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Post by Sunflora Azumarill on Jul 4, 2007 19:16:57 GMT -5
======================================================================= [---------------------------GRAND METROPOLIS--------------------------] ======================================================================= In this stage, Team Rocket is siphoning off the city’s energy and you have to stop them. If the total energy quotient left in the city falls under 50%, you fail the mission. The stage begins with you running down a slope on the side of a green building before reaching a Jump Ramp that sends you to an energy bridge. Make your way across the bridge and through a loop until you reach a spring. Bounce up and home attack the Egg Flapper to get the balloon, as it contains an X Attack. From there head left and destroy the floating Rocket Sign to your left, along with three Rocket Grunts (R9) nearby and then boost onto normal ground. Home attack the Egg Flappers here and pass through one of the three rainbow rings. If you fall here, you’ll have to defeat three Arbo Tanks (1) in order to open the Rocket Cage containing the spring to get back up. Either way, you’ll reach two Camerons and a large capsule-shaped tank with energy flowing through it, an Energy Siphoner, as well as an energy barrier being generated by two devices with flashing Team Rocket “R”s on them. Focus your efforts on the Energy Siphoner with medium or strong attacks and then take on the Camerons. Use an attack to flip them over and another to defeat them. When done, three Team Rocket guards (LP) will drop down. Defeat them to drop the barriers and the bridge will take form. Cross it and take out the Egg Pawns (EG) at the end. Deface the Rocket Poster on the wall opposite of the door you see here, then push in the switch to the left to open the door. Kill the Egg Flapper and two Snapsparkers (1) and the energy bridge will appear. Cross it and pass through the checkpoint. Boost down the energy road past three Swellow Jets (1) and take out the Egg Flapper to get a Gravity Scope. In the shadows of the energy bridge are three Weezing Bombs (1). Get rid of them and bounce up to destroy a group of Egg Pawns (ELN). After doing do, press the switch to open the door and get a Super Potion and an X Speed, plus another Rocket Poster to deface. Then head back to the energy bridge and head up. At the top, jump and hit the two Egg Flappers and three Rocket Grunts (ATG) to open the Rocket Cage containing the next Energy Siphoner. Bash that, destroy the floating Rocket Sign to your left, then boost off the Jump Ramp and go through the three rainbow rings. Go through the loops and you’ll eventually reach another Jump Ramp that will boost you through a window and you’ll land in near a checkpoint. Here, take out the four Rocket Grunts (2 R9, 2 LP) and press the switch. In the open door, take out the two Snapsparkers (1) and push the switch in. In the other door, take out the two Weezing Bombs (1) and get the X Speed. Run across the bridge that fall and bounce off the spring on the other side. Dash here and home attack the Swellow Jet (1) that swoops down to collect a Super Potion. After landing, destroy the Rocket Sign floating above you, then make your way past the six Muk Puddles (1) here. After them, take out the green Egg Flapper in front of you and homing attack across the Super Potion after it. On this platform, take out the Energy Siphoner and head up the energy bridge. Here, Annie and Oakley will jump down. After a short conversation, they’ll jump into the same car they used in Pokémon Heroes, which will then take flight. A hexagonal circle of barriers like the ones seen earlier in the stage will drop down and activate, and a midboss battle will begin. ----------------------------------------------------------------------- //Annie & Oakley// Health: 120 Attack 1: Rocket Launchers – An array of rocket launchers will rise up in front of the windshield and rockets will be fired towards you. Only used when the car is on the ground. Attack 2: Jet Flame – Flame streams are fired from the back of the jet boosters while the car spins around in the air. Only used when the car is in the air. Attack 3: Car Crush – When in the air, Annie & Oakley will attempt to slam the car right down on you. Run at just the right time the car is about to slam down. Strategy: If your character has only melee attacks, you can only attack the car when it’s on the ground. When the rocket launchers fire at you, run around the area to evade them. Stay to the edge of the area when the jet flames go off. Halfway through the battle, Annie & Oakley will start using the Car Crush attack. They will be unable to move for a few seconds after the attack. Use this opportunity to land some more hits and send them packing. ----------------------------------------------------------------------- Upon defeating Annie & Oakley, they’ll fly off in their car and the barrier gates will drop. To open the door here, push in both switches and then head through the door. There’s another Cameron to defeat. After that, take out three more Rocket guards (ATG) and deface the two Rocket Posters on the walls. After doing that, jump through the Dash Ring and kill the three Snapsparkers (1) there, then use another Dash Ring to get across the gap. Take out the Egg Flapper and dash into the balloon for an X Attack. Cross the gap using the 3 Swellow Jets (1) that swoop down you and fall down. To take out the Gold Camerons, flip them over first, then use strong attacks to open the Rocket Cage. Once they’re gone, press the switch in the cage to open the door. GO through the door and quickly take out the three Ariados Webs (1). The reason is because their atomic webs have different effects if you get caught in them. The red proton webs of these three will cause you to lost health while caught in the web. Once all three are destroyed, the Rocket Cage holding another Energy Siphoner will open up. Get rid of it, bounce across the spring afterwards, and boost through the Dash Ring onto the energy road. Take heed of the floating Rocket Sign to your right and destroy it. Take out the three Rocket Grunts (ATL) as well and head down the energy road through the next area and take out a few more Egg Pawns (ELS). Press the switch when all are defeated to open the door and continue. Take out the Cameron here and boost across the room. Here, take out the Egg Flappers and make it across the hall; you’ll to a pole. Use the X button to spiral up it and after letting go at the top, home attack across the stationary Swellow Jet (1) to reach the platform. Here, destroy the next Energy Siphoner and take out the floating Rocket Sign to the left of it, then four Team Rocket guards (2 LP, 2 ATG) that drop down after. Keep going from there until you reach a spring. Bounce off it to the upper level and take out the Cameron. Under it is a switch, so press it. Use the X button on the pole ahead, boost upward, and right into the checkpoint. The cannon here is locked in a Rocket Cage. Defeat the three Arbo Tanks (1) next to it to open it and then get into the cannon. Get all the balloons for a Super Potion, an X Attack and an X Defense and grind the rail you’re on into the Dash Ring. You’ll end up on a new rail and from there, spring through the three rainbow rings and keep grinding until you reach two Egg Flappers. Home attack them, cross the incoming Swellow Jet, get the balloon for an X Speed, and fall to the ground next to the next Energy Siphoner. Destroy that and the group of 5 Rocket guards around it (2 R9, 2 LP, 1 ATL) and then jump onto the next rail. Keep grinding past three more Swellow Jets (1) and you’ll go into a room with blimps. Take out the blue Egg Flappers, destroy the floating Rocket Sign behind the switch that opens from the Rocket Cage, and then press the switch. Use the X button on the pole to spiral to a spring, bounce from there to another spring, and you’ll then fall right down to the next checkpoint. Upon landing on the checkpoint, head slightly forward, and Domino will drop down. After a short conversation (longer if you’re playing as Giovanni), Domino will whip