches in electricity. He usually uses his energy ball and beam attacks in
conjunction, forcing you to hide for most of the time. Any time you see an
opening, catapult up to the ugly lug and use Option-C along with some
physical attacks.
Meio flies away and uses his serpent arms again, with greater intensity.
Each arm strikes more times before getting stuck, forcing you to jump and
hide for longer periods. This is the more difficult stage of the two,
because you don't have much time before the serpent arm gets dislodged and
it's tricky to navigate over to it.
The overall process repeats itself until Meio Prime is destroyed. The fight
is hard solely because of the layout and gravity mechanics, so there is a
learning curve to worry about (on top of a monster the size of a
satellite).
______________________________________________________________________________
==============================================================================
[8] THANKS/CREDITS [0800]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
FESBians: Because you're cool.
You: For reading this FAQ.
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* Neoseeker - http://www.neoseeker.com
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The latest update of this document can always be found on GameFAQs.
Other sites may use this document, but only with my permission. If you see
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If you have any questions, comments, or anything that you would like to add to
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"Your limousines get stuck in traffic, and we all know you're made of plastic.
You may seem like something classic, you're cheap sunglasses, you're cheap
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- RAC
______________________________________________________________________________
END OF DOCUMENT



