|
Post by Sunflora Azumarill on Jul 4, 2007 22:32:08 GMT -5
======================================================================= [---------------------------SPACE COLONY ARK--------------------------] ======================================================================= You’ll start the stage flying through a tunnel on the shuttle that you obtained from the Launch Bay. Use Left and Right on the Control Pad to turn, and hold Up or Down on the Control Pad to tilt the vertical angle and move the ship in the direction it's tilted (the shuttle will autolevel after letting go). There is no firing mechanism. Once you exit the tunnel, you’ll run into four Vibrava Drones (1) and a couple meteors. Avoid them as you move forward (you can’t attack enemies in this half of the stage). You’ll have to make a right turn here and need to make a downward descent. There is a grid of barriers here that you’ll need to fly by. Past them is a grind rail, but you won’t be able to use it since you can’t leave the shuttle, plus there’s the threat of five Vibrava Drones (1) above the tunnel. You can head through the tunnel to a gap along with three Vibrava Drones (1) and a Dragonair Control (1). These robots cause a certain weather change in the area they’re in. The Dragonair Control here is causing a hailstorm, which will slightly damage the shuttle. Get past it before it fires a Weather Ball, which in the hail becomes ice and may freeze the shuttle, rendering the controls for several seconds. Watch out for their shockwaves and you’ll reach a path where the first checkpoint is. Cross it then go to the left to collect a Super Potion if necessary. Next up are some more barriers. Go under them and get ready to fly by some meteors. There are also six Seadra Twisters (1) floating around the area. Keep going down until you exit the area, then go up. Next up is a group of six Vibrava Drones (1) and a Salamence Jet (1). The Salamence Jet has a spinning flame stream that can deal massive damage to the shuttle. Next up, you’ll see a group of three Altaria Orbiters coming by you. They’ll constantly fire lasers at you, so keep moving around them. There is also a column of three Vibrava Drones (1) here. After the Orbiters, you’ll reach another path with an Artificial Chaos floating over it. Simply dodge its attacks and keep going. After them is a Dragonair Control (1) causing strong sunlight and firing a fiery Weather Ball that deals more damage than an icy Weather Ball. Head down the path to find the second checkpoint and another Artificial Chaos, plus some more crates that you can veer the shuttle into to open for an X Attack and an X Speed. Further through the area, three more Altaria Orbiters attack. Beyond them are more barriers and seven Vibrava Drones (1) that you’ll need to watch out for. Here, you’ll have to watch out for three Altaria Orbiters and four Seadra Twisters (1). At the end of this area, watch out for a squadron of five Vibrava Drones (1), and after them, another group of Vibrava Drones (1) that will send shockwaves your way. After them, fly forward, but avoid another group of six Vibrava Drones (1) and a Salamence Jet (1). Here, move left and the ARK’s turrets ahead will start to shoot at you. You’ll also have to watch out for four Altaria Orbiters floating near the platforms. You can check the platforms here to find two Team Draco barriers (which look like teal, metallic, arches with force fields being generated in them) to collect a 1UP, but an Artificial Chaos also floats nearby, and two more are found floating along the upper platforms. You’ll eventually reach the next checkpoint behind the last turret here. Another Dragonair Control (1) will be there for you after the checkpoint, causing a green storm of drifting petals and using a solar Weather Ball that homes in on you. Things will get even tougher here. There are more barriers ahead and a Salamence Jet (1) and two Dragonite Crafts (1) are waiting for you. The Dragonite Crafts launch Thunder Rain attacks from above and also fire a Blizzard Pulse at you. Avoid them as you then head through an energy tunnel. Inside is a Max Potion that can help out the shuttle. Outside, you can move downward to find a platform with a 1UP and an X Defense in some crates, but be careful of an Artificial Chaos floating along the rails after here. You’ll reach more barriers and a platform with a Dragonair Control (1), this time one causing rainfall and using a water-type Weather Ball that does as much damage as a fire Weather Ball. There is another group of six Vibrava Drones (1) and a Salamence Jet (1) waiting for you here and after them, you’ll be faced with more ARK turrets. Past the turrets is a path with a tunnel over it. Watch out for another Artificial Chaos in the tunnel. Down the sloping part on the other side are two more turrets. Another platform is next, along with an electric storm-causing Dragonair Control (1), a checkpoint, and crates you can break for a Hyper Potion. Beware of the Dragonair Control’s electric Weather Ball; it paralyses the shuttle for a short period of time. In the next area, a bunch of turrets open fire on you and four more Altaria Orbiters fire lasers at you. To add to the mayhem, a total of five Artificial Chaos float near the “shelves” of the area. The platform below has about four Shelgon Tanks (1). Watch out for their damaging shells. Move to the right to follow a path with yet another Artificial Chaos leading to a grind rail and a spring. Lower the shuttle near the rail for a Hyper Potion. Past the spring you’ll run into an Artificial Chaos and a Kingdra Cyclone (1). After thus path is another path and a Dragonair Control (1) (generating a sandstorm that damages similar to hail and firing a rock Weather Ball that clouds the screen), another checkpoint, and four Seadra Twisters (1) that you’ll have to dodge the attacks of. After the Seadra Twisters, get ready to avoid more turret fire, but also check the crates on the path for an X Attack. After the turrets, you’ll come to four more Alatria Orbiters, a group of six Vibrava Drones (1) and a Salamence Jet (1), and two Artificial Chaos. Dodge all of them and keep going. Eventually, you’ll see a platform with tunnel above it. The screen goes dark as you approach the tunnel; this is because of a Dragonair Control (1) generating darkness and using a dark Weather Ball that reverses your controls temporarily. However, you can also pick up a 1UP at the end of the tunnel. Avoid the debris all around you while flying the shuttle through this area and also two more Artificial Chaos. You’ll reach a large tunnel with four ARK turrets, two Flygon Storms (1), and two Artificial Chaos. Get past all of them and after exiting the tunnel, you'll reach a platform with a Dragonair Control (1) causing a fall of darkness (different from the last one, this one’s more like a Shadow Sky effect) that damages you. This one fires a plain Weather Ball that does only half as much damage as a fire or water one. At this point, you’ll fly into the tunnel up ahead. Shortly after entering the tunnel, you’ll head through some doors and enter an octagonal-shaped tunnel with green glowing lights making up the sloped sides on the tunnel and flowing red rails in the middle of each of the other sides. Suddenly, a large, octagonal-shaped object the entire size of the tunnel comes down behind you and starts pursuing you. (This object is similar to the one seen at the end of Cosmic Wall in Sonic Adventure 2 Battle.) This happens to be another one of the ARK’s attack systems and has eight green glowing ports on the outer ends of it and a large, protruding drill-like section in the center. Anyway, the system fires green lasers from all eight ports at you. Since you can’t leave the shuttle, all you can do is avoid its attacks. You’ll have to endure 30 seconds with this system and must maneuver and tilt the shuttle in order to avoid the lasers the system fires. The system will also fire missile charges and attempt to ram the shuttle, so be careful. Once you have endured the ordeal, the attack system will back off and you’ll fly into the second half of the stage. As soon as you enter the second portion of the stage, Dralene will contact you once again, but this time, she’ll tell you that you’ve gone too far. Suddenly, the shuttle’s controls don’t respond and next thing you know, the shuttle tilts to the side and the door opens up. Starting here, you have eight minutes to make contact with the shuttle before it leaves the area; stranding you and having you fail the mission. You start by falling down from here and eventually run into a gravity switch. After touching it, you’ll fall sideways onto a path with Dash Panels on it and be boosted to another gravity switch. You’ll then fall upward onto another path and pass over more Dash Panels and then through a Dash Ring and into another gravity switch. From there, the gravity resets to normal and you’ll land on the next checkpoint. From there, bounce off the set of springs in front of you and the path here has two Shelgon Tanks (1) on it and three Vibrava Drones (1) nearby. The Dash Panel here takes you to a defense unit surrounded by three defense barriers. Use constant attacks on it to destroy it (characters with melee attacks need to homing attack the defense system and attack it from there) and break the crates nearby for two X Attacks. To the left of the defense system is another platform with two Shelgon Tanks (1) and a spring-causing Dragonair Control (1). Defeat them and use the Dash Panel to go to a downward path, dodging the Artificial Chaos at the start of the path. At the end of the path is another gravity switch that sets the gravity to the right. You’ll land on another path, but check behind you for a Super Potion and an Artificial Chaos. The path steeply slopes downward and three Seadra Twisters (1) are moving over the path. If you go up to the very back of the path, build up speed, then jump forward (Liza does this best), you can land on the path above can collect a 1UP and an X Speed, but watch out for another Artificial Chaos. Use the Dash Panels to make it back onto the main path. The Dash Panel on the normal path will boost you into another gravity switch and you’ll fall to the right to another path. Watch out for the two Flygon Storms (1) floating above the defense barriers here and use the Dash Panels to head forward through the short tunnel and onto another path. Dash Panels here will boost you towards another gravity switch. You’ll fall through another gravity switch on the way down and then land on a steep-sloping path. Run under three Vibrava Drones (1) here and onto a defense barrier. However, if you’re an expert you can dash backwards and drop down behind the path to find a rail that will grind you into a 1UP and then a spring to