out her bionic tulips, and another midboss battle will start up. ----------------------------------------------------------------------- //Agent 009 Domino// Health: 120 Attack 1: Tulip Throw – Throws of one her black tulips at you. Homes in on you slightly. Attack 2: Flower Slash – Get too close to Domino and she’ll whip out a large black metal flower and slash you with it. You’ll be knocked back a few feet by the attack. Attack 3: Blade Shield – Domino will use her large metal flower, which spins like a blade, to deflect your attacks. Strategy: Keep your distance from Domino whenever possible so that she doesn’t slash you with her large flower. If your character only knows melee attacks, get in close, use them, then quickly jump back to avoid the slash. (If you’re playing as Samantha, use her ribbon defense R action promptly after attacking to guard against the attack.) When Domino whips out her Blade Shield, try striking the side of her for more damage. Domino uses these attacks at random, so wait until she strikes, then attack her or evade her attacks. ----------------------------------------------------------------------- After Domino is defeated, she’ll say you’ll see her again, then jump off the area. At this point, the bridge on the other side will fall. Cross it and take out the Egg Pawns (EB), then destroy the floating Rocket Sign floating to the left of the path. From there, boost to the energy bridge, dodging three Swellow Jets (1), go through a few loops, and jump through three rainbow rings. Upon landing, take out the two Muk Puddles and jump through the Dash Ring, the home attack the Egg Flappers for the balloon, which contains the stage’s Full Restore. From there, kill the Cameron and the Egg Pawns (EG) that are surrounding it, then destroy the Energy Siphoner in the middle. Home attack the blue Egg Flapper and launch yourself through the Dash Ring. Avoid the weights here and defeat five Rocket Grunts (3 R9, 1 ATG, 1 ATL), take out the Cameron, and then boost. Before using the spring to jump into the Dash Rings, destroy the floating Rocket Sign to the left. Then bounce, walk onto the Dash Panels and boost again, Here, before getting through the rainbow rings, jump down and head to the end of the area for three Muk Puddles (1) and three Lairon Rovers (1). Defeat all six of them to open a Rocket Cage containing a 1UP. Back on the path, boost through the three rings and boost until you reach the energy source. If you’re playing as Misty, shortly after you land at the energy source Bugsy will show up. After a short conversation, you’ll have to fight him. Bugsy will constantly run around the area, occasionally bringing out either Ariados or Scyther to use Spider Web (Ariados) or Fury Cutter (Scyther). Be careful not to get hit by Spider Web or you’ll be unable to move until Bugsy attacks you. Also, Fury Cutter does only 10 damage the first time, but that amount doubles with each consecutive hit. Also, Bugsy will use Airados’s webs to swing around the area. After 30 seconds, an alarm will sound warning of an energy overload, and you’ll now have only two minutes to reach the goal before the city explodes. Bugsy will follow you from here on in. Either way, take the Jump Ramps to the right to land on another energy bridge and bring the radio tower into sight. Go across the bridge here and defeat the three Swellow Jets (1) swerving back and forth. When you reach another building, you’ll have to destroy six Lairon Rovers (1) to drop the barrier and bring up the next energy road. Make this quicker by destroying the center one, which is a Tier 2, which will destroy all the others with it. Bounce across another string of springs to reach another building with five Team Rocket Grunts (2 LP 2 ATG, 2 ATL). After defeating them, take the boosters to the next energy road, head through another loop and off another booster ramp. Here, defeat three more Ariados Webs (1) that shoot blue electron webs that paralyze you to shut down the barrier and activate the final energy road. Simply boost across the road until you reach the radio tower. If you’re playing as Misty, a barrier will be up. Pull the two switches to the right and left of it to drop the barrier. Either way, the Goal Gate is right after it. Head through to complete the stage.
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Post by Sunflora Azumarill on Jul 4, 2007 19:19:30 GMT -5
======================================================================= [------------------------------RADIO MESS-----------------------------] ======================================================================= You’ve now have reached Grand Metropolis’s radio towers. This stage is similar to Grand Metropolis and Power Plant in the fact that there are energy roads and bridges you must traverse. Anyway, even though you can’t tell at first, the radio towers are hexagon-shaped and the stage spans five of them. All of them are under siege by Team Rocket, but this isn’t Giovanni’s doing, so he’ll give you hints at times as you go through the stage. Anyway, enough of the layout, you start the stage on Dash Panels on an energy bridge leading into the first radio tower. In the first hall, take out four Rocket guards (R9) that greet you. After them, the barriers behind them will drop and an energy bridge will form. Take it forward then up the sloping section to reach a wider room. Here, there are square indentations in the ground and twelve Snapsparkers land all around the room. Two of them are Tier 2 ones, and by defeating one of those, five Tier 1’s will go down with it. After all twelve are gone, three raised platforms with energy flowing through them will rise. Use them as stepping-stones and collect an X Attack along the way. From there, head into the next hall and take out three Rocket Grunts packing anti tank guns. After defeating them, you’ll enter the central hub of the tower, which is a shaft shaped like a hexagon. Here, cross the bridge and at the 45-degree left turn, defeat an Ariados Web (2) before it fires a green neutron web at you that drains your health and replenishes that of the Ariados Web. After the turn, you’ll enter another hall and head down an energy bridge that will end with a spring in another shaft with a large, wide glass wall that overlooks Grand Metropolis, including the buildings and cars you saw in the previous stage. The spring will bounce you to the next level. Here, you’ll land on a checkpoint and will go up an upward-sloping hall. Along the way, there are five Muk Puddles (2) that will fire sludge bombs at you, so just dodge them since they have too much health. In the next room, you’ll automatically look up to see a female Rocket Grunt on an energy bridge above throw a container down onto the ground where you’re at. The container bursts and spreads out several mines over the floor. These are timed mines, and they go off after five seconds! Quickly run out of the room before they explode and reach the next hall. Here, defeat three Lairon Rovers (2) in front of a barrier to drop it and create an energy bridge leading into the central shaft. At the hexagon platform in the middle, defeat three Arbo Tanks (2) next to the HexECO sign and take a 45-degree left turn onto another energy bridge. In the next hall, defeat five more Rocket guards (3 LP, 2 ATG) and you’ll reach another room. There are springs placed in the room, but they won’t get you far. Here, defeat two Muk Puddles (2) to cause four more raised platforms to rise up. The springs are on the platforms, so jump onto the lowest platform and take the springs up to another hall at the top of the room. In this hall, take down three Weezing Bombs (1) and you’ll go back into the central shaft. Here, you’ll have to homing attack a Swellow Jet (2) moving back and forth over the gap to reach the hexagon platform behind it. If you fall, you’ll end back up on the floor below. From the platform, make a 45-degree right turn, but slide across the energy bridge to avoid another Swellow Jet (2) that swoops down at you near the bridge. In the next hall, take down six Rocket Grunts (2 R9, 2 LP, 2 ATG) and you’ll enter the same area where the Rocket Grunt