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Post by Sunflora Azumarill on Jul 4, 2007 19:23:53 GMT -5
======================================================================= [-----------------------------CAPITAL CITY----------------------------] ======================================================================= At the start of the stage, Eggman will drop you a hovercraft that you need to use for the first half of the stage. You’ll be driving down the highway for this half of the stage. Along the way, you’ll have to destroy various Plasma Billboards. You’ll need to use the laser weapon that’s equipped on the hovercraft to take down the billboards as you go by. You can also ram these, but they may slow you down. Along the way, you’ll also run past checkpoints, which are presented in checkered lines (much like a race’s starting point). While these don’t grant you a restarting point like in previous stages, if depending on how many rings you’ve acquired along the route, you’ll be given a random item. Here’s the lowdown on the items you can get; 20-40 rings, Potion, 40-60 rings, X Attack, X Defense, or X Speed (random); 60-80 rings, Super Potion; 80-100 rings, double X Attack, double X Defense, or double X Speed (random); 100-120 rings, either a Gravity Scope or H2-SO4 Scope (random), more than 120 rings, 1UP. Along the way, you’ll pass by several cars (hitting them will slow you down), and you’ll also have to be aware of walls. However, the walls act as a barrier to prevent you from driving off the highway, but they still slow you down. Several of the cars you’ll pass by advertise a number of things, including Chaos Soda, Treecko Punch, Torchic Energy Drink, Mudkip Fruit Juice, and Pika Pizza. You may also pass by an “advertisement” vehicle depicting “CHAO IN SPACE 3: DEOXYS ATTACKS!” Along the way, you’ll also find rings, balloons, and jump ramps. From all the balloons you can get these items; 3 Potions, an X Attack, an X Defense, an X Speed, a Super Potion, and a 1UP from a hard to get Balloon. Anyway, there are a total of 12 Plasma Billboards to take down and they are usually situated on the edges of the highway. Also on the highway, you’ll have to be careful of open space dividers since these aren’t railed and may send you into the water below. Upon reach the end of the stage, you’ll catch up to the President’s limousine. Once you've destroyed the Plasma Billboards and reached the President, you'll interrupt a conversation between Plasmae and the President. (How Aeris-K does this is funny but sick.) At this point, you’ll find out that Team Plasma has taken over downtown Capital City because the President refused her demands. If you used Aeris-K for the hovercraft portion and didn't press X anytime between one second after reaching the limo and one second after throwing up to take one of her pills, she's too sick to move on in this stage, so you'll then have to choose another character to take her place for the rest of the stage. You’ll be dropped off downtown on a board (or skates if you’re Aeris-K) for the next part. As you start your slide down the city streets, an emergency announcement can be heard indicating of Team Plasma’s putting the city under siege. Along the way, you’ll pass by several more ramps that you can jump off of. If you press A with good timing while in the air after jumping, you can perform a trick for points and gain more speed. Along the way, watch out for cars and a few electric walls set up by Team Plasma. At the end of the run, you’ll be ejected into the next part of the stage. Immediately after landing, three Plasma Grunts (2 EG, 1 CG) will attack you. Take them down and collect a Potion near the crates to the right, then run up the stairs. Here, two Manectric Chargers (1) will teleport down. Get past them and continue down the sloping path, taking down three more Plasma guards (2 ML, 1 SGL) along the way, which drops a large electrical shield at the end. Gain enough speed here to run up the wall and collect an X Speed. After landing on the upper area, take down three Snapsparkers (1) and you’ll see two crates. Punch them for an X Attack. After those, you’ll see a rail heading down a flight of stairs. Jump on and grind down, defeating or passing by six Magneton Shields (1) along the way (wait for all three to regroup before attacking). By pressing B, you can perform 360’s (which makes you faster) and jump at the breaks in the rail. At the end of the grind, use a Dash Panel to get onto the top of the white structure. Once up there, defeat the lone Team Plasma guard (CG) and homing attack the Super Potion capsule in the distance, then homing attack again to cover the gap. If you end up taking the lower route, you’ll run into a group of five Snspsparkers (1), with the center one being a Tier 2. Defeat that one to defeat the whole group. There are two ways to get to the other side of the gap here, either by running up the stairs and taking down two Manectric Chargers (1), or jumping across the cylindrical platforms over the gap and dodging two Magneton Shields (1). Regardless of which of the ways you reach here, pass through the checkpoint upon reaching the other side. Run into the Dash Panels and you’ll be blasted onto the streets again at high speeds. Avoiding cars is optional, but a total of ten Manectric Chargers (1) (five of which teleport down to make running into them easier) and a few more electric barriers hinder your progress. You can use the ramps here to perform tricks and gain more points and collect items such as a Potion, an X Speed, and an X Defense. After you reach the end of the road, you’ll fly into a spring. Use the spring to bounce up to a set of large tiers and stairs. Here defeat four Plasma Grunts (2 EC, 2 ML) and four Snspsparkers (1) on the tiers, and also take down a Magneton Shield (1) halfway up the stairs and another at the long arch at the top. From there, run down the streets, dodging ten more Manectric Chargers (1) and more electric shields. Use the ramps here to collect more items, including an X Attack and an X Speed. At the end of the road, you’ll need to take out four Plasma guards (2 CG, a SGL, 1 PR) to drop the large electrical wall blocking the opening. After doing so, head through and bounce off a spring to land on another rail. Here, grind down, dodging five Magneton Shields (1) and three Spapsparkers (1) along the way. It’s easier to take the rails here because there are more electric barriers on the stairs. At the end of the rails is another white structure. If you build enough speed, you can dash up the wall, where a Gold Beetle waits at the top. While it gives a lot of points if defeated before it disappears, it’s not useful as a flying tool for Duplica. From there, homing attack the spring on the wall to bounce to the second checkpoint. Before heading forward, backtrack to find and defeat four more Plasma guards (3 EG, 1 PR), then go back and use the pulley to get back up to the checkpoint. Upon entering the park, follow the path. If you run straight down, you’ll bump into a Manectric Charger (2) that teleports down and suffer damage. Watch out for the two (1) on the higher plateaus as well. By defeating the first one, the higher two will be defeated as well. Team Plasma has set up more electric walls here that make the park a very loose and open maze. Here, there are six more Plasma guards (2 EG, 2 CG, 1 SGL, 1 PR) that you should defeat. There are also ramps on each end of the area near the end that you can use the jump over the walls and Magneton Shields (1) (two on each side) and collect two X Attacks (left side) or a 1UP (right side). After exiting the park, head down the path and Dash Panels will boost you into a half-loop that ends with you running down the face of a building. Upon reaching the bottom, springs will bounce you forward and you’ll land on a bar. From here, you may drop down and head back to find a pulley next to the building that will take you upwards. From there, use springs and three Magneton Shields (2) to reach the top alcove, which contains the stage’s Full Restore. Along the path under the bars, take down four more Plasma guards (2 CG, 2 SGL) to drop an electric shield blocking the path further through the stage. Near where the barrier is, there are some steel crates making up part of the floor beneath you. If you’re using a character with a Pokémon that known Explosion, use it to blast the crates and drop down into a hidden room with a Super Potion, X Attack, a 1UP, and two Magneton Shields (2). Defeat the Shields to open the Plasma Cage here containing the spring to get back up. Back on the pole, swing around until you at the peak and fling yourself to the next bar. Do the same here to be sent to a platform ahead. (This path also throws you over the electric wall.) On the platform, defeat a Snapsparker pair (2) and the Manectric Charger (2) they’re shielding to open a Plasma Cage containing a 1UP. If you didn’t take the bars, you’ll have to take the lower route (which is actually easier). Jump across the sets of cylindrical platforms and dodge the three Magneton Shields (1) along the way. If you take the upper route, home attack across the three Magneton Shields to reach the other side of the gap. Regardless of which path you took, six Team Plasma Grunts (2 ML, 2 SGL, 2 PR) have set up a large electric wall. Defeat each of them to drop the wall and grind down the rail beyond it. Along this long path, there are six Magneton Shields (1), six Snapsparkers (1), and a few more electrical shields. Keep on the rails in order to dodge every one of these hazards. If you make good jumps along the way, you can grab two Potions over and near the rails. At the end, you’ll reach another bar. Either drop down or swing to the next checkpoint, collecting a Super Potion in the air. On the ground, there is a group of five Manectric Chargers (1), with the center one a Tier 2. Defeat that one to take them all out. Past the stairs and platforms happen to be four more Plasma guards (2 EG, 2 PR). Defeat all four of them to disable one last electric barrier blocking your path and head into the last stretch of the level. After the electric shield drops, slide through the gap, and you’ll be boosted on Dash Panels onto another street. Here, Team Plasma decides to step things up a bit, and a large, yellow hovertruck with the Team Plasma Symbol on the front and sides (more specifically, a Manectric City Hovertruck) will start to chase you at high speeds. Here, you’ll almost have to know there the ramps are in advance in order to utilize them, which can net you 2 Super Potions. You primary concern here is running, so step to it. Eventually, you’ll pass through an arch, which is too small for the Team Plasma truck to pass through, and it will crash into it. After reaching the end of the road, you’ll be boosted off of Jump Ramps and right to the back of Team Plasma’s train, which sits on an unusual set of tracks that haven been placed on the trolley turntable. Head into the train to finally finish the stage.