bounce you to the left and another spring to bounce you onto the platform above the path. On the platform is collect an X Attack, but watch out for the Artificial Chaos that protects it. You can also go forward here, you can defeat three upside-down Shelgon Tanks (2) on the platform above and go to the end of the path to collect a Max Potion and 2 X Defenses locked in a large Draco Cage. There’s nothing else beyond this path (the gravity switch beyond here is inaccessible), so head back to the barriers and there should be a defense unit to the left of them. Stand on the second barrier and use ranged attacks to destroy the system (or jump from there onto the system and destroy it directly. The barrier should fall under you if you’re standing on it and you’ll fall to a path below. Here, there are two Seadra Twisters (2) and past them is another gravity switch. Touch it to fall to another path where there’s an Artificial Chaos and also a rail you can grind on to reach another path with Dash Panels and a spring. Avoid the ARK turrets here and take the downward-sloping path. Below is another platform with a Dash Panel taking you to another gravity switch, but there’s also a Seadra Twister (2) and an Artificial Chaos lurking here as well. After gravity returns to normal, watch out for two meteors that crash into the platform you’re on and also pick up an X Defense near the crates here. Head forward to reach an ARK transit device that takes you into the ARK’s power plant. Inside this area is the next checkpoint and a sunlight-causing Dragonair Control (1), and a Salamence Jet (1) beyond it. The sunlight makes its flame stream stronger, but its hydro cannon weaker. Past it near the door is an Air Saucer (looks a little different here) with the Team Draco symbol on it. Get on it and head through the door to reach an area with a river of green energy fluid flowing forward and two Shelgon Tanks (1) sitting in it. Watch out for the scanner-equipped Vibrava Drone (1) here as well. If caught by it, several Seadra Twisters (2) will be brought into the area. If you end up falling down to the lower area, you’ll have to find a switch that activates a platform to take you back up amidst three Shelgon Tanks (2) and two Seadra Twisters (1). However, the stage’s Full Restore is also down here. You’ll notice an Artificial Chaos near where the switch resides, so be careful. Back on the path, head through the door to reach another hall with a Salamence Jet (1) and two Vibrava Drones (1) to defeat. At the end of this hall is another Air Saucer for in case you lost the first one. The next room has more energy fluid, a platform sitting in it, two Seadra Twisters (2), a storm-making Dragonair Control (1) on the platform, and the third defense system behind a barrier. Destroy the unit (you may have to destroy the barrier first) and then drop down to a lower area where a Dragonite Craft (1) and three Shelgon Tanks (2) reside. There’s a switch here that activates a platform and an X Speed. Take the platform up to a door at the top and head through. Beyond the next door is another hall containing two Kingdra Cyclones (1) and leads to another room with a path below you. There’s also another gravity switch here as well, a spring that will allow you to reach another door, and an Artificial Chaos. If you touch the switch, you’ll have to take some platforms to that door while watching out for two Vibrava Drones (2). The next hall contains two Shelgon Tanks (2), an X Attack, a Hyper Potion, and an Artificial Chaos near the door. Beyond the next door is a room with laser ports that fire large lasers. If you touched the gravity switch in the previous room, get to and use the switch here to see the fourth defense system. Be careful on the platform here, as there’s another scanner-equipped Vibrava Drone (2) that’ll teleport in several Seadra Twisters (2) if it catches you. If you end up near the floor in this room, there are three Shelgon Tanks (2) to watch out and an X Speed that you can collect, as well as springs to get back up on the wall. If you fall here when the gravity is normal, defeat the Shelgon Tanks to unlock a Draco Cage holding another spring to get back up to the upper platform. If you manage to get onto or near the path wrapping up the large blue column, you can collect an X Speed, but watch out for another Artificial Chaos as well. After taking out the defense unit, head to the next door. Partway through the hall has a door with a gravity switch behind it, but it will most likely be set for the current gravity setting. Forget it and go left. Here, there’s a rain-creating Dragonair Control (1) and a Salamence Jet (1) near the next door. To the left of the Dragonair Control at the second turn is another door, which will open to reveal a switch. Activate it (its purpose comes later) and keep going. In the next room, there’s a total of four Shelgon Tanks (1) and two Artificial Chaos on the platforms here, but don’t fall because there’s no ground here. Jump to each platform and collect an X Attack and a Super Potion along the way. At the end of the platforms is a spring leading to a gravity switch. After the switch, you’ll fall through a hall past three Vibrava Drones (1) and then into a room with 2 more switches. Here, avoid another Artificial Chaos, collect an X Attack, and use the switch to fall through another path past a Salamence Jet and to another gravity switch. You’ll land on a platform and will ascend it to some more platforms where two Flygon Storms (1) reside, followed by a Dragonite Craft (1). From there, take a long jump to reach a platform leading to a door out of the room. If you fall in this room, you’ll end up on the ceiling and two ARK turrets will fire on you. From there, find some springs to bounce to the doorway. The next checkpoint is found in the next hall along with a hail-causing Dragonair Control (1) and two Shelgon Tanks (2). Head down the hall to reach another door. Past the door are some platforms and a gravity switch. Touch it to fall upward, then deal with a Salamence Jet (1). Use the spring ahead to reach another gravity switch, passing through a Hyper Potion along the way and avoiding an Artificial Chaos. The switch will have you fall to near the fifth defense unit. Destroy the system and drop down. Here, there are two Kingdra Cyclones (1) and springs that lead to another hall that you will fall through. In the next room, you’ll go through a series of gravity switches that send you into another hall past a Flygon Storm (1) and then to another switch. At the end is a path with two Salamence Jets (1) leading to the next room. Use the platforms here to reach another door, but watch out for the lasers coming from the laser ports here and also watch out for three Seadra Twisters (2), two Vibrava Drones (2), and an Artificial Chaos in the room as well. There are also five Shelgon Tanks (1) on the walkway wrapping around the large blue column in here as well. On the other side of the door is a hall with the last checkpoint. There’s a darkness-causing Dragonair Control (1) here and two Flygon Storms (1). Through the next door is a room with the last defense system, but it’s blocked by three defense barriers, one in front of the other. Head down below the barriers and avoid an ARK turret here to reach springs that will bounce you to where you can destroy the last defense unit. There’s also a gravity switch and a door in this room. The switch is left of the defense system. Touch it to fall down and collect a Super Potion. There’s also a Draco Cage holding a 1UP in this room, along with another Artificial Chaos and four Seadra Twisters nearby, but to open it, you need to have activated the switch mentioned earlier. Anyway, use the platform here to go up and reach another platform to the left and use a spring there. Head through the door above to enter another hall with two Kingdra Cyclones (1) and an ARK transit device at the end of the hall. You’ll head back outside to a gravity switch that will have you land on a grind rail. Grind on it as you head through Dash Rings and reach another switch. This one will have you drop to another path where a sand-creating Dragonair Control (1) sits in the middle of the path and two Shelgon Tanks (2) attack you. At the end of the path is an Artificial Chaos and another gravity switch. Jump into the switch to fall onto a rail and grind down it through some more Dash Rings. If you fail to land on the rail, you can still fall down towards the last path here. Within a group of meteors along the way is a 1UP you can steer yourself into. You’ll land on a long path with a shadow-creating Dragonair Control (1), three Artificial Chaos on it and a jump ramp at the very end. Head to the jump ramp and boost off it. You’ll see a cutscene of the shuttle flying by and tilting sideways. You’ll land right back in the shuttle and will once again take control of it, flying towards the large circular door in the distance. Upon entering the door, you’ll end up in another octagonal tunnel just like that of which you went through at the end of the first half of the stage. Another large octagonal attack system from the earlier tunnel will side down behind you and start following you. Once again you’ll have to last 30 seconds before the attack system backs off. However, this time the patterns of the lasers and missile charges that are fired at you are harder to dodge, and constant maneuvering and tilting of the shuttle may be required to get out alive. Also, don’t let Dralene’s taunting of the colony’s own defense systems finishing you off make that a reality. Once you have managed to once again survive the attack system, it will back off. With that system out of the way, you’ll exit the tunnel and enter the final stretch of the stage. At this point, you’ll enter a more open area of the ARK’s airspace and begin an ascent slightly upward. You’ll also finally be able to see the Space Station in the far distance. However, there’s also a squad of five Altaria Orbiters shortly after entering here that will constantly fire lasers at you. Keep swerving to avoid them. Beyond them is another grid of barriers. Watch out for the four Vibrava Drones (2) hanging out in between some of the barriers. After them, there is another platform with a tunnel and a Dragonite Craft (1) above it. Go through the tunnel to avoid the large robot and its multitude of attacks. After exiting the tunnel, the Space Station comes into view. Dodge three more Kingdra Cyclones (1) (using their cyclones to keep the debris platforms below them balanced) and six Altaria Orbiters. After surviving them, you'll make contact with the Space Station and you can fly toward it. Once you've cleared the airspace of Space Colony ARK, the shuttle will fly toward the Space Station, dock, and your mission is clear.