threw a pack of mines down at you, except you’re now on the energy bridge. But to make things worse, she has set mines on the bridge and is standing at the end of it. These ones are remote mines and she has the detonator to them. Use a ranged attack to take her out so that you can cross the bridge or do a fake out technique where you get close to the bridge so that she sets them off and then back off. Either way, after the bridge, head through the next hall and cross a checkpoint. In this hall, there are three Ariados Webs (1) moving on the ceiling. They’ll fire red proton webs from above, so run through here quickly, grabbing a Super Potion along the way. You’ll come back to the glass wall shaft. Here, cross the energy bridge and you’ll reach a hexagon platform in the center where an Arbo Tank (3) drops down. Defeat it to open the Rocket Cage on the platform and have a pole rise up. Use the X button to spin up the pole and reach the next level. Here, head up the sloping hall and where it levels, a massive enemy, a Robo Rhydon (1) drops down. This large robot has lots of health and high-damaging attacks. After defeating it, the barrier behind it will drop down and you can head up the slope to the roof of the radio tower. Here, HexECO signs line all six sides and there is a large, steel skeletal cross tower in the center. If you want, you can check the area around the tower (which is separated from the rest of the roof by large fences) for two X Speeds, an X Attack, and a Super Potion. Anyway, go to the center of the tower, where there is a large jamming device you can disable. After doing so, you can use a teleporter that will be accessible to get to the second tower. After using the teleporter, you’ll end up on the second radio tower’s roof. Here, you’ll be heading downward instead of upward. Start by heading forward down into the tower and defeat five Rocket guards (LP) along the way. The path slopes here in the middle, and after the hall, you’ll enter another glass wall shaft. Here, you can see indigo laser systems that Team Rocket has installed in the room. There is a pulley near the hexagon platform in the middle connected by an energy bridge. Jump onto it and you can manually lower and raise yourself by using up and down. The lasers here come in packs and move unexpectedly, so use careful timing to reach the platform below. From there, homing attack a stationary Swellow Jet (2) to reach the next hall. In here, there are six Rocket Grunts (4 LP, 2 ATL) that will assault you. After taking care of them, you’ll head into this tower’s central shaft. Here, you’ll see a male Team Rocket guard throw two of some sort of blue gun onto two HexECO signs on the hexagon platform in the middle here. The guns attach themselves to the signs and the Grunt leaves the shaft. Take the energy bridge to the platform, but you’ll find out that what that guard put here are laptop guns (Perfect Dark) in the form on sentry guns, meaning they’ll fire on you when you get near them. You can take out the guns with ranged attacks without getting too close, so try that way to take them out and then cross the area and into the next hall. This hall contains the guard who threw the guns out, now unarmed, so defeat him and keep going until you reach a closed hexagon shaft with a path wrapping downward along the walls. Head down the path, defeating a set of eight Lairon Rovers (2) along the way. Neat the bottom is a switch that will shut off horizontal lasers Team Rocket installed in case you tried dropping down here. After the shaft, head through this hall and take down three more Rocket guards carrying laptop guns. After defeating them, barriers at the end of the hall drop and another energy bridge in the main shaft forms. The path here ends with a different-looking hexagon platform that will head downward after landing on it. Along the way, dodge the gunfire of five Swellow Jets (2). The platform will stop at where an energy bridge will form at 45-degree left turn behind you. Head down it and you’ll enter yet another hall. Here, there are more mines lining the walls, floors and ceilings, but the ones here are proximity mines, meaning they’ll go off if anything goes near them. Use a ranged attack if possible to set them off and then head through the hall. You’ll reach another closed shaft and will bounce off a series of springs going down the shaft past many moving indigo lasers set by Team Rocket. At the bottom of the shaft, you’ll have to defeat six Snapsparkers (2) to open the door to the next hall. In this next hall, another guard throws a container in the hall, bursting and sending out several laptop guns onto the walls of the hall. Either take it slow and use attacks to take them out or risk damage and sprint through the hall. You’ll once again reach the center shaft, where the Grunt who threw the container is standing on a hexagon platform in the middle of the shaft. Homing attack a Super Potion over the gap to reach him and take him out. From there, make a 45-degree right turn closer to you and homing attack a Swellow Jet (2) to reach another hall. In this hall, get ready to take on three more Ariados Webs (2). These ones not only fire green neutron webs, but also use multi-colored lasers. After them, you’ll enter a room with as many as four Muk Puddles. These ones are magenta colored and are the most powerful variations of this enemy. Before you know it, they’ll flood the room with green sludge that will damage you and you’ll slip in. You can see four Potions in this room. Homing attack them to cross over the sludgy floor and to the next hall. In this short hall, pass through a checkpoint and you’ll reach another glass wall shaft. Here, there’s another moving hexagon platform you can use, but this time, you’ll also have to watch out for more indigo lasers that move around the place, plus four Swellow Jets (2). At the bottom, head across the energy bridge behind you to enter one more hall. Here, take out four Rocket guards and the door here will open back into the main shaft. Here, you’ll have to homing attack a Weezing Bomb (2) to reach the hexagon platform in the center. From there, take a 90-degree left turn close to you to enter another hall. Here, take out three Rocket guards carrying anti tank launchers along the energy bridge sloping downward. After the path in front of a locked door, another Robo Rhydon (1) will drop down. Take it out like you did the last and the door will open. Here, you’ll enter a room with the second jamming device. Disable that and the entrance door will open up. Outside, there is an energy bridge leading all the way to the third tower that looks deserted. However, make it halfway across the bridge and suddenly, two barriers will come up in front and behind you. From above, a large, octagonal-shaped craft similar to a UFO drops down in front of you. While it hovers there, you can see the two pilots, Butch and Cassidy, manning the craft. After a short conversation (which includes messing up Butch’s name (how it messes up depends on the character you’re using)) about how they need to secure the towers for their superior, Dr. Nanba (who Cassidy calls by “Mambo”, which Nanba calls her and tells her to get it right), it looks like it’s time for another midboss battle to begin. ----------------------------------------------------------------------- //Butch & Cassidy// Health: 150 Attack 1: Octagonal Laser – The center section of the craft spins around and eight large lasers are fired from it. Dodging this attack is no easy task. Attack 2: Ultra Net – An enormous net is fired from all around the craft. This next is a combination of the three kinds of atomic webs used by Ariados Webs. If caught in this arena-size web, you’ll lose health, become paralyzed, and the craft will regain health. Attack 3: Enemy Deploy – Doors on the craft’s bottom slide open and four of a single kind of enemy comes out of it through an octagonal container from each door. Strategy: This can be a tough battle. While the laser attack is quite dangerous, there’s also the threat of the rainbow flash net thrown out at you. However, you can predict these attacks and dodge them. When Cassidy says “How about a taste of this?!”, jump or slide under the lasers that follow. When Butch says “Don’t go messing up my name ever again!”, jump to dodge the net thrown at you. Also, there’s the threat of Team Rocket robots being deployed during this battle. The kind they send out at you are Snapsparkers, Lairon Rovers, Ariados Webs, and Swellow Jets, each of them Tier 1. There will never be more than four enemies out at a time. Just go for the top section and deal as much damage as you can. By doing this, you may be able to take down Butch and Cassidy in no time! ----------------------------------------------------------------------- Once Butch and Cassidy are defeated, they’ll curse you out for messing up their plans (and Butch will for screwing up his name). With that, they’ll leave on rocket packs on their backs telling you they’ll be back. Head all the way down the energy bridge to reach the third radio tower. There’s a checkpoint right as you enter the first hall here as well as three Arbo Tanks (2). Defeat or get past them and you’ll come to a room with more square indentations and five Rocket Grunts (3 LP). Two of them will throw containers towards the walls what contain more laptop guns, so take them out first. After doing so, more platforms will rise up and you can use them to climb up to the next hall, but four Swellow Jets (1) immediately teleport into the room and will try to swoop down on you while you make the climb. In the next hall, pick up a Super Potion, then run out of the hall because there’s three Ariados Webs (1) on the ceiling that fire blue electron webs onto you. You’ll come to the tower’s main shaft, which has a moving hexagon platform in the middle. Cross the short energy bridge onto the platform and it will start rising upward. While it may seem easy, during the ascent, four Rocket guards (1 R9, 1 LP, 1 ATG, 1 ATL) will drop down onto the platform one by one. Defeat them and you’ll eventually reach the top of the rise. Here, there’s an energy bridge starting at a 45-degree right turn. Cross it to enter another hall, where three Weezing Bombs (1) will attempt to blow you up. Past them is a closed shaft with a Rocket Cage in the middle. There are also two Muk Puddles (3) and three Snapsparkers (1) in here as well. The Muk Puddles will flood the room with a blue-and-yellow sludge that shocks and paralyzes you. To open the cage, defeat the Snapsparkers, then use the spring in the cage when it unlocks to bounce off more springs and up the shaft. You’ll enter another hall at the top, which slopes upward. Along the way, three Arbo Tanks (2) will make their way down the hall, so get rid of them. At the end of the hall, you’ll find a switch to a door. Use it to open the door and enter another glass walled shaft. While the ascent in this tower is up, here, you’ll have to go down. Collect an X Attack on the energy bridge you emerge on, then take the pulley in the middle downward. Navigate past more indigo lasers that move about the area, and reach the bottom. Halfway down, there’s an X Speed you can jump to to collect, the jump back onto the pulley. At the bottom, there’s an energy bridge to your left. Jump onto the bridge and then go through the door here. You’ll enter another hall with six Rocket Grunts (2 R9, 2 ATG, 2 LG) to defeat. Down the hall, it will then make a 45-degree left turn, where five Ariados Webs (2) wait for you to pass. Get by their proton webs and you’ll eventually reach the end of the hall. There’s a door to the right here. After passing through it, you’ll end up outside on the side of the tower. There’s a checkpoint here as well. There’s a path leading to the right on the side of the tower. You’ll eventually reach a barrier at the end of the path, where three Rocket guards (LP) will jump down and attack. Defeat them to drop the barrier and have an energy bridge materialize behind the barrier. At the end of the bridge, there’s a path at the 45-degree right turn along the tower’s exterior. This path has HexECO signs lining the outside edge, and two Potions for you to collect. You’ll reach a pulley near the edge of the path, so use it to climb up the side of the tower. Be careful of the lasers Team Rocket has set up on the tower’s walls. At the top of the pulley, there’s a stationary Swellow Jet (3) that you’ll need to homing attack to reach another path like the one below. This path is littered with four Rocket guards (2 R9, 2 ATG) and four Lairon Rovers (2), so tread with caution. There’s an upward-inclined energy bridge at the end of the path after a 45-degree left bend. The climb is long, but you’ll eventually reach a platform with an X Defense, and if you look behind you upon reaching the platform, there’s another inclined energy bridge to jump to. At the top of this bridge and another platform, there’s a lone Rocket Grunt that will ambush you with a laptop gun, so take her out and then jump onto another energy bridge heading up. At the platform at the top of this path, you’ll see the start of a horizontal grate path above you. Jump onto the grate, which slope upward, and climb them up. At the top of the climb, there’s a vertical grate with a flappable gate in it, so use that to flip to the other side and climb up to another gate, which you can use to flip to another grate climbing upward. At the top of this grate is the same setup, so flip to the other side of this vertical grate, then flip back over to climb up another rising grate path. At the top of this one is a third vertical grate. Use it to get to the grate path on the other side and climb your way to a platform with a door. The whole grate climb, you’ll face eight Swellow Jets (1), so be careful. Head through the doors to enter a sloping hall with a checkpoint at the start and two Ariados Webs (2) with neutron webs. After them, when the hall levels, another Robo Rhydon (1) drops down. Defeat it to drop the barrier behind it and you can head up the next slope to the roof of the tower. The third jamming device is in the middle for you to disable. After you do so, use the teleporter to get to the next tower.
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Post by Sunflora Azumarill on Jul 4, 2007 19:20:15 GMT -5
On the roof of the fourth tower, Head down the path and down into the tower from where you begin and you’ll head down a sloping hall. At the end of the hall, you’ll enter a closed shaft with a pulley in the center. Use the pulley to lower yourself down past more indigo lasers and through a large cross of what could possibly be 32 lasers, all being generated from a hexagon ring-shaped laser system going all along the halls of the shaft. Here, two Swellow Jets (2) fly around the pulley, so jump to them and defeat them to disable Team Rocket’s laser defenses. At the shaft’s bottom, head through the doors to enter another hall, where the problem of four more Rocket Grunts (3 R9, 1 LP) arrives. Defeat all four of them and head down the hall to reach this tower’s main shaft. Head down the energy bridge and onto the platform in the center to find a spring that will bounce you upward to the next hall. However, time your jump correctly so that you don’t hit one of two indigo lasers moving back and forth at the hall entrance. In this hall, there are three Muk Puddles (2) to watch out for, so dash past them and into a room with an energy bridge you’ll cross to reach the other end. Here, you can drop down to the bottom of the room, where a cache of two X Attacks, 2 X Defenses, 2 X Speeds, 2 Super Potions, a 1UP, and even the stage’s Full Restore reside. However, if you even touch one of them, six Muk Puddles (3) will teleport into the room and immediately flood the area with burning red sludge. Not only that, but laser sets Team Rocket also set up on the walls will activate. Use the springs in this room to escape the rising heat and get back up to the bridge. Anyway, in the next hall, defeat four more Rocket guards (4 ATG) and then enter another glass walled shaft. Here, there’s a hexagon platform in the center that will take you down the shaft. This time, you’ll have to contend with laser systems and as many as seven Swellow Jets (2) that attempt to swoop at you.