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Post by Sunflora Azumarill on Jul 4, 2007 19:24:52 GMT -5
======================================================================= [------------------------------MAD TRAIN------------------------------] ======================================================================= You have just managed to board Team Plasma’s train! There’s only one problem, the train’s taken off and in about 15 minutes, it’ll crash into a highly reactive power plant! This stage is mostly about speed, and X Speed will appear early and often to slower characters. You must navigate a total of 20 train cars to reach the front of the train. Get ready; Team Plasma’s train happens to be very high-tech and advanced, hovering over the unusual tracks at incredible speeds and defended by groups of Team Plasma guards and squadrons of Team Plasma’s robots. It’s also very large and elaborate, making this a challenging stage! A constant tip for this stage, take only 30-35 seconds for each train car to make it to the end on time. You’ll start in the back train car, which is lined with a wide silver metal arrowed path in the center and glass energy pillars near the walls. There are also large, long windows that allow you to see outside the train. Time to get moving! Start by going forward and defeating 2 Team Plasma guards (1 EG, 1 CG) in front of you. Further ahead, check behind one of the energy pillars for an X Speed, you’ll need it. Further down the car, the silver path slopes upward onto a raised area where three Manectric Chargers (1) can either be defeated for points for passed by for time. More energy pillars line the raised area and two Magneton Shields (1) stand in front of an electro-magnetically locked door (noted by four glass tiles with electromagnetic energy surging through them). Defeat the robots when they group back together and the door will open, thick streams of electromagnetic energy vanishing as it opens. You’ll enter the next train car. Here, four more Team Plasma guards (2 ML, 2 PR) will attempt to stop you. Bash them and continue forward. The silver path will slope back down onto a lower area. At the bottom of the slope, an electric wall blocks your progress. Simply defeat the Manectric Charger (2) that teleports in front of it to drop it. Check to the left side of the slope to find an X Attack near the back wall. In this car, you can see large computer systems along both walls, consisting of large screens, mainframes, and panels. In this area, 3 Snapsparkers (3) will assault you. You can bypass them. Near the end of the car happens to be two more Plasma grunts (SGL). Defeat them and head through the door (it’s not locked) to enter an outside area. Outside, you can see that the train is constantly passing under large angled metal arches high above the tracks. You can also see the city buildings and water far out in the scenery. For the train itself, there are large, trapezoid-shaped walls bordering both sides of the outside area and are reinforced with fences. Head down the train car wide path (energy pillars on both sides) and you’ll come to a dead end. Here, use a pulley to hoist yourself up to a walkway to the left. Go backwards on the walkway to find another X Speed (every one counts here) and then head down the walkway. The path leads you to a raised section that slopes upward. On the section, as it levels, you’ll have your first encounter with Porygon2 Troopers (1), which will teleport around the area and fire static beams at you. Defeat or pass them and use the spring at the end of the short section to bounce to a train car-wide platform hanging over the tracks. There are some steel Plasma crates here to the right and left and a Potion on the right set. Jump from the platform to a lower one just like it and knock the 2 Plasma guards (1 EG, 1 ML) here off the train. From there, jump back down onto another solid path that leads to doors into the next train car. Back in the train, you’ll come to another silver path in the middle and energy pillars lining it. There is a raised path too high to jump up to and a Plasma Cage next to the wall. Defeat two Manectric Chargers (1) to open the cage and use the spring to bounce up to the section where the path continues. Here, you’ll come face to face with a new enemy, Metang Carriers (1), 2 of them. Holo-scanners happen to be standard equipment on them and they also carry Plasma crates as they hover over the ground. Avoid their scanners unless you want a mess of Manectric Chargers (2) and Magneton Shields (2) in the room and pass by them for now. After them, the silver path slopes upward again to a higher area where there is a Plasma Guard (PLR) driving a long cargo hover cart. Attack him to knock him out and then attack him again to defeat him. Inside the cart are some breakable Plasma crates, one of which contains an X Speed. There are 2 laser fences you must jump and run under. Do so and defeat 3 more Snapsparkers (2) before continuing forward. You’ll come to a shaft going downward. Avoid the moving yellow lasers here as you drop down it to the bottom of the train car. Shortly after landing, you’ll find an electro-magnetically-locked door and three Plasma Grunts (1 CG, 2 PR) in front of it. Defeat them to open the door and head into the fifth train car area, an outside area. This section consists of a flatcar lined with the same walls as in the previous outside car. There’s a checkpoint right in front of you. Cross it to reach stacks and piles of wooden, steel, and unbreakable Plasma crates. As you cross this area, large Electrode-shaped robots called Electrode Bombs (1) will come rolling forward. When they start to glow, get back as they will explode a few seconds after, destroying large amounts of the crates as well. Once the smoke clears, head forward to the edge of the car where a spring will bounce you up to a raised flat platform. Here, there are inner-angled walls lining both edges of the platform and another silver path in the middle, lined with energy pillars, and a squadron of five Team Plasma Grunts to defeat. They’re equipped with Plasma Refractors and will use them. Defeat all five of them and head down the path. You’ll come to the next set of doors. Head through to reach the next train car area. Here, you’ve entered another computer system area and there are three more Porygon2 Troopers (1) to defeat. Defeat them and the electric shield ahead will fall. At the end of the path is a wall. Use a pulley to go up and continue the path. Here, we see what looks like an octagonal-shaped device in the center of the area with the silver path branching around it. There is also a floating TV near it. If you go up and reach the TV it says “MINIATURE PARTICLE ACCELERATOR. DO NOT USE!” With that in mind, Head down the path until you reach a Plasma guard (SGL) driving a hover cart. Knock him out and defeat him, then check the crates inside for a Super Potion. You’ll then come to a drop. Drop down and you’ll notice the path now goes towards the back of the car. Follow the silver path going back and defeat three more Plasma guards (2 CG, 1 PR) on the way. Check behind another one of the energy pillars for a Potion and another for an X Speed. You’ll come to a group of moving laser grids. Jump and run under them when the time is right and the path will drop once more. Now head back towards the front of the car on the lower path lined with tall-and-wide computer mainframes and fortified by three more Manectric Chargers (2) that teleport down. After them, the path slopes upward again. Here, you’ll come to another set of doors. Head through to reach the next area of the train. In another outside area, there is massive, electrical power equipment ahead of the solid path you’re on. If you touch the electric systems below, you’ll get zapped and lose 20 of your health. Use the floating platform moving back and forward over the electric tanks to reach another platform going left and right. Use that platform to reach another platform going back and forth. Over the electric systems happen to be three Metang Carriers (1). Dodge their scanners unless you want a large group of Snapsparker pairs (2) littering the electrical surface. At the end of the electrical tanks, there is another solid platform where two Team Plasma guards (EG) and three Magneton Shields (2) guard an electro-magnetically locked door. Defeat all of them to open a Plasma Cage in front of the door housing the switch. Press it to head through the doors into the next train car. In the next train car there is a drop point after two more Porygon2 Troopers (1). In the lower area, there are electrical barriers blocking your progress. Quickly dispatch the 2 Plasma Grunts (ML) in front of the first one, destroy the 3 Snapsparkers (2) in front of the second, and step back as the 2 Electrode Bombs (1) explode and the third goes down. The silver path slopes upward again as it passes through another computer system area. Next to these computers happen to be four large glass capsules, two on each side. As you pass them, Porygon2 Troopers (2) will teleport into the capsules, which then open and the virtual robots attack you. These ones will fire yellow light waves (paralyze you), red heat waves (burn you), or green radio waves (disorient you). Unless you’re an expert and have a lot of time on your hands, pass them and head through the next set of doors. In another outside area, there is a checkpoint and an empty hover cart nearby containing some high-power generator equipment, but the path ends abruptly as you notice a set of horizontal grates raised above the path. Grab onto them and cross them as they go in these directions; forward, right, left, left, left, right, and slope downward to a vertical grate with a flappable gate. Flip over to the other side and continue the shimmying as the path goes left, far right, right, slopes far up, goes far left, left, left, right, slopes down, and right to another vertical grate. Here, punch another flappable gate to flip over and the grates will go left, far left, right, slope downward, go right, slope upward, go left, left, and right once more as you come to one last vertical grate. There are a total of five Magneton Shields (2) and three Metang Carriers (1) along the route. Flip to the other side of the flappable gate here and there is a floating platform moving up and down. Jump to it and use it to reach a wide, short platform above. Here, you’ll have to homing attack another Metang Carrier (2) (avoid the scanners; they bring in Manectric Chargers (2) onto the area ahead) to reach a raised car platform where large capsule-shaped generators with glass windows, allowing you to see energy flowing through them, reside in large skeletal crates on both sides of the platform. Here, four more Plasma guards (2 ML, 2 PRF) will attack you. Defeat them and head through the set of doors ahead for the next train car. In the next area, there are more computer systems lining the walls here. There is also an electrical shield being generated between two of the systems. Here, defeat a Porygon2 Trooper (2) to bring the shield down and continue forward, where the path slopes down to a lower area. Here, in between two more computer systems, another electric shield resides. Head backwards from where you dropped to find a Plasma Cage and three Snapsparkers (1) guarding it. Defeat them to open the cage, which contains a switch. Press the switch to drop the barrier and continue forward. Shortly afterwards, the path slopes upward again onto a raised area where a few more laser fields are. Wait for them to move upward before attempting to run by them and downward before attempting to jump them. After the laser grids, the path slopes upward again and you’ll be greeted by three Manectric Chargers (2) and an Electrode Bomb (2). Here, just step back and let the Bomb blow up the whole pack. Afterwards, the electro-magnetically locked door leading to the next train car opens up. Time to head through again. In the next train car, head down the silver path and you’ll come to a large, rectangular table-like structure with sloping computer screens lining all four sides. The top of the “table” consists of an electronic grid. There are chairs lining all four sides as well, and four Plasma guards (2 