|
|
|
Post by Sunflora Azumarill on Jul 4, 2007 22:34:04 GMT -5
======================================================================= [----------------------------SPACE STATION----------------------------] ======================================================================= All right now! You have just made it to the Space Station, a facility built by Team Draco and used by them for supplies and experiments! Anyway, you start this stage in a docking bay next to the shuttle. There are some computer systems built into the walls of the area and several groups of steel Draco crates strewn about the place. Start by heading through the set of doors ahead. At this point, the Space Station’s OS system with this message “INTRUDER IN SPACE STATION! INTRUDER IN SPACE STATION! ACTIVATE STATION DEFENSES!” To start things off, four Team Draco guards will come at you in the hall with Draco Waves. Defeat them (they’re tough, since they also have attacks that disorient and paralyze) and head down the hall as it slopes downward. After the slope, you’ll come across a squadron of six Vibrava Drones (1). Dodge their quick movements and attacks and defeat the whole lot of them to disable the magnetic locks on the doors and head through to the next area. In this room, defeat a long Draco Grunt (EC) and there will be a drop in the ground ahead. If you fall here, you’ll fall to your death, costing you a life. Homing attack two more Vibrava Drones (1) to reach the other side of the gap. There’s a Dragonair Control (2) causing a fall of petals and green mist. Avoid its solar Weather Ball and defeat two more Draco guards (SL) behind it to open another set of magnetically locked doors to reach the next hall. Here, defeat three Shelgon Tanks (2) and defeat them quickly. The hall will make a 45-degree left turn where you must jump teal lasers moving left, right, up and down. After weaving by the lasers, defeat five Team Draco Grunts (3 SL, 2 DW) and head through the next doors to reach a large octagonal room. You’ll emerge on a large, glass-railed balcony with a checkpoint and a bridge ahead. At the end of the bridge on a platform floats a large, multi-turreted laser cannon. This is known as a Hover Laser and it happens to be smart as well. It will move around to keep a track on you and fire bright laser beams at you. It’s also heavily shielded and takes a lot of damage to destroy it. You’ll find many more of these laser systems in the station, so remember this. Run past the Hover laser and bounce off a spring on the right side to a walkway. Here, three more Draco guards (EC) will attack. Be careful not to be knocked off here, since you end up falling through large crossing steel beams and to your death. At the end of the walkway are two Seadra Twisters (2). Homing attack across them to reach the next platform, where a Flygon Storm (1) will come down. Defeat it to drop the laser ring that rose up when you landed here and head down a walkway going 45-degrees to the right. Here, two more Hover Lasers (1) float along both sides of the walkway. Dodge their lasers and homing attack another Vibrava Drone (2) at the end to reach a higher platform. On this platform, defeat four more Draco guards (2 EC, 2 SL) and then use a spring to bounce to a balcony with a set of doors and a Kingdra Cyclone (1) that must be defeated to open the magnetically locked doors. In the next hall, defeat three more Draco Grunts (SL), three more Shelgon Tanks (1), and a Dragonair Control (1) causing a dark overcast and using a shadowy Weather Ball, and jump and run under more laser fields to reach a right turn in the hall. Here, defeat another Flygon Storm (1) and head through the doors to reach a massive room bordered by large computer screens and steel beams. You’ll move across the glass-railed walkway on Dash Panels and will be bounced off a set of springs into a large, open-like capsule switch with two flat circles of blue energy moving up and down in between the top and bottom. Upon touching the switch, a blue wave will spread out in the room and you’ll suddenly fall upward. You just activated a gravity switch (which were in the previous stage, but these look quite different). You’ll fall into another gravity switch that will cause you to fall sideways to the left. You’ll then go through one more gravity switch and will fall upside down once more. You’ll fall through a door on the ceiling and down a shaft into another hall. Here, there are three Draco guards (EC) on the floor above you. To hit them with melee attacks, you’ll need to jump up, then unleash the attack near one. Once all three are defeated, the doors ahead will unlock and you’ll be able to head into another room. You need to jump through the doors since they’re still on the level of the floor. In the next room, you’ll emerge on the ceiling, but a multitude of enemies still await you on the walkways above you. There are about six Draco guards (2 EC, 2 SL, 2 DW) here you need to defeat. Use the same methods stated earlier to do so. Other enemies inside here include three Vibrava Drones (2), three Shelgon Tanks (1), and two Hover Lasers (1). There’s also two much needed Super Potions and two X Attacks on the walkways. At the left end of the room, head through the doors to reach another hall. There’s a checkpoint on the ceiling for you to cross and more laser grids ahead. Five more Draco guards (4 SL, 1 DW) will notice you on the ceiling and will attack. Defeat them and jump and run under the lasers to reach a left turn where 3 Seadra Twisters (1) attack. Defeat them to open the doors ahead. In this next tunnel, there are glass walls with electricity running through them and walls with the Team Draco symbol behind them. On both the floor and ceiling are electrical plates that will zap you for 30 damage per second if touched. You’ll need to cross some grates hanging near the ceiling to make it over the electricity. Along the way are four Team Draco guards (EC) that shimmy across the grates (upside-down to you). Defeat them and watch out for four Vibrava Drones (1) and four Hover Lasers (1) along the way. At the end of the tunnel is another set of doors to head through. Head through them and Head down the short hall where two Shelgon Tanks (2) will attack from on the floor. There is a rocket pad and rocket at the end of the hall that will thrust you up a shaft and into the gravity hub. You’ll go straight into a gravity switch and will then fall backwards to the left. Another gravity switch will send you going right and one more will make it so that you fall downward onto another walkway. Back at normal gravity head through the doors and continue on. The next hall goes forward where five more Draco Grunts (3 EC, 1 RG, 1 DW) attack. Defeat them and you’ll enter another octagonal shaped room. Here, there is a walkway ahead of you. Defeat two Vibrava Drones (1) over it and you’ll come to a platform. In the middle of the platform is a Hover Laser (1), but this one is equipped with a scanner on the top “eye” of the cannon. If caught, several Shelgon Tanks (3) and Seadra Twisters (3) will teleport in to make things harder. Jump diagonally left from the platform and homing attack two more Vibrava Drones (2) to reach another walkway. Along the walkway are three more Draco guards (SL) to defeat. Once you reach the end of the walkway, you’ll have to homing attack across two Hover Lasers (1) to reach a long balcony ahead. On the balcony, two Shelgon Tanks (2) and a Salamence Jet (1) will appear to attack you. Defeat all of them to open the next set of doors. In the next hall, head forward, defeating a total of six Draco guards (4 EC, 4 DW) and avoiding sets of “smart” lasers. Eventually, the hall makes a right turn and slopes upward. Here, defeat two more Draco Grunts (SL) and avoid four scanner-equipped Vibrava Drones (1) (the first brings in Hail-causing Dragonair Controls (3), the second brings in Shelgon Tanks (3), the third brings in Seadra Twisters (3), and the fourth brings in three Kingdra Cyclones (2)) and the end of the sloping hall, head through another set of doors to reach another glass-walled, electric-plated tunnel. Here, you’ll have to bounce off a spring onto grates near the ceiling. The grates go in this direction, forward, left, right, slope down, go right, far left, slope up, go right, left, far left, far right, right, slope down, and end. Along the way are a total of five Vibrava Drones (1) and three Hover Lasers (1). At the end of the grates, drop down onto the walkway and head through another set of doors. Here, a long hall goes to the right. Along the way are lots of laser grids and about ten Team Draco Grunts to defeat (2 EC, 2 SL, 2 GG, 2RG, 2 DW). They’re also littered the hall with four Hover Lasers (1). At the end of the hall, a Dragonite Craft (1) will drop down. Defeat it to open the doors ahead and enter a wider hall lined with large space equipment on both sides, including massive computer screens and system regulators. In this long hall, defeat a total of twelve Team Draco guards (2 EC, 2 SL, 2 RG, 2 HL, 2 GG, 2 DW) sitting next to computer posts near the wide, silver path in the middle of the hall. There are also four Dragonair Controls (2), the first and third causing strong sunlight, the second and fourth causing electrical activity. There are also two Hover Lasers (1) here. In the middle of the hall is a floating TV that states “SURVEILLANCE HALL”. At the end of the hall to the right is another set of doors. Head through to enter another hall filled with moving teal lasers. Here, dodge the lasers and defeat six Shelgon Tanks (1) to open the locked doors at the end to the left. You’ll enter a large chamber with large, sloping glass walls on all three other sides looking out into space. A floating TV in the center states “OBSERVATION DECK SE” If you look out the front glass, you can see Team Draco’s temporary base in the distance. Once you’ve taken a look out there, 4 Team Draco Grunts (2 EC, 2 DW), a Salamence Jet (1), and a Flygon Storm (1) will enter the room. Defeat all of them to open the set of doors to the right of the ones you entered the room through and enter another hall. This one happens to be quite long, so be ready. You’ll have to defeat eight Team Draco (3 EC, 3 GG, 2 DW) grunts that have been