At the bottom of the platform ride, you’ll notice that the glass wall ends and that there’s a door with an energy bridge leading to it. Run down the bridge and cross the checkpoint at the end to head back outside the tower. The path here goes to the left and five Ariados Webs (2) crawl along the wall. Dodge them and you’ll come to a barrier at the edge of the path. There’s a lone Swellow Jet (1) floating beyond the barrier that you need to defeat to lower the barrier and activate the energy bridge below it. To do this, either use ranged attacks or homing attack the robot, then jump back onto the solid path once it’s defeated. The energy bridge wraps around the 45-degree left bend of the tower and leads to a path with HexECO signs lining the outer edge. On this path, six Snapsparkers (2) will attack and a barrier lines beyond them. Defeat them to drop the barrier and you’ll come to the end of this path. There’s a pulley for you to use to head downward. Use it to dodge lasers and reach a second pulley. Jump to this one and keep the descending past more lasers. You’ll come to a third pulley and jump to that one. Past more lasers, you’ll reach another path. Head down it and take out six Rocket Grunts (5 LP) that attack in front of a Rocket Cage. The last one will throw a container of timed mines that spread all over the place, meaning you only got five seconds to attack her, open the cage, activate the switch inside, and across the energy path that forms behind it. Take the path down the 45-degree left bend of the tower and there will be four Swellow Jets (1) that you’ll have to homing attack to reach a platform on the other side and a door leading back into the tower.
After heading back into the tower, head down the sloping hall while dodging the three Weezing bombs that will explode on you. You’ll enter the central shaft where another hexagon platform resides. There’s a Swellow Jet (2) that you’ll need to home attack to reach the platform. The platform here will actually go up and take you past three Swellow Jets (2) and several indigo lasers. At the top, head down the energy bridge and enter the hall. Here, you’ll have to watch out for six Rocket guards (3 LP, 3 ATG) that will ambush you. After defeating them, you’ll enter a closed shaft with a path wrapping around the wall. Take the path downward, defeating a total of eight Snapsparkers (1) along the way and dodging more of Team Rocket’s lasers. If you defeated all the Snapsparkers, a Rocket Cage at the bottom will open up to reveal a switch for getting out of the shaft. Head through the door and defeat four more Rocket Grunts (R9) that attack. You’ll come back to the main shaft. Here, there’s a Swellow Jet (2) moving back and forth that you can homing attack. If you do, two more will teleport behind it and make a path to another hall. Head down it to reach a room with a 1UP, but it’s a dead-end and just for bonuses. In the shaft, simply jump down it and you’ll reach a hexagon platform at the bottom. From there, head down the energy bridge behind you when you land and take out five more Rocket guards (3 ATG, 2 ATL) in the downward-sloping hall. After the hall in front of a locked door, a Robo Rhydon will drop down. This one happens to be a different color than the other three, and is thus tougher. It has more health and attacks faster, meaning you’ll have a tough time defeating it. Once you do, the door will open and you’ll enter the room with the next jamming device. After it’s disabled, the entrance door will open up. Outside, there is a checkpoint and an energy bridge leading to the final tower. Once you’re halfway across the bridge, two barriers will come up in front and behind you. From above, a large floating craft that bears quite the similarity to the boss of Carnival Night Zone in Sonic 3 comes down. You’ll notice that Dr. Nanba is at the controls of the craft and that he’ll tell you that he’s been put in charge of the radio sabotage. He’ll also bring up that you took down his two best agents and that he’ll battle you himself so teach you a lesson is meddling with Team Rocket affairs. For the first time in a stage, there’s a second midboss battle.
----------------------------------------------------------------------- //Prof. Nanba// Health: 180 Attack 1: Electric Cyclone – After dropping the large orb onto the ground, Nanba will bring the craft over it and generate an electrical twister around the orb. The twister will pull you in. Attack 2: Laser Attack – While sitting on the ground, the large orb will fire laser bursts in sixteen directions periodically every two seconds. Attack 3: Electric Shockwave – The large orb will charge up electrical energy while laying on the ground, then unleash it in a large, electric shockwave that must be jumped to avoid. Strategy: This is a hard battle. In fact, it’s the second toughest to date at this point. If you remember this battle from Carnival Night Zone in Sonic 3, you should know what to do. When Dr. Nanba drops the large orb on the ground, get back for he will generate an electric cyclone that pulls you in. When he stops and lowers the craft to pick up the orb, strike hard and strike quick. Now here’s what’s new; he waits longer to activate the cyclone, but while on the ground, the orb will constantly fire lasers in all directions, making it so that you have to move and jump constantly to survive. Once half of Dr. Nanba’s health is gone, the orb will also start charging up electricity while on the ground, and when fully charged, will unleash a large shockwave that sweeps the area. The shockwave travels quickly, so you’ll have to jump the second it’s unleashed. Also, one more thing, if you ever touch the orb while it’s on the ground, you’ll get zapped and lose 20 health (40 when it starts charging up electricity). There are also two Super Potions on each end of the field for you to use should you need to. Attack Nanba enough and his craft will be history. -----------------------------------------------------------------------
Once Nanba is down, he’ll tell you that you won’t stop Team Rocket, and then Butch and Cassidy will come on rocket packs and carry him off. Now you can head to the fifth and final radio tower. Once you’re inside the radio tower, you’ll be ambushed by six Rocket Grunts (2 R9, 2 ATG, 2 w/shields). Take them all out to drop a barrier behind them and cross an energy path leading to another hall. In here, there are five Lairon Rovers (2) to dodge. After getting by them, you’ll enter a shaft and must head upward. Take the spiraling path up. Along the way, a total of ten Snapsparkers (1) will attack. There are also some more indigo laser systems Team Rocket has set up, more specifically, octagonal ring shaped ones. Avoid the lasers while getting to the top and from there, head through the doors to enter another hall with four Rocket guards (3 LTG, 1 w/shield) to defeat. After getting past them, the door behind them will open and you’ll enter this tower’s main shaft. Homing attack a Swellow Jet (3) in the middle of the gap to reach the platform. There’s a spring here to bounce you up to an energy bridge at a 90-degree angle to the right. Head down it and enter another hall with two Ariados Webs (3) on the walls. You’ll enter a room with square indents in the floor and six Snapsparkers (2) to defeat. Once they’re done, the energy platforms will rise up in a stair fashion, allowing you to climb them to the next door. In this hall, there are eight Rocket Grunts (3 w/ shields, 2 R9, 2 ATG) and the last one will litter the rest of the hall with proximity mines, so be careful. You’ll reach a door that leads to the outside of the tower and have to climb the exterior once again. There’s a checkpoint here and a path going to the left. At the end of the path, there’s a string of Swellow Jets (2) moving back and forth that you’ll have to homing attack to reach a vertical grate after them. Land on the grate and head down to find a flappable gate that you can use to flip to the other side.