EC, 2 CG) sitting in some of them. Upon noticing you, they’ll get up out of their chairs and attack. Take care of them and if you’ve got the time, check the floating TV above the table, which states “MEETING GRID”, and collect a Potion and an X Speed on two of the empty chairs. Anyway, continue down the path as it slopes upward once more onto a raised section containing more tall-and-wide mainframes on both sides. Another Plasma guard (SGL) drives a hover cart here. Defeat her, but watch out for the automatic laser cannon in the cart, which fires on you. Emitting from between the last pair of mainframes happens to be an electric wall. Here, you’ll have to take down 3 Manectric Chargers (1) and a Snapsparker pair (2). Once they’re done, head forward and drop down the shaft in front, dodging more yellow lasers, including a cross of them at the bottom and start backwards through the next corridor. Here, there are more computer systems and capsules, with stable laser walls in between each of the systems. Jump over, in between, and run under them while Porygon2 Troopers (1) teleport into the capsules, then come out of them. At the end of the hall, drop down and you’ll land on Dash Panels pointing towards the front of the car. Here, you’ll have to jump short laser grids on both sides as well as four Snapsparkers (1) as you cruise to the doors and then head through to the next area of the train. You’ll emerge in an outside area with a Jump Ramp in front. Use it to boost over a large gap to another flatcar platform. Here, five Plasma guards will hide behind unbreakable Plasma crates and attempt to shoot you down with plasma rifles (not as in their signature weapon, but an actual plasma rifle). Not only do the plasma shots inflict large damage, but they also cause splash damage, so be careful. After dealing with the whole lot of them, collect three X Speeds (lucky) and two Potions amidst the crates, and then head forward until you come to a small gap with a Magneton Shield (3) hovering over it. Use it to reach the next side and press the switch in front of the electro-magnetically locked door to open it, leading into the next car area. In the next part of the train, shortly after entering, cross a checkpoint and you’ll see a pulley in front of a wall with a large video screen on it. If you have a character with an Explosion Pokémon, use it to blast away the screen and you can take a good shortcut through the car. On the normal path, use the pulley to head up to a higher area where there is a Plasma Cage. Defeat two Manectric Chargers (2) that teleport into view to open the cage and use the spring to bounce up once again. You’ll end up going up the side of an electrical tank and must land on a floating platform moving back and forth over the electricity. After reaching solid ground, you’ll see a Team Plasma Grunt drive a hover cart over to you. Attack the cart to knock her out, then attack her some more to defeat her. The cart just happens to contain a horizontal computer capsule connected to a small computer system, and a Porygon2 Trooper (2) will teleport into the capsule, then come out and attack you. Dodge it and the silver path will slope downward to an area of tall-and-wide mainframes and laser grids in between them. Jump and run under and through them, minding two Snapsparker pairs (2) along the way to reach an electro-magnetically locked trap door below you and the main doors out of the train car in front. If you took the shortcut, lucky you! It’s just a straight path containing three Potions. You’ll come to a spring in front of another electric tank. Use the spring to bounce to a walkway going over it and collect a 1UP and the stage’s Full Restore. After the walkway, you can drop down to solid ground level with the top of the electric tank. Collect two X Attacks and you’ll come to a switch and also a Plasma Cage. Pressing the switch opens the cage and the door above, allowing you to use a spring to bounce back up to the normal path. Run through the doors to the next area. Back outside, the path in front ends with a laser wall. Defeat three more Plasma Grunts (1 EG, 1 CG, 1 PRF) to drop the lasers and jump to a walkway. The walkway leads to a set of five octagonal platforms over the long gap with Snapsparkers (2) on each one and five Metang Carriers (2) hovering around them. Dodge their scanners (they bring in Magneton Shields (3) over the platforms if you’re not careful) and jump to the first platform to your left. Here, you can collect an X Speed and then jump to the next platform in the middle of the gap. Collect an X Attack here and for the next platform, you’ll have to homing attack one of the Metang Carriers to reach it. Collect an X Defense here and use a spring to bounce to the fourth platform, where there’s a Gravity Scope for you to pick up. Homing attack another Metang Cattier to reach the last platform with a Super Potion to collect and a spring will bounce you forward. You’ll reach a lower flatcar platform lined with inner-angled walls. There’s an electrical barrier in front and three Manectric Chargers (2) that teleport down to defeat to drop it. After doing so, head through the doors to the next section of the long train. Back inside, head forward past the energy pillars and you’ll come to a floating platform swiftly moving left and right over a lower area. Use the platform to cross over to the other side, but it’s difficult, and you may end up falling into the ravine, where you must defeat 3 more Manectric Chargers (2) to open the Plasma Cage and use the spring inside to bounce back out (Liza’s superjump allows her to jump back out on her own). Keep going forward and pick up 2 X Speeds to move faster. There are more computer systems and electric barriers ahead and three Plasma grunts (PRF) to take down. After the barrier, there are two more Metang Carriers (2) carrying steel Plasma crates and a number of computer capsules lined up on both walls with small computer systems connected to them. If caught by the scanners, Porygon2 Troopers (2) will teleport into each of the capsules and come out to attack you with various frequency beams, plus their frequency beams, so pass through quickly. At the end of the train car at another “meeting grid” and floating TV (states the same) in front of electro-magnetically locked doors is Plasmae sitting at the main chair. She’ll get up and start attacking you with a Plasma Launcher, which is very powerful. DON’T attack her back here, because doing so results in a mission failure. Ignore her and head through the doors (they unlock once Plasmae starts attacking) and you’ll reach the next train area. Back outside, things get a little more difficult here. You can check the floating TV near the short path’s edge to get this message “FUSION REACTOR ENGINE FIVE CARS AWAY”. If there’s less then 5:00:00 remaining on the clock, you’ll also get this message with a flashing red screen “5:00:00 (clock ticks down) UNTIL POWER PLANT COLLISION! PLEASE EVACUATE TRAIN IMMEDIATELY!” There’s a floating platform moving back and forth beyond the path that will take you to another platform moving up and down. This platform will take you up above a raised flatcar platform where more electrical tanks reside. Once level with the tank, another platform moving left and right will be your next jump. After that platform is another one going back and forth. Next up is a short grated walkway situated over the electrical system and a Plasma Grunt (ML) will fight you on it. Knock him off and jump to another grated walkway where you’ll have to defeat another Plasma guard (PRF) and then have to homing attack across a Magneton Shield (3) and land on a vertical grate beyond it. Flip to the other side using the flappable gate and grab onto the horizontal grates that move straight over the edge of the electric tank and to another path that slopes upward and two Manectric Chargers (3) teleport onto. After the slope, defeat three more Plasma Grunts (1 ML, 1 SGL, 1 PR) to open the electro-magnetically locked doors that lead into the next train car. In the next area, cross a checkpoint, but watch out for 2 Electrode Bombs (2) in front of an electric wall. After they explode, head forward and a shaft will drop you down to a lower computer system-lined hall where you must head towards the back of the car and defeat three Manectric Chargers (2) to disable another electric shield near the end. Here, you will drop down again to a lower path and head back towards the front of the car through a tall-and-wide mainframe lined corridor. Here, jump and run under the laser fields and defeat three Snapsparker pairs (2) sitting in front of three electric barriers amidst the lasers to drop them (there are a total of six Snapsparkers). After this part, use a spring to bounce up above an electric tank and grab onto grates above them. Shimmy over the electricity, dodging three more Magneton Shields (2) and an Electrode Bomb (2) on a grated platform over the system. After passing over the electric system, drop down and head forward until you reach a trio of Plasma guards (PRF). Defeat them and head through the doors to another outside area. Here, defeat a Manectric Charger (3) to open a Plasma Cage containing a spring and bounce up to a rail maze. Simply grind across the rail as it goes back, right, right, slopes down, goes right, left, left, and ends. Here, homing attack a Metang Carrier (2) (its scanner brings in several Magneton Shields (3) and Porygon2 Troopers (2)) to land on another rail that goes right, slopes up, goes forward, right, left, slopes down, goes left, right, and slopes down to a floating platform moving up and down. Take the platform up to one last rail that goes forward, right, left, left, left, slopes up, goes right, right, slopes up, goes right, left, right, left, and slopes far down to a spring that bounces you to a raised flatcar platform lined with more encased generators. Here, jump and run over, under, and through more laser walls and defeat three Plasma guards 2 ML, 1 PRF), one of them in a hover cart with a laser cannon in it, to open the electro-magnetically locked door leading into the next train car. Just two more train cars to go! In this area, there are large, long glass containers filled with glowing metal beams. If you check the floating TV in here, it’ll say “LIGHTANIUM STORAGE AREA. DO NOT TOUCH RODS.” Defeat four Plasma guards (1 EG, 1 CG, 2 PLR) looking after the Lightanium rods and an electric barrier beyond them will vanish. After the barrier, you’ll come to long lines of computer capsules and small computer systems linked to them on both walls as well as moving laser grids. Run through here quickly as Porygon2 Troopers (2) teleport into the capsules, and come out at you. Dodge the Metang Carrier’s (2) scanner unless you want a mess of Snapsparkers (3) and Electrode Bombs (2) in here, too. You will come to another set of doors. Now just head through to reach the final train car. The final train car is lined with more computer systems, laser fields, and electric shields. Jump and run past the lasers and defeat 3 Snapsparkers (2) at the first electric wall, 3 Manectric Chargers (2) at the second, and 4 Plasma Grunts (2 SGL, 1 PR, 1 PRF) at the third. After the systems, there is a large, yellow-colored diamond tiled glass wall with a set of doors in the middle. Head through the doors to find an area of large computer screens of various shapes on both walls and a large, U-shaped computer system consisting of sloped computer screens and panels at the very front of the train in front of a large, sloped glass window letting you see the endless tracks the train is levitating above at high speeds. There is also a floating TV over the computer system that says this “MAIN CONTROL TERMINAL”. There is a high-tech lever in the middle of the automated computer systems that are sending the train towards its plant collision. Pull the lever to activate the braking systems and stop the train along with this OS message “BRAKE SYSTEMS ACTIVATED. TRAIN IS NOW COMING TO A STOP. UNLOCKING AND OPENING ALL EXIT DOORS.” Once the train has come to a complete stop, Plasmae will come into the train car. Make sure she goes through one of the side doors leading out of the train. Once she’s off, you have finally cleared the stage!