alerted of your presence while avoiding sets of “proximity” lasers (like back in the Plasma Power Plant). When you finally reach a set of magnetically locked doors, two Salamence Jets (1) will drop down. Defeat them and head through to a downward sloping shaft with a large lift in the center (similar to the ones in Iron Gate and Prison Lane in Sonic Adventure 2 Battle, but sleeker and much faster). You’ll go down the sloping shaft, dodging five Vibrava Drones (2) along the way (these can be destroyed for points). At the bottom of the shaft, a bridge will slide forward and another set of doors will open up. In another hall, defeat four Shelgon Tanks (2) and avoid three Hover Lasers (1) near the walls (in a place like this, you can defeat the Hover Lasers for points). At the end of the hall, you’ll go through a set of doors and enter back into the gravity hub. Things here are simple. Bounce off the springs at the end of the short bridge to go straight into a gravity switch, which will set you upside down. You’ll fall upward down a short shaft and into another hall. Here, defeat six Team Draco Grunts (3 EC, 3 SL) on the floor above you to open another set of magnetically locked doors. In the next hall, which slopes a little downward (upward in your case), Dash Panels will boost you by four Seadra Cyclones (2) and to a rocket, which will propel you back into the gravity hub and into another gravity switch. This switch will set you to fall forward into another that will set you back right side up. Landing back on a short bridge, head through the next set of doors into a long hall. Defeat three Draco Grunts (DW) and two Flygon Storms (2) along the way until you reach another set of doors. Head through to enter another glass-walled, electric-plated tunnel. Here, you must manage floating platforms over the electricity to reach the other end. Jump onto the first one moving forward and back to reach one moving up and down. Jump off before you reach the top here because there’s a Hover Laser (1) that will blast you off the platform at the top. The next platform moves left and right. Wait for the platform to move to the left to jump to another platform going back and forth. At the end of this platform ride, you’ll have to homing attack a string of five Vibrava Drones (1) to reach the end of the tunnel. Watch out for another Hover Laser (1) along the way. At the end of the tunnel, head through the doors to reach a shaft with a pole in the center. Use the X button to spiral up the pole, but time it right to avoid several teal lasers in the shaft. At the top, you’ll be shot through another set of doors to a short hall with four Team Draco guards (2 SL, 2 RG). Defeat them to open a large set of doors with computer terminals on them and finally head out of this wing of the Space Station. You’ll enter a glass tunnel linking this wing with the next. Don’t mind the Altaria Orbiters flying left and right above and below the tunnel and cross the checkpoint. There are more laser fields in this tunnel and five Team Draco guards hiding behind stacks of unbreakable Draco crates. They’ll fire at you with lasers, which never tire. Defeat them carefully and collect two X Speeds and two Super Potions. After defeating the Grunts, a set of magnetically locked doors at the end of the tunnel open up. Head though and this message will be said by the station’s OS system: “TRESPASSER HAS BREACHED LEVEL 2! TRESPASSER HAS BREACHED LEVEL 2! SEAL ALL WINGS! SEAL ALL WINGS!” In the next hall, defeat a Dragonite Craft (1) and three Draco guards (2 EC, 1 w/shield) behind it. You’ll go through another set of doors to reach a shaft. Drop down the shaft, avoiding teal laser crosses and dodging five Vibrava Drones (1). At the bottom, head through the doors to reach another large, octagonal chamber. Here, homing attack three Vibrava Drones (2) to reach a platform. From there, you can go left or right. If you go right, cross the bridge, but four Hover Lasers (1) moving back and forth over the bridge and two more above it make the crossing difficult. At the end happens to be a 1UP and a spring to use to move forward. If you go left, you’ll have to homing attack three more Vibrava Drones (1) (one of them equipped with a scanner that brings in several Hover Lasers (1) around you if you’re detected) to reach a Super Potion and a spring to bounce you ahead. Both springs bounce you to another platform where a lone Draco Grunt attacks you with a high-tech rocket launcher. The rockets she fires with this cannot be dodged since she uses a feature on the launcher to keep them on you. Defeat her quickly and jump onto a floating platform going up and down ahead. At the top, jump onto a set of grates on the ceiling and head right. The grates here simply go right, then far left. Getting off and then reaching safety’s a problem, though. At the end, drop off the grates and onto another floating platform, but jump immediately once you land since two Hover Lasers (2) behind you have already locked onto you and fire once you land. Homing attack a Salamence Jet (1) in front of where you jump to reach another balcony to the left and exit this area. In yet another hall, there’s a ravine in the middle and three Hover Lasers (1) floating over it. This is where things get tricky. You’re going to have to homing attack across the Hover Lasers to reach the other side. Upon landing, defeat 4 Team Draco Grunts (2 DW, 1 RG, 1 w/shield) to open the next set of doors, which leads you into another gravity hub. Simply use the springs as you enter to boost into a gravity switch and start falling upward towards the ceiling. Here, another switch will have you fall sideways onto a short sideways bridge. Head up the bridge and through a set of doors on the ceiling to enter a shaft. Here, you’ll simply move up the shaft past four Vibrava Drones (2) until you reach a floating TV near a thick door with a reinforced window on it. Read the TV and it says “AIR LOCK. LEADS OUT INTO SPACE. SPACESUIT REQUIRED.” Head through the door to enter a small room where machines on both walls activate and crane arms strap a translucent space suit that fits the shape of your character’s body onto him or her. Then, another door opens up into space. Simply head out the door and you’ll move down onto the roof of the Space Station. Here, there’s a metallic, silvery path showing you the way across the station’s roof. You can explore a little bit, but laser walls and other structures restrict you from exploring the whole roof. Go down the path and defeat four Team Draco guards (also wearing teal space suits like yours) will fire at you with lasers. After the guards, you’ll pass between two large walls where a laser grid stands. Jump over it and three Salamence Jets (1) will drop down. Defeat all three of them to drop a larger laser fence. After the walls, there is a small facility further along the path. The building is lined with glass walls and a set of doors aligned with the path will open up. In the center of the area is a floating TV that states this area as “EXPERIMENT RESEARCH FACILITY.” In here, defeat three 5 more Draco guards (3 SL, 1 RG, 1 w/shield) working on experiments on the metal tables here and collect two X Defenses and a Super Potion in the room.
|
|
|
Post by Sunflora Azumarill on Jul 4, 2007 22:35:50 GMT -5
After collecting your spoils, head back out through the other set of doors and cross a checkpoint. Here, a large swarm of possibly sixteen Vibrava Drones (1) will swoop down from above at about four at a time. Defeat or dodge them and when you reach the edge of the wing, you’ll go down the side where three more Draco Grunts reside. These ones can actually be quite deadly because they’re equipped with gravity guns that will make it so that you fall to the left or right side to your death. Defeat them and keep going. You’ll come to two Dragonite Crafts (1). Take care of them as well and you’ll come to another air lock. Drop down it to go back to normal gravity. The machines here will strip you of your space suit. After it’s gone, head through the next door and into another hall. In this hall, both “smart” lasers and “proximity” lasers intend to make things difficult for you, as do 4 Hover Lasers (1). Dodge all the lasers and defeat four Shelgon Tanks (2). At the end of the hall, head through to drop down a deep shaft. You’ll have to dodge teal lasers, three Hover Lasers (1), and five Vibrava Drones (1) before you reach the bottom. At the bottom, defeat 3 more Draco guards (2 EC, 1 w/shield) in front of another air lock and head through. Here, the second door is on the floor. After machines slip a spacesuit back onto you, the door will open and you’ll fall down into the area below the Space Station, where there’s a maze of metal pieces, the result of another heat shield being worked on. You’ll land on a spring on a metal piece and be bounced forward. You’ll land on another spring on another metal piece. This area tests your abilities at homing attacks. There are strings of Vibrava Drones (1) going left and right at a junction in the maze. Homing attack the ones to the left since the right path is a fatal dead end. On the left path, you’ll come to another spring. Use it to bounce right to a string of Seadra Twisters (1) (don’t teleport). So the same thing here and when you come to a junction that goes forward and right, homing attack the Twisters to the right. You’ll come to another spring and be bounced to the left. Now you’ll have to homing attack higher tier Vibrava Drones (2) (which also emit frequency waves in addition to shock rings). At a junction that goes left, right, and forward, homing attack the Drones going forward. Along these two paths, there are also a total of four Hover Lasers (1) to make things more difficult. At the end of the forward path, you’ll be bounced to the left and must now homing attack Salamence Jets (1) and Flygon Storms (2) while avoiding more Hover Lasers (1) (2 of them). At the next three way junction, head right and homing attack three Hover Lasers (1) to reach a spring pointing up. This spring will send you through another air lock where the gravity shifts sideways. After your spacesuit is taken by the machines, the other door opens and you enter a shaft with a checkpoint as soon as you enter.