Now shimmy along the grates as they head forward, then slope very far up past three more Swellow Jets (1). You’ll reach a platform on the way up, but indigo lasers prevent you from climbing further up the grates. Drop down from them and you’ll have to defeat three Weezing Bombs (2) to open a Rocket Cage containing a spring and bounce onto the other side of the lasers. Now keep climbing the grates past two more Swellow Jets (2) and you’ll reach a path that wraps to the left along the side of the tower. After making the turn, you’ll reach three Rocket guards (2 ATL, 1w /shield) in front of a barrier. Defeat them to drop the barrier and also have an energy bridge materialize. Cross the bridge and you’ll reach a path with HexECO signs lining the outer edge. Here, there’s four Arbo Tanks (2) you need to defeat to open a door leading back inside. You’ll enter a glass-walled shaft on an energy bridge leading to an octagonal platform in the center of the shaft. You’ll take the platform up as you pass by eight Swellow Jets (2) and several laser systems. Once you reach the top, head along an energy bridge in front to enter another hall. Here, you’ll see a male Rocket Grunt throw a container containing laptop guns onto the walls. Ether dispose of the guns or rush through the hall and into a room with a floor below. You enter on an energy bridge, but the path shortly ends and you’ll have to jump down. Here, there’s a whole group of about eight Muk Puddles (3) and four Ariados Webs (2) on each wall. Each Ariados Web has a holo-scanner, and if you’re caught in one, several Weezing Bombs (3) will teleport into room, and the Muk Puddles will discharge burning red sludge that will flood the room. While you can take the time to pick up two X Speeds, an X Attack, and X Defense, and a Super Potion, it’s best to get out of here quickly. Head into the next hall, where six Rocket Grunts (2 LP, 1 LTG, 1 ATG, 2 w/shield) attack. Defeat all of them and get back into the main shaft.
Here, cross the energy bridge and get to the platform in the center. This one will take you upward, but along the way, there are up to six Ariados Webs (3) on the far walls, each of them with holo-scanners. If caught in any of them, octagonal laser systems along the way will activate, making the ascent even harder. You’ll get to another energy bridge at a 45-degree right angle and can head into the next hall. Cross a checkpoint and you’ll have to fend off four Rocket Guards (2 ATL, 2 w/shields) and also be careful of two Ariados Webs (2) on the ceiling, since they have holo-scanners that will bring in several Muk Puddles (3) that will discharge poison green sludge all over the place. You’ll come to another shaft that you’ll need to head up. Head up the spiral and defeat all ten Arbo Tanks (2) along the way to open a Rocket Cage on top holding a switch to open the door. You’ll head into another hall with six more Rocket Grunts (4 LP, 2 w/shields) to defeat. You’ll reach another door and head back outside. Here, there’s a pulley over you, so take it up past several laser systems and then homing attack a Swellow Jet (3) at the top to the right to reach another pulley. Take this one up past more lasers to two Swellow Jets (3) to the left. Do the same here and grab a third pulley. At the top of this one, you’ll reach a platform with a door leading back inside, but once you land on the platform, a Robo Rhydon (2) will drop down. You’ll have to defeat it to open the door, which opens up into a hall sloping upward. Take Dash Panels all the way up there and you’ll emerge on the roof. From here, simply go to the center and disable the fifth and final jamming device there. With all five jamming devices shut down, head down a path going to the left at a 90-degree angle to go down another hall back inside and you’ll enter an elevator. You’ll go all the way down to a parking garage. As soon as you exit the garage, you’ll see a Team Rocket leaving. There’s a lot of other vehicles here, all ones seen in Grand Metropolis. Before getting into one, look to the left of the elevator to find a 1UP. Once you get into a vehicle, you’ll drive out of the garage, finally clearing this stage!
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Post by Sunflora Azumarill on Jul 4, 2007 19:22:00 GMT -5
======================================================================= [-----------------------------ROCKET CHASE----------------------------] ======================================================================= Get ready for some speed. Team Rocket’s making a getaway from Grand Metropolis, and you must catch up to them! You drive the vehicle you got in the previous stage by using Control Pad left and right to move the vehicle, R to accelerate, and L to brake. Keep the vehicle intact and don't lose sight of Team Rocket's vehicle! If Team Rocket's vehicle leaves your line of sight, you fail! Anyway, this stage’s visuals are Grand Metropolis mixed with the 2P City Stage from Sonic Heroes. The highway is considerably wide, consisting of three lanes for each direction, a wide divider in the middle consisting of grass, trees, small metal towers with energy running through them, and the same transparent HexECO signs seen in Grand Metropolis lining both ends of the divider. There are large, trapezoid-shaped walls making up the edges of the highway and shorter hexagon-tiled glass walls behind them. Everywhere you look, there are all the kinds of buildings you saw while traveling through Grand Metropolis. There are also overhead bridges you pass under every few hundred feet with HexECO sings lining their edges, but not even half as wide as the highway and with no dividers. Now with all that in mind, now time for the main action. You need to catch up to Team Rocket’s vehicle (which takes up two lanes) while dodging all the traffic around you, which consists of various cars and trucks seen in Grand Metropolis. At first, just keep weaving by all cars that are in front of you and don’t slow down. About a half-mile down the road, you’ll start seeing automated vehicles that look kind of like Steelix heads. These are Attack Vehicles, and they’ll fire onto you with missile launchers if you’re in front or on the side, or laser cannons if you’re behind them. Since you can’t exit the vehicle, just try to drive past them. As you progress through the stage, more Attack Vehicles will be driving down the highway. Also, if you get too close to the Team Rocket Vehicle (about a hundred feet) before a certain point, the vehicle will deploy more Attack Vehicles from a sliding door on the upper half of the vehicle’s back, which hover backwards, then down onto the highway. Up to this point, there are two X Defenses and an X Speed you can pick up along the highway. At about the point the Attack Vehicles start to appear, there is a glass arrow ramp you can use to reach an X Attack in the air. This ramp comes right after the second overpass bridge. Along this stretch of highway, you’ll come across two Super Potions near the right and left edges of the highway. At the mile mark, the highway makes a 45-degree left turn, and four pairs of flowing arrow signs are attached to the right wall at the turn. Make sure you make this turn cleanly, or you could lose too much speed and fall behind the Team Rocket vehicle. After the turn, immediately move far left to collect an X Speed, but be careful of the HexECO truck near it. About half a mile after the turn, you’ll come across an intersection, which is indicated by four large, four-sided traffic lights attached to two metal arches crossing each other over the intersection. This is similar to the intersection from Metal City in Sonic Riders. Here, there are more vehicles moving along the other highway. If you’re not careful, you could run into one of these vehicles and severely lose speed. After the intersection, you’ll see another ramp, but it’s hard to reach due to the car that drives near it and that an Attack Vehicle will very likely attack you