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Post by Sunflora Azumarill on Jul 4, 2007 19:28:06 GMT -5
======================================================================= [--------------------------PLASMA POWER PLANT-------------------------] ======================================================================= Welcome to Team Plasma’s power plant! You have now just gone out of the generator and into the electricity here! This place happens to be a very large and very advanced facility, generating endless amounts of power for Team Plasma! It’s time to shut down their power lines and put an end to whatever they’re doing this time! You start the stage in a wide hall lined by glass-and-steel energy pillars, much larger than the ones seen in the train. Head down the path and defeat six Team Plasma grunts (2 EG, 2 CG, 2 PR) to open the electro-magnetically locked door ahead. In a thinner hall, you’ll make a 45-degree left turn as 4 Snapsparkers (1) await you. Get rid of them and you’ll come to another set of doors. Head through to enter a large room lined with large generators (not the ones you need to destroy) on both ends. Defeat 4 more Plasma Grunts (2 ML, 2 w/shields) here and two Magneton Shields (2) to unlock another electro-magnetically locked door leading into another hall. In this hall, watch out for about 6 Porygon2 Troopers (2) wielding various frequency beams and make the 45-degree right turn to defeat four more Plasma Grunts (2 ML, 2 PRF). With them out of the way, head through the set of doors to the first generator room. The generator room is a large, octagonal chamber where each wall is lined with large pieces of electrical equipment and computer systems, enough for a regular power plant. There are also four large posts on each corner sending out large electrical beams towards a massive, cylindrical structure in the center, creating a force field of the same shape around it. Here, defeat a total of three Manectric Chargers (2), a Snapsparker pair (2), and a Magneton Shield (2) to shut off the beams and force field. You’ll notice that the generator is glowing with intense energy and endless energy bits are flowing up the outside of the generator in a spiral. To destroy a generator, attack it like you would an enemy, but make sure you're doing it from a distance, you'll be killed if you destroy a generator at melee range! If you’re using a character that doesn’t have a ranged attack of his or her own, don’t worry! There are relatively large glass-and steel cubes with energy flowing through them and circuitry flowing on the sides. These are called Battle Cubes. You can throw them at the generator to inflict damage. They're also reusable, so you can use the same Battle Cube over and over. Some characters (especially Aeris-K) will need to find a few X Attacks to make their attacks more effective. Either way, once you’ve damaged the generator enough, it will fizzle out and all that will remain is a large, metallic pillar. When this generator is destroyed, the electro-magnetically locked doors leading out will open. In the next hall, you’ll find a checkpoint and 3 Plasma grunts (SGL). Defeat them and make a right turn where laser fields have been set up to block you. Unlike back in the train, these ones have a little of a mind of their own and will move slowly up and down to hurt you. Quickly jump over and run under them to reach the next set of doors. Defeat or dodge a Magneton Shield (2) in front of them and head through. You’ll enter a large chamber with no floor. You happen to be on a wide platform when you enter and there are two Manectric Chargers (2) that teleport down to defeat and a floating platform in front of you moving back and forth. To the left of the door happens to be an unusual surface consisting of a yellow glowing, diamond tiled metal. If you’re using Jasmine, Steven, or Samantha, you’ll be able to walk up this magnetic wall and take an alternate path. This path takes you up the wall and onto the ceiling where three Magneton Shields (2) await you along the wider magnetic routes. Here, you’ll pick up a Potion, an X Attack, and an X Speed here. The only problem is when moving on a magnetic path, you move at only half your normal speed, so these may actually be more of a longcut. At the end of the path is a spring that will bounce you back onto the main path. Speaking of the main path, after the moving platform, jump to a long bridge-like platform with short, inner angled, glass sides and large magnets on the sides. Here, you can see large magnetic streams linking the platform to large electromagnets on both walls, keeping this bridge in the air and showing us the extent of Team Plasma’s electromagnetic technology. On the bridge, defeat three Plasma grunts (2 PRF, 1 w/shield) to drop another electrical shield behind them and use the spring to bounce to another magnetically held bridge where two Snapsparker pairs (2) will attack you. Defeat them and collect two Potions on the bridge, then jump onto the floating platform moving up and down when it comes down. You’ll come to another platform moving left and right. After reaching the end of this platform is another magnetically held bridge. Here, defeat a Metang Carrier (2) before it uses its scanner to teleport in several Manectric Chargers (2). It’s also this bridge where anyone who took the magnetic path above will drop back down. Use the spring at the end to bounce to another platform moving up and down. This one will take you up to another magnetically held bridge. Here, simply use the Dash Panels to reach the spring and bounce towards a large balcony with a set of doors to head through. After heading through the doors. Head down the short hall and defeat four more Plasma Grunts (2 EG, 2 w/shields) to unlock the electro-magnetically locked doors ahead and enter the next generator chamber. This time, defeat 3 Plasma grunts (2 ML, 1 w/shield), three Magneton Shields (2), and 2 Porygon2 Troopers (1) to drop the force field and hack away at the next generator. There are two Battle Cubes here to use if needed. After the generator is destroyed, head through the next set of doors to enter another hall where four Snapsparkers (2) will attack you. Defeat them to shut down another electric wall and you’ll notice laser holes in the walls. Here happen to be proximity lasers that will turn on if you step in between the sets of holes. Jump and run under the holes to avoid getting zapped and head through another set of doors. Here, the hall goes right and in front of a set of electro-magnetically locked doors drops your first Plasma Soldier (1). Once again, this large robot’s tough, but once it’s defeated, you can head through the doors, cross a checkpoint, and go through another set of doors to reach a yellow-tinted restroom hall. There’s a men’s restroom to your right and a women’s restroom to your left at the hall’s center. You won’t be able to head through the doors at the other end until you take care of whatever’s in your character’s designated restroom. If you’re using a male character, head into the men’s restroom where you’ll see stalls to your right, sinks to your left, and Jack in the middle. Jack will attack you with both a shock grenade launcher and a Plasma Refractor. As you fight him, in this order, two Manectric Chargers (2), two Snapsparkers (2), and three Magneton Shields (3) will teleport into the room. Once they and Jack are subdued, the doors outside will unlock. If you’re using a female character, head into the female’s restroom where you’ll see stalls to your left, sinks to your right, and Rhonda in the middle. Rhonda will attack you with both a plasma rifle and a Plasma Launcher. As you fight her, in this order, two Manectric Chargers (2), two Porygon2 Troopers (2), and three Metang Carriers (3) will teleport into the room. Once they and Rhonda are subdued, the doors outside will unlock. If you’re using Duplica, you have to enter both restrooms to unlock the doors. Disguise yourself as a male after dealing with Rhonda to enter the men’s restroom. Regardless of which Admin (or Admins) you fought, head through the doors to enter another hall that slopes downward. Defeat three Magneton Shields (3) here and when the hall levels off, head through the set of doors to reach another large chamber. In this area, there is a glowing yellow liquid below you. Eggman will tell you that this is concentrated energy, a byproduct of the intense power output of the plant. If you ever fall into this, you’ll lose 20 health for each second you’re in it. Anyway, head down the path over the liquid energy and you’ll come to another magnetically held bridge over a small gap. Simply jump to it and a Plasma grunt (SGL) driving a cargo hover cart will attack you. Attack the cart to knock him out, then attack him again to defeat him. In the cart also happens to be a Potion and an X Speed. Collect both and jump to another magnetically held bridge a little to your right over another small gap. Here, defeat 2 Porygon2 