In this shaft, five Team Draco grunts (2 SL, 2 DW, 1 w/shield) on hoverbikes move around in the shaft. Defeat them and head up into the gravity hub again. Here, use the springs to bounce into a gravity switch, which will make you fall upward into another switch that will set gravity to normal. Here, drop forward onto a bridge and head through the doors. You’ll enter another shaft. Here, defeat the Draco guard with a shield and a Draco Cage containing a spring will open up. Use the spring to bounce up the shaft and into another hall. Here, defeat five more Draco guards (2 RG, 2 DW, 1 w/shield) and at the end of the hall, head through the doors into the next observation deck. Here, lots of Draco Grunts, possibly 20 of them, four Shelgon Tanks (2), 4 Dragonair Controls (2), 4 Vibrava Drones (2), and 4 Seadra Twisters (2) make for a big party! There are even Hover Lasers (1) in each corner of the deck! Get ready for a fight, as they come at you with rail guns, space lasers, rocket launchers, gravity guns, and Draco Refractors. Eight of them are even equipped with shields. Also, one Dragonair Control emits strong sunlight, one emits rain, one emits spring activity, and one emits electrical energy. There are six Super Potions strewn about the area and four more on the ceiling (you can get these if hit by a gravity gun and end up on the ceiling). For every five Grunts and whole group of robots, a Dragonite Craft (1) (all Dragonair Controls defeated), a Salamence Jet (1) (all Shelgon Tanks defeated), a Kingdra Cyclone (1) (all Seadra Twisters defeated), and a Flygon Storm (1) (all Vibrava Drones defeated) will teleport into the room. Once it’s safe, you could check a floating TV in here, which states “OBSERVATION DECK SW”. Once all hazards (including Hover Lasers) have been taken care of, a set of doors to the right of the ones you entered the deck from will open. You’ll enter a hall going to the left and a checkpoint awaits you as well (thank God). For a while, enemy activity will drop after the onslaught you just faced. This hall shortly after entering will start sloping downward. Here, only 3 Draco Grunts (1 DR, 2 EC) and a scanner-equipped Vibrava Drone (1) come at you. If caught in the scanner, 4 Shelgon Tanks (2) will teleport into the hall. After the enemies, you’ll come to a set of doors.
Head through to enter a maze where you must push steel boxes around to activate switches to deactivate laser grids. There are a total of four Shelgon Tanks (2) and four Draco guards (2 GG, 2 w/shields) in this maze as well. Defeat them while you move the boxes around. Once you reach the end of the maze on the other side, head through the doors and you’ll enter yet another hall. Here, there are more proximity lasers and regular lasers to watch out for. Also in the hall are two Draco guards (EC). Defeat them and after the lasers, the hall makes a 45-degree turn to the left. Here, the hall shortly ends as you come to another set of doors. Head through and defeat a Salamence Jet (2) in another lift room. Here, get onto the lift and have it take you down the sloping shaft. At the bottom, head out onto the short bridge and go through the doors to reach another hall. Here, there are three Hover Lasers (1) floating above you. Quickly run under them and where the hall makes a 45-degree left turn, head left and six scanner equipped Vibrava Drones (2) await. If caught by their scanners, Shelgon Tanks (3) (first), Seadra Twisters (3) (second), a Salamence Jet (1) (third), a Dragonite Craft (2) (fourth), and more Vibrava Drones (3) (fifth and sixth) will teleport in. At the end of the hall, another set of doors with computer terminals on them open to reveal another glass tunnel leading to the next wing. Here, you must deal with “smart” laser grids and dodge the attacks of five Shelgon Tanks (3). Upon defeating the Shelgon Tanks, the doors on the other end will open and the Station’s OS system will spurt this message “TRESPASSER HAS BREACHED LEVEL 3! I REPEAT, TRESPASSER HAS BREACHED LEVEL 3! ALL PERSONNEL TO LEVEL 3! I REPEAT, ALL PERSONNEL TO LEVEL 3!” In yet another hall, defeat six Team Draco Grunts (2 RG, 2 PR, 2 w/shields) that come at you. After they’re gone, use the Dash Panels on the upward sloping section of the hall to reach the top and head through another set of doors. Here, there’s a string of about 6 Hover Lasers (1) pointed right at your vital organs. Quickly run past them as they fire their lasers. You’ll head through a set of doors into the Station’s third gravity hub. Here, use a spring on the short bridge to go straight into a gravity switch above that sends you falling to the left. You’ll go falling down a hall through another set of doors and land when it turns to the right.
In this hall, you happen to be on the left wall, and six Draco Grunts (2 EC, 2 DR, 2 w/shields) on the floor to your right. Defeat them and jump through the doors that open up. You’ll reach another checkpoint and there are 3 Draco Grunts on hoverbikes and equipped with gravity guns. The blasts from them will set you on the floor, but you’ll end back up on the wall shortly after. Defeat them and continue forward to where the hall ends and a shaft goes upward. On the wall, simply head to your left and go up the shaft this way. However, moving teal lasers in a variety of formations and six Vibrava Drones (2) make things hard for you. At the top of the shaft where another hall begins to the shaft’s right, there’s a rocket pad locked in a Draco Cage. Defeat three Dragonite Crafts (1) here to open the cage and use the rocket on top to go thrusting through the hall and where the hall ends and another shaft begins, parachute onto the left wall. Here, there are five Hover Lasers (1) on the way up, so be careful. At the top of the shaft is another air lock and a floating TV. If you read the TV, it says “COMMUNICATIONS SATELLITE SYSTEMS AHEAD.” Head through the air lock and the machines will put on your spacesuit once more. After the second door opens, you’ll go out onto the roof of the wing. Here, there are several large satellite dishes moving around and emitting ring beams into space and also several docked satellites everywhere you look. Head left from where you exit the interior and three Salamence Jets (1) will drop down. Defeat them and the three Draco grunts (2 DR, 1 w/shield) that follow. After them is a checkpoint. Cross it and keep going forward. You’ll make a left turn down the path and come to a docked satellite. To the right of the satellite is a tether that goes upward. Jump onto it and you’ll be able to grind up it. You’ll go across the tether at incredible speeds and over the edge of the wing. You’ll eventually reach a working satellite with a platform jutting out of the side. Land on the platform and take care of three Shelgon Tanks (2). There’s another floating TV here. If you read it, it says “CONTROL SATELLITE. PLEASE DON’T INTERFERE.” There is a set of vertical grates here that go to the right. Jump onto them and climb to the right as the grates then go down, left, down, right, diagonally up to the right, up, wrap around the satellite, go up, wrap to the left, go up, wrap to the right, go down, right, down, left, down, far right, up, wrap to the right, go down, right and finally far up onto the satellite’s top. Along the way are six Vibrava Drones (2) ready to send you flying into deep space. On top of the satellite is a switch locked in a Draco Cage. Defeat 4 Team Draco guards (2 EC, 2 RG) near it to open the cage. Also collect two Super Potions and an X Attack here as well.
When activated, the switch will activate the docked satellite, and you will see it drift upward to the right of the Space Station. Once it settles, both satellites will fire tethers linking each other. You can now grind the new tethers to the other satellite. You can switch between tethers as you grind them to the other satellite. Along the way, a multitude of Hover Lasers (1) has also settled along the tethers. Avoid their laser blasts and reach the next satellite. Here, you’ll land on a platform wrapping around the left side of the satellite. There’s a Dragonair Control (2) here that emits a shadow effect that does damage to you. Destroy it and another causing hail (2) to reach another tether. Grind down this one to reach the Space Station once more. By launching the satellite, you’ve unblocked a path further through the stage. Upon landing, head forward down the path and defeat 4 more Draco Grunts (2 DR, 2 GG), but watch out for 3 Hover Lasers (1) as well. You’ll come to an air lock that you can drop down into. You’ll end up on the side once more and the machine here will take back your spacesuit before opening the next door. You’ll emerge in a shaft. Head down it while avoiding more moving teal lasers, including a four laser cross at the bottom, and you’ll hit a Jump Ramp right into the gravity hub. You’ll go right into a gravity switch, which will send you falling forward and into another switch, which will set you right side up. On another bridge, head through the doors ahead and you’ll enter a short hall. Simply watch out for two Hover Lasers here and jump in between 2 laser fences to reach the next set of doors. You’ll enter another glass-walled, electric-plated tunnel. Here, there are more floating platforms moving left and right, but the ones after the first two are too high to jump to (even with Liza’s superjump). On the second platform is a switch. Activate it and the platforms will start moving up and down instead of left and right. You’ll now be able to reach the next platform. From there, jump to another and there should be a switch on this platform. This one will cause the platforms to start moving back and forth. Wait for all the platforms to be in about the middle of the tunnel before pressing the switch. From there, jump to the next platform and from there jump to the next. You should reach the tunnel’s end. Along the way happen to be two Salamence Jets (1) and four Hover Lasers (1). After heading through the next set of doors, you’ll come to a shaft. Simply use the pulley here to be pulled up the shaft, but be careful of the moving teal lasers here. At the top, homing attack a Salamence Jet (1) to reach solid ground and then head through the next set of doors.