if you get close to the ramp. If you manage to make the ramp, you’ll get a 1UP. While down this stretch of highway, dodge the lasers from a trio of Attack Vehicles that are ahead of you and collect an X Attack and an X Defense along the highway. At the second mile mark, there is a 45-degree right turn you’ll come across, with arrow signs on the left wall here. After the turn, you’ll notice a long, car-carrying truck with HexECO signs on the sides. On this truck happens to be a 1UP. Getting this 1UP is tricky. Further down the highway after another Attack Vehicle is another ramp. If you’re equal with the truck, jump the ramp and you’ll go straight onto the top of it and be able to collect that 1UP. Dash Panels on the truck will boost you off of it afterwards. Half a mile after the turn, you’ll come to a tunnel that encompasses the highway. The inside of the tunnel has two lines of blue square lights on the walls right next to the ceiling, there are arrow signs in the middle of the walls, and the divider is replaced with an endless glass wall that separates the two highway halves. Here, be careful of two more Attack Vehicles that come up and collect a Super Potion near the glass partway through. Right after the super potion, the tunnel makes a 45-degree right turn, so be ready to make that turn. Near the end of the tunnel, there is yet another ramp. Go up this one to collect an X Speed. Half a mile after the turn, the tunnel ends and you’re back outside. Here, things get a little trickier as you’ll see your first Tier 2 Attack Vehicle. The laser-and-electric mine fields these ones deploy can cost you the whole mission if you’re not careful! Collect an X Defense along the highway and eventually, another 45-degree left turn shows itself. Make the turn and beware of the Attack Vehicle nearby. When you see another car-carrying truck, get to the far right of the highway and collect a Super Potion near the wall. Half a mile after the turn happens to be another intersection. Near the center of it is a 1UP you can collect, but don’t risk it unless you’re an expert. After the intersection, the Attack Vehicles really heat up, as a group of four of them (1) appear on the highway and keep up with you. Also, instead of overpass bridges above you, here, there are underpass bridges below you. Half a mile after the intersection is you guessed it, another 45-degree left turn. After the turn, there is another ramp you can use to get another Super Potion. Here, three more Attack Vehicles, one of them a Tier 2, can be found further ahead. Collect an X Attack on the highway here as well. Half a mile after the last turn, you’ll enter another tunnel. Here, you will see nothing but Tier 2 Attack Vehicles. After two of them, half a mile down the tunnel, there’s another 45-degree right turn. Make the turn and keep going down the tunnel. Here, there is an X Defense on the highway and a Super Potion you can use a ramp to reach. After three more Attack Vehicles and half a mile after the turn, the tunnel ends. By now, you should have the Team Rocket Vehicle in sight. The bridges here are now overpass once again. There is a practical wall of 5 Attack Vehicles (2) ahead. A ramp near where you catch up with them will boost you over them. Half a mile after the tunnel, you’ll notice that Team Rocket's vehicle will stop right behind a traffic jam. Once you've reached it, press R to jump out of your vehicle and into Team Rocket’s. The inside of the Team Rocket vehicle consists of large glass windows at some points and like the outside of it, is blue and consists of tiled floors. If you're playing as Whitney, keep your eye out for non-dairy Miltank products (such as burgers and steaks), because you have to seize them to complete the mission. Right where you jump out of the vehicle you used and into the Team Rocket Vehicle, there is the first checkpoint of the stage. Here, nine Snapsparkers (2) will drop down in front of a large barrier like the ones seen in Grand Metropolis and Radio Mess. The center one is a Tier 3, and by destroying it, the rest of the group goes down with it. With them all gone, the barrier drops and you can head down the path, where the middle turns into a solid ramp going up. The two areas on the ground near the ramp’s top contain an X Attack and an X Defense. On the upper area on top of the ramp, there are five Lairon Rovers (3). Either defeat them or head through the set of doors, which have Team Rocket R’s on them slide open. Here, collect a Super Potion, then head through the next set of doors to reach an indigo-tinted restroom hall. There’s a men’s restroom to your left but nothing else on the other side. You won’t be able to head through the doors at the other end until you take care what’s in the restroom. Male characters (and Duplica wearing a disguise) can simply go in, where you’ll see stalls to your left, sinks to your right, and Dr. Sebastian in the middle. Female characters must create a diversion to flush Sebastian out before defeating him. Either way, Sebastian will attack you with two cyber hand devices on his wrists with small computer screens on them. The first device is blue-colored and sends out electrical fields that paralyze you (and do 30 damage). The second is red-colored and fires a large plasma shot at you (does 40 damage). As you fight him, in this order, two Arbo Tanks (2), two Weezing Bombs (2), and three Muk Puddles (3, burning sludge) will teleport into the area. Once they and Sebastian are subdued, the doors will unlock and you’ll be able to head through. Once Sebastian is defeated, Attila and Hun will start talking over the loudspeaker. It's actually a radio communication, and your next objective is to cut off that communication. Head through the doors to enter a small maze populated by a total of ten Ariados Webs (2). Here, go forward, head left, left, right, right, right, left, right, left, left, right, right, left, left, and right once more. In some of the dead ends of the maze, there is an X Attack, an X Defense, an X Speed, and the stage’s Full Restore. The end of the maze has you drop down a hole to a lower level. Here, head backwards down the corridor here, watching out for a group of 5 Muk Puddles (3) that flood the room with thunder sludge, plus several indigo lasers that move up, down, left, and right. You’ll come to a turn, and on the next side, there are five Weezing Bombs (3) and laser grids you must jump or run under. Quickly run past them and collect a Super Potion. Head through the doors to enter a room with computer monitors and mainframes lining the walls near the windows and a large, octagonal shaped computer device with sloping computer screens going all round it. There is an octagonal-shaped satellite dish the length of the console rotating on top of it. There’s also a floating TV in front of the console that states “COMMUNICATIONS CONSOLE”. This is where the transmission is coming from. Look around the console for the panels that change the frequency, then change it to get Attila and Hun off the air. Once those two are off the air, Eggman will come in on the hand radio, saying that another of the legendary Pokémon similar to the Registeel that managed to shake Team Plasma upon its escape is now aboard the vehicle. This Pokémon is Regice. Anyway, head through the doors on the other end of the room and you’ll enter another restroom hall. There’s a checkpoint in the middle of the hall here and a woman’s restroom on the right side, but nothing on the left. Regice is in this restroom, and it's far easier to do if you're using a female character, since male characters will probably have to resort to attacks to open it. Inside the restroom, you’ll see stalls to your right, sinks to your left, and Regice in the middle. You’ll need to guide Regice to an opening. If enemies attack it, it’ll take damage (it has 250 HP) and it faints, you’ll fail the entire mission. Anyway, things already prove difficult once you get out of the restroom hall. You’ll enter