Troopers (2) and use the spring at the end to bounce over to another magnetically held bridge far ahead and a little to the left. Here, defeat another cart-driving Plasma grunt (ML), but the cart only contains steel Plasma crates. If you destroy them with Explosion, however, you’ll uncover a 1UP. Use another spring at the end to bounce up to a floating platform going left and right near the end of the chamber. If you fall into the energy from up here, there’s a spring nearby you can quickly use to bounce back up to the platform. The platform takes you to a balcony with an electro-magnetically locked door. Defeat 3 Snapsparkers (2) to open the door and head through. In another hall, defeat 4 Plasma grunts (2 CG, 2 w/shields) and jump over/run under a sensory-moving laser grid. You’ll reach another door. Head through to enter the next generator chamber. Here, you’ll have to defeat 3 Plasma Grunts (2 PLR, 1 PR), 3 Manectric Chargers (2), 2 Electrode Bombs (2) (let them blow up themselves) and two Magneton Shields (2) to drop the force field and destroy the generator. There’s two Battle Cubes here to use as well. After that’s done, head through the doors to the left and you’ll enter another hall where a long grid of lasers resides on the floor. This grid slowly moves up and down. When it moves up, quickly run under the lasers and dodge three Porygon2 Troopers (1) and you’ll reach a door. Head through to reach a shaft. Drop down, avoiding moving yellow lasers and defeat another Plasma Solider (1) that drops down at the bottom to open another electro-magnetically locked door. Head through to enter another energy-flooded area. There’s a magnetic path on the right that certain characters can take. The path goes up the wall and goes left, up, right, up, goes onto the ceiling, goes forward, left, left, right, right, left, onto another wall, down, left, down, far right, up, right, and down once more where a spring resides to bounce you back to the main path. Along the way are three Metang Carriers (2), (if caught, first sends in Magneton Shields (3), second sends in Snapsparkers (2) that move on the magnetic path, and third sends in Manectric Chargers (2) that do the same). However for your troubles on this path, you gain two X Attacks, two X Defenses, a Potion, and a 1UP. On the main path, head forward onto a spring that bounces you to a magnetically held bridge. On the bridge are two Plasma grunts (PLR) on foot and one in a hover cart (SGL). Defeat all three to drop the electric wall blocking the way. The cart holds a computer capsule and a small computer system hooked to it. A Porygon2 Trooper (2) will teleport into the capsule and come out to attack you using frequency beams. Jump onto a floating platform going left and right to reach another magnetically held bridge to the far right. Here, you’ll deal with 3 Snapsparkers (3) and 2 Manectric Chargers (2). Defeat them to drop another electrical barrier and use the spring at the end to bounce to a balcony where two Plasma grunts drop down. Defeat the two of them, then head through the doors to reach an unusual hall. This hall happens to be a little tall and you’ll notice pairs of large, long beams with electromagnetic energy flowing through them via the glass windows both above you and below you. Below the lower beams is another trench of concentrated energy. In the middle of the sets of electromagnetic beams happens to be a set of horizontal grates that you can climb across. The electromagnetic systems turn on and off one at a time, pulling the grates towards the magnet beams that are on. Short steel posts line up with the beams so that the grates don’t directly touch them. When the grates are pulled up, grab onto them and shimmy across them. The grates go in this direction; forward, left, right, slope down, go right, left, slope up, go left, far right, left, slope down, and left once more. Along the way are three Magneton Shields (2) and a laser grid you must wait until the electromagnets pull the grates down to avoid. One more thing to remember, if you were to ever touch the electromagnets, you’d get zapped, suffer 20 damage, and fall into the liquid energy where you won’t be able to get back up, so be careful. At the end of the grates, wait for them to be pulled up before landing on the balcony ahead and head through the doors. You’ll enter the 4th generator chamber where a squadron of four Plasma grunts (2 EG, 2 CG), two Manectric Chargers (3), three Snapsparkers (2), and a Plasma Solider (1) all must be taken down to drop the force field, exposing the generator. Destroy it with either ranged attacks or one of the two Battle Cubes and head through the doors ahead. You’ll enter another hall where three more Plasma Grunts are ready to attack you (and they got Plasma Launchers). Take care of them and the electro-magnetically locked doors ahead will open up. You’ll enter a shaft. Defeat the Magneton Shield (3) and use the pulley to be pulled up to another pulley. Jump to this one and ride it up to another pulley, but watch out for the moving yellow laser coming at you. Take the next pulley up to a short hall to your left with a checkpoint. Head through the doors after the checkpoint. You’ll enter a large chamber with a square arena in the center and bridges leading over the bottomless pit that surrounds the arena and connecting the doorways to it. In the middle of the arena, a large, hovering, octagonal shaped craft will come down to near the ground as the bridges slide beneath the doorways. The craft also has a glass walled top where the thingypit is, a long cannon pointing out from the thingypit, two larger cannons on the sides of the hovercraft, and an even larger cannon hanging on the bottom. In the thingypit, surrounded by computer panels and screens, happen to be David, another Plasma Admin. He tells you that there’s been significant decrease in energy output in the base and believes that it’s because of you putting 4 generators offline. He decides to defeat you himself and another midboss battle will now ensue. ----------------------------------------------------------------------- //Plasma Admin David// Health: 180 Attack 1: Excel Rifle – David uses the large rifle attached to the front of the Plasma Gunship to fire a rapid stream of excel blasts at you. He also uses a target system to keep a bead on you. Attack 2: Laser Cannons – The two cannons on the sides of the craft fire large laser beams at you. The beams also create explosions of the same color upon impact. Attack 3: Plasma Pulse – The bottom cannon will charge up a large shot while a yellow lock-on target bearing the Team Plasma symbol follows you around. Eventually, a large plasma blast is fired from the cannon where the target is and will create a large explosion upon impact. The blast can also cause splash damage to you. Strategy: David happens to be the toughest midboss you’ve faced so far. Unless you’ve picked up a Gravity Scope somewhere in the stage, ground attacks won’t hurt the Plasma Gunship and it’s nearly impossible to use melee attacks on the craft because David will move it up to avoid your attacks. There is a Battle Cube in the stage you can use to damage him, but ranged attacks (if possible) are better. The arena is similar to the one you fought Magma Admin Courtney in, but this time if you fall off the arena, it costs you a life. David will attack you with constant excel rifle and laser cannon attacks. When half of his health is gone, he’ll also resort to using the Plasma Pulse blast as well. Since this attack also causes splash damage, watch out! If you manage to do enough damage to the Plasma Gunship, it will explode and David will be done. -----------------------------------------------------------------------
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Post by Sunflora Azumarill on Jul 4, 2007 19:28:56 GMT -5
After defeating David, the Plasma Gunship will explode and David will curse you for coming into this place and messing with their plans. After he leaves, electromagnetic locks that were put on both sets of doors will unlock and the short bridges leading out of the arena will slide back out. Now head through the set of doors on the other side to continue with this stage. In the next hall, things will just get harder as four more Plasma Grunts (2 PRF, 2 w/shields) will attempt to stop you. Defeat all four of them and at the junction ahead, first go right for two Potions at the end of the very short hall, then go back left and continue onward. Here, three more Magneton Shields (2) impede your progress. Defeat them and continue down the hall and through the doors to reach a large chamber. Here, large sets of electric tanks turn this area into a maze. In addition to having to reach the next set of doors, you’ll also have to watch out for a total of six Electrode Bombs (3 Tier2, 3 Tier 3) that will roll at you and detonate. At the opposite end of the maze area is another set of doors. Simply head through and keep going through the stage.