You’ll come to the third observation deck, with a floating TV that states “OBSERVATION DECK NW”. Here, out in space, you can see the pieces of what will be Team Draco’s permanent base, which has some resemblance to a Rayquaza. Once you have looked at the floating pieces, two sets of lasers will fire at you from behind at your sides. There are now two Hover Lasers (1) behind you and 6 Team Draco Grunts equipped with Draco Elites, the most powerful of Team Draco’s weapons. Defeat them and the Hover Lasers to open the set of doors to the left of the ones you entered the deck from (from your current point of view). You’ll enter another hall going forward. In this hall, more “proximity” lasers await you and so do 3 Kingdra Cyclones (1). Defeat them and head through the next set of doors to enter another hall where there is a checkpoint and a long gap in the ceiling above and 4 Draco guards with gravity guns. If a gravity blast hits you, you’ll go falling up the gap and out into space to your death. (You may have noticed this to the right of the laser fence outside when you were heading towards the most recent air lock.) Defeat the guards and you’ll then come to a laser fence where a shaft goes down right after it. Jump the fence and drop down the shaft, dodging more teal lasers and a Hover Laser (1) along the way. You’ll fall back into the gravity hub and right into a gravity switch. This switch will cause you to fall to the right and into a hall. After landing on the right wall of the hall, as it turns left, defeat three Draco Grunts (2 EC, 1 w/shield) here on the floor to your left and avoid another Hover Laser (1). This one has a scanner and if you’re caught by it, several Vibrava Drones (3) and Shelgon Tanks (3) will teleport in to make things more hectic for you. At the end of the hall, a rocket will boost you back into the gravity hub and into a gravity switch. The switch will make you fall upward (from your point of view) into another switch, which sets you back on normal gravity settings. Head through the doors after the bridge here and you’ll enter another hall. Take out five more Draco Grunts (2 HRL, 2 GG, 1 w/shield) here and make a 45-degree left turn where more “smart” lasers must be jumped. After them, the hall makes one last 45-degree right turn and there are four Hover Lasers (1) that must be destroyed in order to unlock the set of doors with computer terminals on them to reach the final wing on the Space Station.
You’ll enter the glass tunnel leading to the final wing, You have to deal with sets of “proximity” lasers and defeat six rail gun-equipped Team Draco guards hiding behind unbreakable Draco crates. Once they’re done, the set of doors on the other end will open up. As soon as you go through the doors into the fourth and final wing, the Space Station’s OS voice will go off one more while the entire station is bathed in flashing red lights: “EMERGENCY! EMERGENCY! INTRUDER HAS BREACHED LEVEL 4! EMERGENCY! EMERGENCY! INTRUDER HAS BREACHED LEVEL 4! ACTIVATING ALL STATION DEFENSES! ACTIVATING ALL STATION DEFENSES!” At here on in, things will et much more difficult. You’ll enter a hall, and you know things won’t be easy with laser fields and three Flygon Storms (1). At the end of the hall, a Salamence Jet (2) drops down. Defeat it to open the set of magnetically locked doors behind it. You’ll enter a large, octagonal room with a large gap of the same shape in the center of it. Forming a ring away from the edge of the room happen to be eight Hover Lasers (2), but these ones are gold instead of silver and in addition to firing laser beams at you, they also launch small charged missiles from their rears. They also bring up shields around them. Simply head to the right while avoiding their attacks to reach the set of doors quarter-way around the room. If you check out the rest of the room, you can pick up a Chesto Juice, a Super Potion, an X Speed, and an X Defense. In the next hall, four Draco guards (2 DR, 1 HRL, 1 w/shield) attack. However, once you defeat them, laser grids turn on, turning the hall into a laser maze. Maneuver the maze and reach the doors at the end. You’ll enter another glass-walled, electric-plated tunnel. You can see that this one makes a left curve halfway through. To reach a set of grates up ahead, you’ll have to homing attack 3 Vibrava Drones (3) and a shield-equipped Hover Laser (2). Time your jumps across the Drones so that you reach the Laser when its shield is down. Jump up from the Hover Laser to reach the grates. From there, head shimmy as the grates go far forward, left, far right, turn left at the curve, go right, far left, left, far right, left, and left once more where you drop off. Along the way, four Salamence Jets (1) drop down, so be careful. After dropping down, dodge the two Hover Lasers (2) to the side of the doors and head through.
|
|
|
Post by Sunflora Azumarill on Jul 4, 2007 22:36:14 GMT -5
You’ll enter another hall. Here, there’s a scanner-equipped Hover Laser (2), which will teleport in several sand-causing Dragonair Controls (2) if you’re caught. At the end of the hall, defeat 2 Dragonite Crafts (2) to open the doors ahead. You’ll enter yet another gravity hub. Here, drop down into a gravity switch to fall forward into another switch, which will have you fall to the right into another switch. This one sends you falling up into another switch, and a fall right from there sends you into one last switch that sets gravity back to normal. Landing on the short bridge, head through the doors into a short hall. Here, defeat five gravity gun-equipped Draco Grunts quickly. If your hit with a gravity shot, you’ll fall upward through a set of horizontal doors into another hall. In this hall, there are several arrays of “smart” lasers and passing through the set of doors at the end takes you back to the gravity hub, where springs throw you back into the last gravity switch, making you go back to the guards. Once all the gravity guards are defeated, head through the set of doors that unlock to enter an area of many different rooms separated by thick glass walls with circuitry running through them. Here, there are several warp tiles in each room, and you’ll have to take them in the correct order to reach the other side. The order you should take is lower left, upper right, upper left, upper left, lower left, lower right, upper right, lower left, lower right, and upper right. In the rooms here (not just those on the shortest path) are a total of five Shelgon Tanks (2), four Dragonair Controls (2) (one shadow, one darkness, one sunlight, and one rainstorm), six Flygon Storms (1), seven Seadra Twisters (2), and three Hover Lasers (2) (they can fire through the glass). There are also laser grids (regular, “smart”, and “proximity”) in a few of the rooms, including along the shortest path. Upon reaching the last room, you’ll see a set of doors. Head through them to enter a wide hall, where you’ll have to homing attack four Hover Lasers (2) to cross a chasm to reach the other side. There is an air lock you can head through. Inside, the machines put on your spacesuit before the second door opens up and you’ll be able to enter space once more.
You emerge on the side of the Space Station, where the flashing red lighting can be seen emitting from windows in the walls, and laser fences prevent you from going all the way downward, but you can pick up a Persim Juice and a Max Potion in the back. After doing so, head up the path and defeat three Draco Grunts (2 DE, 1 w/shield). Further along the path, there are two Hover Lasers (2) as the path and laser fences make a right turn. Along this short piece of path, defeat three more Draco Guards (2 EC, 1 DE) and two Dragonite Crafts (1). The path and fences make a left turn where two scanner-equipped Hover Lasers (2) will bring in four scanner-equipped Vibrava Drones each, who will in turn summon Seadra Twisters (3) (first and sixth), Shelgon Tanks (3) (second and fifth), Dragonair Controls (2) (third and eight, hail-causing), and two Salamence Jets (2) each (fourth and seventh). Avoid or dispatch all threats and make a left turn ahead. Here, a squad of eight Team Draco guards (2 EC, 2 HRL, 2 GG, 2 w/shields) must be defeated. Two of them have gravity guns, which will send you floating out into space if they catch you. Defeat the whole lot of them and cross a checkpoint at the next right turn. You’ll come to another laser fence blocking your way. You must defeat a Dragonite Craft (2) to unlock the Draco Cage holding the switch to the fence. Press it and continue upward. Defeat three more Vibrava Drones (3) and dodge a Hover Laser (2) near the top of the station. Here, wrap up onto the roof, but the laser fences do so as well. Defeat three Kingdra Cyclones (2) along the way and make a left turn. Run by four Hover Lasers (2) here and at the end of the path where lasers create a dead end near the edge of the wing, a Jump Ramp will boost you over the lasers and a Dash Ring will boost you onto the first wing. At the start of another path, there’s another floating TV that states “HIGH-POWER SPACE TELESCOPE AHEAD. ACCESS RESTRICTED TO NON-DRACO PERSONNEL.” Along the path, take out four more Draco guards (2 EC, 2 DE) and make a right turn at a glass-and-steel wall going to the right. A large group of these glass walls form a maze you’ll have to get through. Throughout the maze are a total of six Draco Grunts (2 RG, 2 HRL, 2 DR) (show the way), five Vibrava Drones (3), seven Shelgon Tanks (2), three Dragonair Controls (2) (one spring, one storm, and one hail), and four Hover Lasers (2). You’ll also come upon a Chesto Juice, two Super Potions, a 1UP (dead end), and the stage’s Full Restore (dead end).