a room where there’s a wall in front of you and a spring locked in a Rocket Cage. Here, a Tier 2 Robo Rhydon drops down, and you’ll have to defeat it to open the cage. Its attacks can severely damage Regice, so defeat it quickly. Once it’s defeated, use the spring to bounce up the wall (Regice simply jumps up it). At this point, there are seven Arbo Tanks (2), with a Tier 3 one in the middle. They’ll start laying the damage on Regice, so defeat the center one to destroy them all. Head through the doors here to enter another room, where you’ll see an open window. Here four Snapsparkers (3) will attack. Once they’re defeated, you’ll have to take on four Lairon Rovers (3), then four Ariados Webs (3) will teleport into the room. Once they’re defeated, Regice will jump out of the open window. Once Regice is gone, try to head forward. When you do, two large barriers will rise up, and a large square panel in the floor nearby will lower. From there, Jessie and James (with Meowth) appear in a mech that you’d expect them to use. They’ll recite their motto, then tell you that you’ve just ruined a deal involving Regice they were going to make to the boss. Because of that, they tell you they’ll just take your Pokémon instead, and another midboss battle will now begin. ----------------------------------------------------------------------- //Jessie & James// Health: 160 Attack 1: Electric Hand – Jessie will fire the left hand of the robot in order to grab you. If she does, she’ll shake you while shocking you with the hand. Attack 2: Rocket Hand – James will activate the right hand, which comes at you like a rocket and using a rocket in the back. Getting hit knocks you back a bit. Attack 3: Laser Spinner – Meowth activates the robot’s secret weapon, a wheel of eight laser cannons on the bottom. Laser blasts are fired from the cannons while they spin clockwise. Strategy: Jessie & James are tough, even if you know what to do. From all their failed mechs, they have decided to get one that’s impervious to all Pokémon attacks except Explosion. When you came in the room, you may have noticed red capsule-shaped bombs (like in Shadow the Hedgehog) sitting in glowing red rings in each corner of the room outside the barriers. If one is destroyed, another generates into the ring in its place after several seconds. When Jessie decides to grab you with the left hand, stand as close to a bomb as possible, then dodge the hand, which will pick up the bomb and bring it back to the mech. Quickly hit the bomb with an attack to detonate it and deal 40 damage to the robot. If a Rocket Hand hits a bomb, it’ll simply explode. After two of these, Meowth will insist on using the Laser Spinner, which can destroy the bombs if a laser hits one. This makes it tougher to find a usable bomb for Team Rocket to grab. When they’ve been hit three times, watch out as Team Rocket multitasks, making them grabbing a bomb even harder. If you can blow them up four times, they’ll blow up for good. ----------------------------------------------------------------------- Once you’ve dealt enough damage to Jessie & James’s mech, it’ll explode and they’ll go through the open window in the vehicle Regice jumped through, complaining about how they’re once again failed while flying by a lot of buildings in Grand Metropolis before flying out into the distance, saying their “Team Rocket’s blasting off again!” phrase. At this point, the barriers drop and you can head through another set of doors on the other end. You’ll enter a room with a checkpoint locked in a Rocket Cage in the middle and a set of locked doors on the other end, plus two Super Potions in the room near the walls. Here, you’ll have to fight in this order, 3 Snapsparkers (3) and 2 Arbo Tanks (3), 3 Lairon Rovers (3) and 2 Wezzing Bombs (3), and 3 Ariados Webs (3) and 2 Muk Puddles (3, poison sludge). Once all are defeated, the cage will open up and the doors will open. Collect the 2 Super Potions if you haven’t already and head through the doors. You’ll enter a large, long room, but nothing seems to be here. There’s another set of doors on the other side you can head through. Upon heading through them, you’ll reach the driver’s set, which consists of a steering wheel and has computer and video screens lining the dashboard. There is of course, a wide windshield allowing you to see the highway and the traffic jam. In the driver’s set happens to be Tyson (that is, the TR Tyson, not the HL one). As it turns out, he’s the mastermind of the whole plan. He’ll explain that Giovanni was nowhere to be found when the plan was to take action, so he executed in instead. With that in mind, he’ll push you back into the other room, where the doors will close. Move to the back of the room, and suddenly, most of the floor will split and slide open, with the two ends of the floor moving down to level off with a lower level. Here, Tyson now appears in a massive Fearow-shaped jet that has its wings folded in due to the width of the room. He’ll tell you that you made a big mistake thinking you could stop him from escaping and that you’re going to pay. The game’s fifth boss battle now begins. ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: ROCKET ADMIN TYSON Health: 220 Attack 1: Turbo Chaingun – The mouth of the mech opens up and fires a large, spiraling blast of shielded bullets that hit at a rate at 5 per second, each doing damage. Attack 2: Missile Bomb – Launches several large missiles that fly around the room, then land on the ground, creating large explosions that cause damage. Attack 3: Turbine Fans – Turns on the jet fans on the robot and tries to suck you into them. If this happens, you constantly take damage when caught in the turbines. Attack 4: Laser Cannon – Switches to a high-powered laser cannon in the mouth, charges while a holographic target appears on you, and then fires a large laser beam at the target, also creating a large explosion upon impact. Strategy: Get ready for a fight. The area doesn’t allow much room for movement. The mech’s chaingun is already very deadly and the other weapons are no laughing matter either! When the mech comes down to fire its gun, quickly jump onto the thingypit and attack it. When it’s in the air, keep running to avoid the missiles that Tyson fires at you. When 80 of his health is gone, Tyson will also start trying to suck you into the turbine fans on the wings. Quickly get to the wall and run towards it to avoid getting sucked in. When he only has 60 HP left, watch out for the laser cannon he fires on you. Also, watch out when he’s flying through the air, as he’ll also try to dive into you, taking 40 of your health away. If you’re ever low on health, use four Super Potions in the corners of the room. Keep at it with the attacking and the Rocket Fearow won’t be able to take anymore. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- Once Tyson’s been defeated, he’ll agree to have Team Rocket leave the vehicle. Tyson will head back into the driver’s seat and you’ll see the outside of the vehicle, where part of the roof slides open and a Team Rocket helicopter flies out of the vehicle and takes off through the Grand Metropolis skyline. At this point, traffic starts moving again. Once that’s done, head into the driver’s seat yourself. Take the wheel to start a short vehicle sequence where you're driving the Team Rocket vehicle. Control the Team Rocket vehicle similar to the pursuit vehicle. There are no enemies or items along this path, only other cars and trucks. Go down the highway until you reach a 45-degree right turn half a mile from where you start back up, head down the highway here, where there’s an intersection half a mile through. Simply pass it and a half a mile after that, there’s a 45-degree left turn, take that and keep driving down the road here. After one more mile, you’ll finally have reached the end of the stage! If possible, you’ll now be able to move onto the next episode!
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