Cross the checkpoint in this hall and you’ll come to a pool of energy. There are no platforms floating in the liquid this time, so you’ll have to homing attack off of two Metang Carriers (2) to make it to the hall to the left. If they catch you with their scanners, a bunch of Magneton Shields (3) will teleport into the room, so be careful. On the other side of the pool is a spring that will bounce you backwards. Only use it if you accidentally missed a generator. Speaking of generators, you’ll be nearing the fifth one in this hall. Here, defeat three more Plasma Grunts (2 ML, 1 w/shield) and at the end of the hall, fight another Plasma Solider (1) to drop the electromagnetic systems locking the doors ahead. Beyond the door is your next generator. Before you can attack it, you’ll have to defeat 3 Plasma Grunts (2 PL, 1 w/shield), three Magneton Shields (2), two Metang Carriers (3), and two Electrode Bombs (3) to drop the force field around the generator. Defeating the enemies also unlocks two Plasma Cages in the room, each containing a Potion. There are three Battle Cubes you to throw at the generator and the enemies. After taking out the generator, head through the next set of doors. You’re still only halfway there.
In this hall, defeat two more Plasma Grunts (PLR) and a Magneton Shield (3) and you’ll come a pool of energy. To cross it, homing attack 2 more Magneton Shieldd (2) After the doors at the hall’s end, you’ll come to another shaft. To climb this one, spiral up the pole in the center using the X button, but you’ll have to make sure you don’t hit the moving yellow lasers on the way up. To the left at the shaft’s top is another set of doors you’ll be flung through after the pole. You’ll enter a short hall and from there, you’ll enter a long, ring-shaped hall containing a large, long pipe-like device with thin computer rings every several feet. There are glass windows holding computers in the outer walls and a floating TV as soon as you enter, which states this area as “PARTICLE ACCELERATOR AREA. BE CAREFUL NOT TO HAVE ANY METAL OR ELECTRICITY ON YOU.” Basically, this is a massive particle accelerator, and how it works is that every 15 seconds, it turns on, and if you’re playing as Lt. Surge, Wattson, Electra, Jasmine, Steven, or Samantha, you’ll be pulled towards the accelerator and be unable to move. There’s a laser wall blocking the right path, so you’ll have to go around to the left. Along the way, there are a total of six Snapsparkers (2), six Manectric Chargers (2), six Magneton Shields (3), six Electrode Bombs (2), and six Metang Carriers (2) (which teleport in any one kind of the other robots). The thing is that when the particle accelerator turns on, they’ll be pulled in as well and immobilized. There is also two Super Potions, an X Attack, an X Defense, and an X Speed in here as well. Once you’ve made it halfway around the hall, you’ll reach another laser fence and a pulley that will pull you up into a shaft. Once you reach a set of doors, head through and you’ll now travel along the area that’s above the particle accelerator, which you can see below since the entire floor is glass. Here, you’ll have to jump, run by, and under several electric shields and defeat a total of eighteen Plasma Grunts (3 EG, 3 CG, 3 ML, 3 PLR, 3 PRF, 3 w/shields), 3 of them driving hover carts containing steel Plasma crates. Once you make your way down this area, you’ll find a set of doors to your left to enter.
In the next hall, defeat 3 Snapsparkers (3) and 3 Manectric Chargers (2) and you’ll head through more doors to reach another energy chamber. Here, a spring will bounce you off the starting balcony and onto a magnetically held bridge. On the bridge happens to be a spring pointing to the right and a floating TV near it. If you check the TV, it says “MAGNETIC ROUTE AHEAD. ONLY USE IF YOU HAVE METAL ON YOU.” In other words, only use this spring if you’re using Jasmine, Steven, or Samantha. If using that character, the spring takes you to a magnetic path on the wall. You’ll automatically be pulled onto it when you touch the wall. Anyway, the magnetic path goes up, right, down, right, far up, far left, up, left, far down, left, up, left, far up, then far left. Along the way you’ll pick up a Super Potion, X Attack, X Defense, and the stage’s Full Restore and dodge two Snapsparker pairs (2) on the path. A spring at the end takes you back to the main path. On the main path, head to the end of the bridge and three Magneton Shields (2) will come down. Homing attack them to reach the next magnetically held bridge. Here, defeat 3 Plasma Grunts (2 PL, 1 w/shield) to drop the electric shield behind them and use a floating platform moving up and down to reach one more magnetically held bridge. This is where the magnetic path spring sends you. Here, defeat 4 Manectric Chargers (3) and another platform going back and forth will take you to a balcony where you’ll head through another set of doors. You’ll go through a short hall containing nothing but a Metang Carrier (3), but if it spots, you, a cadre of Manectric Chargers (3) will teleport in. Pass through the next doors and you’ll enter another room. Here, there are large computer systems, larger than the ones seen in Mad Train, and several computer capsules connected to them. Simply head forward and Porygon2 Troopers (3) will teleport into the capsules, then come out at you. These ones are tougher than any other you’ve seen because of the virtual shields they put up to block your attacks. At the end of the room is a Plasma Soldier (1). If you defeat it, it’ll also defeat all the Porygon2 Troopers in the room and net you some pretty major points, plus unlock the electro-magnetically locked doors ahead.
Another hall pits you up against five Plasma Grunts (2 ML, 2 SGL, 1 w/shield). Defeat the whole lot of them (an Earthquake from Danny’s Nidoqueen, one of this stage’s recommended characters, will do it quickly) and pass through another set of doors to the sixth generator room. Here, things get hot as you must battle three Plasma Grunts (2 PRF, 1 w/shield), three Manectric Chargers (2), two Magneton Shields (3), two Porygon2 Troopers (2), a Metang Carrier (3), and a Plasma Soldier (1). If you get picked up by the Metang Carrier’s scanner, you’ll also have to deal with four Snapsparkers (3) and four Electrode Bombs (3). (Once again, Danny’s Nidoqueen does wonders here.) If you take on serious damage, there’s a Super Potion in the right side of the room. After all enemies are defeated, the force field drops and the generator is yours to destroy with attacks and the three Battle Cubes. After doing so, head through the doors where the Super Potion was to enter the next hall. Here, you’ll have to deal with more sets of proximity lasers, this time arranged in lines and patterns that require pretty accurate jumping and running to avoid. Defeat two Plasma Grunts (1 EG, 1 CG) in here as well (the lasers also defeat them if activated) and head through another set of doors to the next area. You’ll enter another hall with electromagnetic beams and a set of grates in between them, but it’s harder this time. When they’re pulled down, jump and grab hold. The grates here go forward, left, slope up, go right, right, slope up, and end at a vertical fence and a flappable gate above. Flip through to end up on the top of the grates. A laser field is in front of you. Wait for the grates to be pulled down before running under it. Head left on top of the grates afterwards and you’ll find another vertical grate and gate. Grab on and flip to the other side. Not continue your trek as you go forward, slope down, go left, slope down again, go forward over a laser fence when the grates are pulled up, head right, and you’ll come to a short set of vertical grates. From here, go right, curve right, wait for the grates to be pulled down to avoid more lasers, go right, up, left, down, curve left, wait for the grates to be pulled up and quickly head left to a horizontal grate before they’re pulled up and send you into more lasers. From here, go forward, left, left, slope up, go forward, wait for the grates to be pulled up to avoid more lasers, go left, go right, slope up, go right, and go left once more. There’s a total of 3 Magneton Shields (3) and also a Metang Carrier (3) along the way as well. Drop off at the end and head through the next set of doors. The next short hall contains only a checkpoint and a set of large doors. Cross the checkpoint and head through the doors.