At the end of the maze, you’ll enter a large area where the space telescope is being worked on. You won’t be able to touch the telescope since laser fences surround it. There’s a floating TV in front of the lasers that states “DRACO SPACE TELESCOPE”. Eight Draco guards (2 SL, 2 RG, 2 DE, 2 w/shields) working on the telescope, four of them riding hoverbikes, will attack. Defeat them all and suddenly, the glass wall maze will lower into the ground, and a laser fence path starting at the left edge of the telescope area will rise. Head down that way and defeat any enemies that you left alive in the maze. The path will go left and ten Hover Lasers (2) lined on both the left and right sides of the path will be present. Use the Dash Panels here to zoom by the laser cannons before they fire on you with lasers or missiles. You’ll come to another Jump Ramp, and this one will boost you over the laser wall and through a Dash Ring between wings. You’ll land back on the other wing, and on another path. Here, there are three Draco Grunts using gravity guns. If shot by them, you’ll go either left or right into the lasers and suffer heavy damage (around 100), or fall upward to your death. Defeat them and keep moving forward. At the end of the path, which opens up into a large area of inactive capsules stacked in laser fenced-off areas, there is another floating TV, which states “CAPSULE AREA”. In the center of the area, there are four laser fences wrapping around an air lock leading back into the station. The lasers are in this color, red, yellow, green, and blue. There are switches to each of the fences alongside each of the laser walls making up the boundaries of the capsule area. The entire area is littered with Hover Lasers (1), so be careful. Go to your right, and you’ll see a group of 4 Vibrava Drones (2) and 2 Flygon Storms (1) guarding a Draco Cage. Defeat them and the cage will open up to reveal the first switch. Press it to drop the red lasers. In the middle of the east wall is a group of 4 Shelgon Tanks (2) and 2 Salamence Jets (1). Defeat them to open the next Draco Cage holding the second switch. This one will deactivate the yellow lasers. On the north wall, there is a group of 4 Seadra Twisters (2) and 2 Kingdra Cyclones (1). Defeat them to open the next Draco Cage holding the third switch. This one brings down the green lasers. On the west wall, there is a group of 4 Dragonair Controls (2) (all causing hail), and 2 Dragonite Crafts (1). Defeat them to open this Draco Cage and press the last switch, which takes down the blue lasers. If you take on heavy damage, you can pick up a total of three Super Potions and a Hyper Potion in the area. Once you’re all done here, head to the center and enter the air lock to end up sideways.
Back in the Space Station, the lights are still flashing. Once the machines take your spacesuit back, head through the other door to enter a shaft. Here, there’s a checkpoint to cross and 2 Hover Lasers (2) to avoid. At the bottom of the shaft, a set of springs will send you into a gravity switch, which will send you falling to the right in the gravity hub into another switch. This one sets you back right side up on a short bridge. Head through to enter a hall, where 3 Team Draco guards (2 DR, 1 w/shield) will attack. Defeat them to reach another set of doors. Through these doors, you’ll enter a long room going both right and left. In the front of the room in the middle is a set of magnetically locked doors and two long windows on both sides. Through the windows, you can see what looks like a room detached from the rest of the station. The doors to the left and right of the windows are also locked. There are 5 Draco guards (2 EC, 2 RG, 1 w/shield) in the room. Defeat them all and the doors to the right will open. Head through and you’ll enter a maze that also goes up and down. To navigate the maze, Shelgon Tanks (1) indicate to go left, Seadra Twisters (1) point up (springs send you upward), and Vibrava Drones (2) point down. There are three of each in the maze, and also five Dragonair Controls (2) (one sun, one rain, one spring, one storm, and one hail). Once you reach the end of the maze, which is a couple levels above where you started, there is a switch locked in a Draco Cage. Here, defeat the six guards (2 SL, 2 RG, 2 DE) that protect it, then press the switch when the cage opens. This message comes on the OS system: “LASER ROOM REATTACHING TO STATION. LASER ROOM REATTACHING TO STATION.” With that in mind, simply use the shaft going down from behind the cage. (Laser grids in the shaft before the cage was opened prevent you from going up the shaft as a shortcut, such as having Duplica hijack one of the maze’s Vibrava Drones.) You’ll drop back down to the maze’s start. Head back through the doors into the other room. You’ll see the detached room move back and reconnect with the rest of the Space Station. Once it has done so, you can head through the set of doors leading into the room.
The reattached room happens to be yet another maze. A floating TV at the start reads: “LASER MAZE”. This one happens to be composed of rooms separated by rainbow laser walls. The lasers come in these colors, red, orange, yellow, green, teal, blue, indigo, and violet. You’ll have to press switches to turn the lasers on and off, and there are four in each room. Start by going to the right and defeating two Shelgon Tanks (3). You’ll come to the first room, where there are red, green, blue, and indigo laser switches. Press the blue switch to make the blue lasers go down and head to the left. In the next room (yellow, red, teal, orange), press the teal switch to drop the teal laser grids and head right. Defeat two Vibrava Drones (3) here and in the next room (blue, violet, yellow, teal), press the yellow switch to drop the lasers to the left and go forward. You’ll come to a room (red, yellow, green, violet), and a spring. Press the red switch, then use the spring to bounce through a flappable door to the second floor of the maze. The red lasers that would appear behind you are now gone. Defeat a sand-causing Dragonair Control (3) here, then head into the next room (orange, blue, green, indigo). Press the orange switch to drop orange lasers to the right, then go right. In the next room (red, orange, blue, yellow), press the red switch again to make red lasers forward drop and head that way. Here, defeat a Salamence Jet (2) and in the next room (indigo, blue, green, teal), press the green switch to drop the green lasers to the right. The next room has a switch locked in a Draco Cage. Defeat two Dragonite Crafts (1) to unlock it, then press the switch. What it does you’ll find out when you exit this maze. Now all you have to do is reach the start of the maze, but backtracking will not work due to the setup of the lasers and switches. Instead, this room has green, yellow, red, and blue switches. Press the blue one to make blue lasers to the left drop and head that way. In the next room (violet, red, yellow, teal), defeat the spring causing Dragonair Control (3) and press the violet switch to make the violet lasers to the right drop. In the next room (green, orange, red, teal), press the green switch to drop green lasers forward and head that way. Avoid a Hover Laser (2) here in this room (red, orange, indigo, violet) and press the indigo switch to make such lasers to the left disappear. In the next room (blue, violet, teal, indigo), go press the teal switch to make the teal lasers to the left disappear.
In the next room (green, violet, red, teal), defeat a Kingdra Cyclone (2) and press the red switch to make the red lasers in front disappear. In this room (violet, indigo, orange, green), press the orange switch, then use the flappable door on the bottom (press X) to go back down to the lower level. Head left where green lasers would be and defeat two Seadra Twisters (3) in the next room (red, orange, yellow, green). Press the yellow switch to drop the yellow laser wall to the right, then head right. This room (blue, red, yellow, green) has a scanner-equipped Hover Laser (2), and getting caught in it will teleport in three Flygon Storms (2). Avoid the scanner and lasers and press the blue switch to make blue lasers to the left disappear. Head that way and in this room (green, blue, yellow, orange), press the orange switch to make the orange lasers to the right go down and you’ll end back up in the first room of the maze. The rest of the enemies in this maze consist of two more Vibrava Drones (3) (both scanner equipped, send in more of their kind), two more Seadra Twisters (3), two more Shelgon Tanks (3), six more Dragonair Controls (3) (one sun, one rain, one hail, one storm, one darkness, and one shadow), and four Hover Lasers (2) (two scanner equipped, first sends in three Salamence Jets (2), second sends in three Kingdra Cyclones (2)). There are also two Super Potions, one Hyper Potion, an X Attack, an X Defense, and an X Speed, placed throughout the maze. But now that you’re back at the start, head back through the doors. If you look to your right, the doors that were still locked are now open. Head through and enter a long hall in the final stretch of the level. Here, the defenses are still active and laser fields hinder your progress. Jump or run under them and defeat six Draco guards (2 EC, 2 RG, 2 w/shields) along the way. Eventually, the hall makes a 45-degree left turn. Head that way and you’ll have to contend with three Salamence Jets (2) and two Dragonite Crafts (2) while dodging “smart” lasers. At the end, the hall makes a 45-degree right turn. Now you have to contend with 4 more guards (2 SL, 2 HRL), a Kingdra Cyclone (2), and 2 Flygon Storms (2) while dodging “proximity” lasers. If all enemies in the hall have been defeated, the magnetically locked doors at the end will open and you’ll enter another docking bay. Among all the inactive shuttles and crates here, there’s one of Team Draco’s signature Altaria Orbiters. Board it and the doors leading out into space will open up. Fly the Orbiter out of there like it was the shuttle. Using what you saw in the first observation deck, fly to the temporary base. To get it in your sights, hang a right as soon as you exit. Once you're in the airspace of the temporary base, you've finally cleared the mission and this long and difficult stage!