You’ll enter a massive room with many large TV screens, each depicting certain areas of the power plant, making up the entire walls of the room. There happens to be a large, square, metallic table in the center with many connected chairs on each side and a computer screen and keyboard in front of each chair on the table. There are also sloping computer screens lining all four sides and an electronic grid in the center of the table. In the main chair of the table happens to be Plasmae, leader of Team Plasma. She’ll have a short conversation with you on why she attacked Capital City, the train “sabotage” as she calls what you did, and how you shut down half of the plant’s power sources. With all that in mind, she’ll stand up as the table starts to sink into the ground, the computers and keyboards lowering into the table, and the chairs folding inward as well. Plasmae goes down with the system as well and metal doors close above them. Suddenly, all the TV screens in the room start to depict the Team Plasma Symbol among static and panels in each of the room’s corners open up and Potions rise from them. Also, two more panels parallel to each other in the room’s middle so the same and Battle Cubes rise from them. Then, the large doors in the middle open back up and a large, long, hovercraft with circular plates lining both sides (think the hovercraft ships in The Matrix) will rise out of the area. In the control room of the ship is Plasmae, who’ll tell you she may need to finish you off herself. After all of this, you’ll have your sixth boss battle.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: PLASMA LEADER PLASMAE Health: 240 <20 per hover plate> Attack 1: Proton Missile – Fires a wide array of positively charged missiles at you. The missiles create small red electrical explosions upon impact. Attack 2: Electron Wave – Charges up negatively charged energy on the bottom of the ship, hovers down to near the ground, and discharges a blue electrical wave outward. A secondary layer of EMP also disables any Electric, Psychic, and Steel moves for 2 minutes. Attack 3: Neutron Storm – Charges up a green star of neutrally charged energy, then fires it up into the air. The star then explodes and rains energy down from above. Attack 4: Semi-Ion Cannon – A holographic sphere appears on you while the hovercraft charges up molecules and particles from the front and following you, then fires a large, teal, warping beam of ion energy at the sphere target. Strategy: Get ready for a fight! Plasmae’s the hardest foe you’ve faced so far! The Plasma Energycraft is equipped with the deadliest atomic weaponry you may have ever seen! When the storm of red missiles comes at you, run, run, run! When you see blue electricity generating below the ship, you’ll have to jump the incoming energy wave, which if you get hit, will also disable any Electric, Psychic, and Steel moves your character has temporarily. The craft itself is heavily shielded, but the hover plates on the sides are its weak point. Start by unleashing all you got of those plates, and they’ll blow up one by one! There happen to be 12 of them, 6 on each side, to destroy. Since you won’t be able to hit the plates with melee attacks, those are what the Battle Cubes in the room are for. When three of the plates are destroyed, you’ll now have to watch out for an attack that is very had to dodge. When this happens, rely of your health while avoiding the neutron energy rain. When you’ve destroyed half of the plates, get ready, Plasmae’s got an ion beam cannon to use against you! When she charges the beam up, keep running to avoid the massive attack, since it’s the most damaging one there is so far in the game! Keep up the strategy and attacks, and Plasmae’s energy ship will become scrap metal once all the hover plates powering it are destroyed! /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
After defeating Plasmae, all of the TV Screens in the room go back to depicting areas of the base while the Plasma Energycraft explodes. After it does, she’ll set of an alarm and will tell you that you won’t make it out of the plant alive, then leaves. At this point, the entire complex goes on full alert as red emergency lighting covers the area and the alarm sounds. During the entire time the alarm is blaring, this phrase will be repeated every thirty seconds by the base’s OS system; “EMERGENCY! EMERGENCY! POWER LEVEL HAS FALLEN TO LEVEL 6! SABOTEUR DETECTED IN PLANT! ALL UNITS ENGAGE AND MOVE TO POINT C-7!” The doors on the other side of the room will now open up. Head through and in the next hall, cross a checkpoint, then you’ll have to fight off six heavily armed Team Plasma Grunts (2 SGL, 2 PL, 2 w/shields) and four Manectric Chargers (3) and use two poles to vault over a concentrated energy pool to reach the next set of doors. Here, you’ll enter a storage chamber containing more Lightanium rod containers all next to all walls and also around the room. A floating TV here only states “LIGHTANIUM STORAGE FACILITY”. Anyway, there are 5 more Plasma Grunts (2 PLR, 2 PL, 1 w/shield), two of them in hover carts holding steel Plasma crates and a laser cannon, three Magneton Shields (3), and three Electrode Bombs (3). All of them must be defeated to open the electro-magnetically locked doors on the right end of the room. There is also a Super Potion and an X Attack in the room as well. In the middle of the north wall happens to be another magnetic path. If your character is able, head up the wall and onto the ceiling and in the center of the room where the path ends is a 1UP, an X Speed, and a spring to bounce back to the ground. When done, head through the doors.
After heading through the doors, you’ll come to more “smart” lasers that you must make your way by plus a task force of four Plasma Grunts (2 SGL, 2 PLR), two Snapsparker pairs (3), and two Metang Carriers (3). The scanners of the two Metang Carriers will bring in four Manectric Chargers (3), three Magneton Shields (3), and three Porygon2 Troopers (3). Halfway down the hall is another energy pool that you must cross using two platforms floating in it. There’s a magnetic path going on the right wall that can also be used if possible. At the end of the long hall, two Plasma Soldiers (1) drop down and must de destroyed to open the electro-magnetically locked doors ahead. All other enemies can be defeated for points. After passing through the doors, you’ll come to the next generator room. Here, you must defeat six Plasma Grunts (3 PLR, 2 PRF, 1 w/shield), two Manectric Chargers (3), two Magneton Shields (3), and two Electrode Bombs (3). Also, the three Battle Cubes around the generator are locked in Plasma Cages that unlock once all the enemies are defeated along the force field. After taking out the generator, head through the doors on the other side of the room to enter a short hall with 3 Plasma Grunts (2 SGL, 1 w/shield) and six Snapsparkers (3). Beyond them is another set of doors leading to the next energy containment chamber.
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Post by Sunflora Azumarill on Jul 4, 2007 19:30:02 GMT -5
In this next room, you’ll have to contend with a wave of robots as you make your way to the other side. Here, there is another magnetic path starting to the left of the doorway. If possible, take it. The path goes up, left over the door, up, far left, up, right, up onto the ceiling, forward, far right, left, left, right, left, slopes down (or up), levels, goes right, left, slopes back up (or down where your standing), goes forward to the wall, goes forward again, left, and left once more where a Plasma Cage containing the spring back to the main path sits. To open it, you must defeat 3 Manectric Chargers (3), 2 Electrode Bombs (3), 4 Porygon2 Troopers (3), and a Metang Carrier (3). Getting caught in the Carrier’s scanner will usher in 5 Snapsparkers (3) on the path as well. The items on the path include 2 Super Potions (you may need them), an X Attack, 2 X Defenses, an X Speed, and a 1UP. On the main path, use the floating platform moving back and forward to make it to a magnetically held bridge. Here, there are 4 Plasma Grunts (2 PL, 2 w/shields) to fight to drop an electrical barrier blocking the way. Use another platform going left and right to reach another magnetically held bridge on the left, but watch out for three Magneton Shields (3) along the way. On this bridge, somebody left two hover carts lying here, each containing a small computer system and a computer capsule linked to it. There are also three Snapsparkers (3) on this bridge as well. After defeating them, a Porygon2 Trooper (3) will teleport into each capsule, then come out at you. These ones are virtual shield equipped ones that you need to defeat. After they’re done, two more Porygon2 Troopers (3) will teleport into the capsules and attack you. Once these ones are defeated, another electric wall goes down, allowing you to pass. Another platform going up and down will take you to a third magnetically held bridge above. It’s here the magnetic path’s spring takes you. Defeat four more Plasma Grunts (2 SGL, 2 PRF) and a Metang Carrier (3) (which teleports in several Manectric Chargers (3) if you’re spotted by it) to drop one more electric shield and use the spring to bounce to another spring on the far wall, which will bounce you to another spring on the ceiling, and that one bounces you to a balcony on the far right side of the room. There is also a spring here to bounce you back to the last bridge (for backtracking purposes).
Head through the doors here to enter another short hall with a checkpoint and 4 Team Plasma Grunts (2 EG, 2 CG). Defeat all of them to open the set of electro-magnetically locked doors ahead and you’ll come to another long room with electromagnets and grate sets. This time, the room is wider (with three beams instead of two above and below) and the path is even more difficult. Also, this time, after every three “pulls”, both electromagnet systems will be on together, holding the grates in the middle. When the grates are pulled down, jump onto them, then wait for them to be pulled back up to shimmy above a laser grid. After the lasers, head left. Left, right, far right, slope up, go right, and left until you come to a vertical grate with a flappable gate. Wait for the grates to be pulled up, then flip over to the other side, where you must grab back onto the grate above and flip through another gate before they are pulled back down through a laser field. On top of the grates, a Plasma Grunt (SGL) is ready behind you, ready to be knocked out! Do so and head that way and make a left. Here, there’s a Snapsparker pair (3) on the part of the grates that slope down. Here, wait for the grates to be pulled down or float in the middle before crossing due to lasers that may get in your way. The laser line is long, so hurry under them! At the end of the grate path is a spring pointing left. Wait for the grates to be pulled up, and then bounce off the spring to a vertical grate going left. The reason for this is because you may bounce straight into a laser field if the grates aren’t high enough.
Head left on the grates, then down, right, slope down, go far left, go down, then left. Here, there are laser sets both above and below the middle of the area, so you must wait for the grates to be held in the middle before heading left past them. Here, go far, up, left, then up once more to climb onto the top of more horizontal grates. Here, defeat another Plasma Grunt (PLR) in a hover cart with a laser cannon in it than after her, you’ll come to a group of grate platforms that you must jump across. After two of the platforms, make sure that the grates are pulled down because you’ll have to watch out for a laser field where the platforms would be pulled up. Cross the next three in the time you have and you’ll reach another grate path, which slopes down. Here, wait for the grates to be held in the middle to avoid two laser grids, then defeat two Plasma Grunts (1 PL 1 w/shield) and a Manectric Charger (3) that teleports down as you make a right turn and go down some more. Here, wait for the grates to be pulled down, then bounce off the spring at the end onto a short vertical set of grates. When the grates are pulled back up, drop off onto another grate platform below and jump from that onto solid ground before the grates are pulled down through a laser field below you. The whole time you’re crossing these grates, you also face a total of four Magneton Shields (3), four Porygon2 Troopers (3), and two Metang Carriers (3). With all this out of the way, head through the next set of doors to reach the eighth generator! Here, you must defeat 3 Plasma Grunts (2 PL, 1 w/shield), 3 Snapsparkers (3), 3 Manectric Chargers (3), 2 Magneton Shields (3), and 2 Electrode Bombs (3). Once they’re done, get ready! THREE Plasma Soldiers (2 Tier 1, 1 Tier 2) drop down for you to defeat! If you need to, open the Super Potion in the room. Once they’re done, the force field will drop and you can destroy the generator (two Battle Cubes are here that you can use). With all that done, head through the doors ahead.
Here, simply run through a short hall, defeating four Plasma Grunts (2 EG, 2 PRF), and head through another set of doors to reach a shaft. Simply take the pulley upward, dodging a few moving yellow lasers and you’ll reach the next door to the right. Head through and in the next room, you’ll notice a checkpoint and what looks like Regirock. At this point, the red lights, alarms, and OS voice stop and a new message is said on the OS system. The message is “LEGENDARY POKéMON SPOTTED IN PLANT! LEGENDARY POKéMON SPOTTED IN PLANT! PROCEED TO CAPTURE POKéMON!” You’ll need to follow Regirock as is makes its way through the stage. If enemies attack it, it’ll take damage (it has 250 HP) and it faints, you’ll fail the entire mission. To start things off, six Team Plasma Grunts, all armed with plasma rifles, will attempt to bring it down. Quickly defeat them and head to the other end of the room. For the record, this room is lined with large computer systems and there are laser fields being generated in between them (Regirock somehow manages to jump over these). At the end of them room are 4 computer capsules, two on each side. As you may expect, Porygon2 Troopers (3) will teleport into the capsules and come out at you. As they come in, head through the doors. The next hall is no easier. A hover cart carrying three Plasma Grunts (PL) comes at you. Two of them jump out. They also happen to be carrying a laser cannon in the cart, which they will fire upon you and Regirock. Knock the Plasma Grunt in the cart out to stop the laser from firing and take her and the other two out. Once they’re done, the hall takes a 45-degree left turn. Down the hall, defeat three Manectric Chargers (3) that teleport down and a Magneton Shield (3) and you’ll come a pool of concentrated energy. Regirock will make a big leap over the pool and then press a switch on the other side, causing platforms to rise out of the energy. Cross them quickly, as Regirock will then be assaulted by three Snapsparkers (3). Defeat them to open the electro-magnetically locked doors ahead and head into the next hall. The next hall is basically a nightmare as a total of ten Plasma Grunts (2 CG, 2 ML, 2 SGL, 2 PLR, 2 PL) litter the hall, and you must defeat every single one of them. The hall makes a 45-degree right turn as well. Once all ten Plasma Grunts are gone, a large door to the left at the hall’s end will open up. Regirock will escape through this door, which closes, and a checkpoint will be in front of the door.
At this point, both Regirock and Team Plasma will have left, making things considerably easier. Head through the doors to find the next generator, guarded by only 2 Manectric Chargers (2), 2 Snapsparkers (2), and 2 Magneton Shields (2). Defeat them to make the force field drop and take out the generator (there’s only 1 Battle Cube here). Now head through the doors to your right to enter another hall with some proximity lasers. Jump and move around the laser holes so you don’t activate them and defeat two Metang Carriers (2) before their scanners pick you up and send in a large group of Electrode Bombs (2) and Porygon2 Troopers (2). After defeating them, the electromagnetic locks on the doors ahead open up and you’ll enter one last grate room going to the left. This one is more complex the any of the previous three. The electromagnets here behave the same way they did in the last room. There is a spring and a laser field in front of you. Wait for the grates to be pulled up and use the spring to bounce up to the grates, then shimmy forward before they pull you down into the lasers. The grates here go right, left, right, then slope up to a flappable grate on top. Wait for the grates to be pulled down, then flip through to above and jump to a grate bridge to the left before the grates are pulled up into another laser grid! Here, quickly run by an Electrode Bomb (3) and make a left turn where a Magneton Shield (3) and two Manectric Chargers (2) that teleport down await you. To your right, there is another group of grate platforms. Crossing these ones may be a little difficult. Wait for the grates to be pulled down to avoid the laser fence above, then at the third platform, stand on the edge and wait for them to be pulled back up to avoid more lasers below. When you reach a vertical set of grates, grab on and head down. Where the path goes right, wait for the grates to be pulled up, then head down and to the right to avoid another laser set. After going right, the grates will make a diagonal turn upward. Here, there’s a moving set of lasers. When they’re out of the way, quickly head up. This part is tricky, because if the grates are pulled up, you could be sent right into the lasers! After the rise, the grates curve to the right.
Go right some more and where a horizontal set of grates appears below you, wait for the grates to be floating in the middle, then drop off and head down the path before the grates pull you up or down into one of two lines of lasers. At the end of the path, a spring will bounce you to another set of horizontal grates. Here, go left, right, slope down, go left, slope down, and go forward. Here, once again wait for the grates to be held in the middle to avoid two more laser grids above and below you. Quickly make the right turn here as well. The grates now slope up, go right, go left. Here, wait for the grates to be pulled up, then quickly cross over the line of lasers below. At the end of the path is a spring. Wait for the grates to once again be held in the middle, then bounce off the spring to a vertical grate that should be in between two sets of lasers. Flip through the gate and move down to hit the spring here before you’re pulled into the lasers. Back on solid ground, a spring will bounce you through a series of springs for backtracking purposes. Defeat a Plasma Soldier (2) here to unlock the electro-magnetically held doors in front and head through the next hall. Here, defeat six Manectric Chargers (2) and dodge more “smart lasers” and you’ll come to another electro-magnetically locked door. If Eggman has seen that you’ve destroyed the first nine generators, he’ll unlock the door and you can head through. If you haven’t you’ll have to go back and destroy any generators you haven’t destroyed. Springs in some rooms will allow you to go all the way back to the stage’s beginning even. If you can, head through the doors to find the tenth generator. You’ll have to defeat two Electrode Bombs (2), two Metang Carriers (2) (who send in Manectric Chargers (2) and Snapsparkers (2) if they scan you), and two Plasma Soldiers (2) to drop the force field and destroy the next generator with attacks and/or the two Battle Cubes in the room. Once you destroyed this generator, an alarm will sound again throughout the plant along with the flashing red light warning of the base’s self-destruct sequence connected to the 11th and 12th generators being activated. You now have only three minutes to make it out of the Plasma Power Plant before it’s too late! The OS system says this every 30 seconds “GEENRATOR SELF-DESTRUCT SEQUENCE ACTIVATED! (time left) UNTIL BASE DETONATION! PLEASE EVACUATE IMMEDIATELY!” Better do what the system says!
Head through the doors into another hall and head down the long slope, dodging of defeating the six Snapsparkers (2) along the way. The path eventually levels off right before an energy pool that you will have to pole vault over. After getting past it, head through the doors into another Lightanium storage area with a floating TV (says the same thing as the last) and defeat three Manectric Chargers (3) that teleport in around the Lightanium rods to open up the electro-magnetically locked doors. You can also pick up an X Speed and a Super Potion in here also. In the next long hall, you’ll run across Dash Panels and jump over “smart” laser grids while avoiding 3 Metang Carriers (2). If caught, the first sends in Magneton Shields (3), the second sends in Electrode Bombs (3), and the third sends in Porygon2 Troopers (3). Head through the doors at the end to reach one last energy-flooded room. There’s a magnetic path to your right. If you can take it and do, Dash Panels will quickly take you through it. The path goes up, left, up, left, curves onto the left wall, goes up, right, up, far left, down, left, far up, right, up, curves onto the ceiling, goes right, left, and left again to a spring that bounces you to the main path. The items that are collected are two X Speeds, a Potion, and a 1UP. On the main path, bounce off the spring in front to reach a magnetically-held bridge. Defeat or dodge two Manectric Chargers (2) here and use the floating platform moving left and right to reach another moving back and forth. Jump from there to another magnetically-held bridge where two hover carts containing computer systems and capsules wait. Defeat the two Porygon2 Troopers (2) that teleport into the capsules to drop the electric wall ahead. After that, use the spring to bounce to a platform going up and down and reach another magnetically-held bridge above. Here, another hover cart contains a laser cannon that will shoot at you and you must defeat three Snapsparkers (3) to drop another electrical wall to advance. This is also where the magnetic path’s spring takes you. The spring here will bounce you to a balcony with a set of doors of the left at the room’s end to head through. Head through the next hall on the Dash Panels as the hall slopes down and drops you down a shaft past several moving yellow lasers and at the bottom of the shaft, you’ll have to defeat three Manectric Chargers (2) that teleport down to open a Plasma Cage containing a spring. Use the spring to bounce up to a set of doors to the left and head through. The hall here slopes down and hangs a right, having you dodge six Magneton Shields (2) along the way. After passing through another set of doors, five sets of electro-magnetically locked doors shut. Defeat 3 Manectric Chargers (2) to open the first, 3 Snapsparkers (2) to open the second, 2 Magneton Shields (2) and an Electrode Bomb (2) to open the third, two Porygon2 Troopers (2) and a Metang Carrier (2) (which sends in 4 more Porygon2 Troopers (2) if caught) to open the fourth, and a Plasma Soldier (2) to open the final door. After this door, there is a hall that leads outside and a Goal Gate at the end. Head though it to finally complete this long and difficult stage!
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