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 4:59:24 GMT -5
======================================================================= [----------------------------DRACO SPACELAB---------------------------] ======================================================================= Get ready, because this is the final stage of the game, and it’s so large, you’ll go through five parts! You can switch characters between parts, and if you lose all your lives before reaching the end of a part, you only have to restart from that part. Your rank here is a compound rank determined by the total number of points you get once you’ve cleared each part of the stage. While exceeding the total number of points for a rank in this stage by getting a really high score in one part is possible, you’ll have to A Rank every part of this stage in order to A Rank it entirely. Anyway, it’s now time to finally take down Team Draco once and for all and free Rayquaza! ----------------------------------------------------------------------- [--------------------------------Area 1-------------------------------] ----------------------------------------------------------------------- For the stealth part of this area, when using Duplica (the recommended character for this part), IT’S RECOMMENDED THAT YOU KEEP YOUR DISGUISE ON AT ALL TIMES, SINCE GUARDS CAN APPEAR AT ANY TIME AND CAUSE YOU TO FAIL THE MISSION. Also, you’ll have to defeat Team Draco robots to open some doors and cages. They won’t attack you if you’re in a disguise, and Draco Grunts are never present in the same area as them, so don’t worry about defeating them. Anyway, you start things off in the base’s docking bay, but the setup is quite different. This time, the walls are glass with teal diamond shapes behind them. Light waves can be seen moving up and down the glass. There are also large computer screens in the walls and long computer mainframes on the ground. Once you start this stage, you get a terrible message. The Spacelab’s OS system goes off with this message: “PREPARING SUPER LASER CANNON! PREPARING SUPER LASER CANNON! LOAD SPACE LENS ONTO LASER! PLEASE PROCEED TO LASER ROOM! I REPEAT! PREPARING SUPER LASER CANNON! PREPARING SUPER LASER CANNON! LOAD SPACE LENS ONTO LASER! PLEASE PROCEED TO LASER ROOM! DESTINATION FOR IMPACT, MOSSDEEP CITY! DESTINATION FOR IMPACT, MOSSDEEP CITY!” As it turns out, Team Draco’s going to fire the base’s super laser onto Mossdeep City, so you got another task at hand, find and stop the super laser! Put on your disguise (as Duplica) and head through the set of doors into a wide hall. Here, there are glass-and-steel pillars and four Team Draco Grunts moving left and right between them. Pass by them (don’t defeat them or you’ll get caught and fail the mission). At the end of the hall, go through the next set of doors. You’ll enter a gravity hub, but this hub also looks different. This time, the walls, floor, and ceiling of the huge room consist of large octagonal computer screens displaying green-blue energy static and blue-green arrows pointing down, and glass and steel with teal circuitry flowing through them makes up the rest of the surfaces. On the short glass-railed walkway you start on, head forward and bounce off the springs into the first gravity switch (they look the same here). The switch will cause you to fall to the left, and you’ll notice that the screens now point left (they always point in the direction of the gravity). You’ll fall into another switch and fall upward, then into another and fall forward. Finally, one last switch sets you to fall upward once more up a shaft in the ceiling. Once you reach the top (bottom) of the shaft, Go through the set of doors to your left and you’ll emerge in another wide hall with four Draco Grunts on the floor. Make your way past them and head through the next set of doors. You’ll enter another hall going to the left. Here, there are seven Vibrava Drones (2) you must defeat. Watch out, because they’re all of the Tier 2 variety. Once they’re defeated, three Flygon Storms (1) will appear. Defeat them as well and a set of doors with thick, red lasers, going across them will open up with the lasers receding and the locks on the doors opening. Beyond the doors, you’ll enter a shaft area. Here there is a capsule elevator in the middle with a walkway leading to it. Head into it and it will then hover down (up) several levels. After it disbands, exit it and head through the doors ahead into another hall. Here, more pillars lie in the center and six Draco Grunts walk around them on the floor. At the end of the hall is another set of doors; head through to enter a large, square room with a large chasm in the ceiling and laser grids in it. There are four Hover Lasers (2) here you must homing attack across. If you’re in a disguise, they won’t fire on you, so don’t worry. On the other end of the ravine, grab a Super Potion, then head through the doors. You’ll enter another hall with laser fields. These ones move up and down, so carefully make your way around them, the hall then makes a right turn where you’ll have to dodge some “smart lasers”. At the end of the hall is a Kingdra Cyclone (2). Defeat it (it still brings its cyclone down at normal intervals) to open the laser-locked doors leading back into the gravity hub. Here, a Jump Ramp will boost you into another gravity switch. The switch will cause you to fall to your right into another switch, which in turn causes you to fall forward. You’ll then hit another switch, and that one will set you back to normal gravity. However, you’ll fall into another switch and fall to the right once more. You’ll fall down a hall through a set of doors and emerge in a shaft going up. Head up the shaft, but don’t worry about the three Hover Lasers (1) here provided you got your disguise on. You’ll come to a set of doors to your left. Head through them to enter another hall. Here, you can see five more Draco Grunts on the floor to your left. There are more pillars here as well on both the left and right sides of the hall. You can jump over one of the pillars closer to the wall for an X Speed, then homing attack off of that for a 1UP above the next “higher” pillar (virtually impossible to do without Duplica). At the next set of laser-locked doors, jump up to hit the switch in front of it on the floor to unlock it, then head through. You’ll emerge in another hall, where there’s a checkpoint and a Draco Grunt walks around a glass wall in the middle of the hall. After it, the hall makes a left turn, which means up for you. Use the pulley here to go up the hall to where another pulley begins. This part of the hall has more glass walls with Team Draco Grunts walking around them. Jump to the pulley to the right when the first Grunt is behind the wall (not necessary with Duplica), then you’ll be pulled to a third pulley to the left. Wait for the guard to make her bend around the wall, then jump to the pulley. You’ll be lifted up through a set of doors back into the gravity hub. At the top of the pulley, you’ll have to homing attack three Vibrava Drones (2) to reach a gravity switch in front of you. This will send you falling to the right into another hall. At the end of the hall, head through the doors in front of you and you’ll enter a hall with pillars, Team Draco Grunts, and laser fences. Since you’re sideways in this hall, move left and right around the lasers and reach the other set of doors. Head through and you’ll enter a shaft. Head right up it, where you’ll have to dodge fast moving teal lasers in all directions. There is also a scanner-equipped Hover Laser in here. If detected, it’ll still being in several Seadra Twisters (3), but they won’t attack you with your disguise on. At the top of the shaft, head through the doors to your right to enter another wide hall. This one has five Draco Grunts, pillars, and “smart” lasers. Make your way around the lasers and collect an X Attack and a Super Potion. At the end of the hall, pass through another set of doors to reach a hall going right. A rocket pad and rocket here will boost you through the hall and into the gravity hub once more. You’ll go straight into a gravity switch and be set back to normal gravity. You’ll drop down past three Hover Lasers (2) on the way. You’ll land on another walkway and can pass through the set of doors ahead to the next hall. In the next hall, mind the Draco Grunt moving around a glass wall in here and sneak past him. You’ll go though another set of doors and enter a glass tunnel going through the middle of a large chamber. This chamber has lighted teal circuitry flowing all over the walls, floor, and ceiling and there are wide cargo platforms with steel Draco crates on them moving left, right, up, and down on the walls. Since you can’t exit the tunnel, forget about the crates. In this tunnel, there are three more Draco Grunts and large stacks of unbreakable Draco crates to hide behind. There’s also a checkpoint you cross upon entering the tunnel. Anyway, simply head by the Grunts and make it to the other set of doors. After heading through, you’ll come to another short hall filled with “proximity” laser fields. Make your way by the laser holes and the hall will make a left turn. Here, three Salamence Jets (1) will drop down. Defeat them to open the laser-locked doors behind them and keep going. You’ll enter a large, bottomless room. Here, there are four large pillars with energy running up them in all the corners of the room and a string of four shielded Hover Lasers (2). When the first Laser drops its shield, start homing attacking across them, waiting for the shields of the next one to drop before homing onto that one. On the other side of the room, collect a Super Potion and head through the doors. You’ll enter another glass tunnel. Here, watch out for the six Vibrava Drones (1) that fly through the tunnel (they won’t attack you, but you’ll still get hurt if they run into you while flying). On the other side of the tunnel, press the switch to open the laser-locked doors and continue into another hall. This happens to be another wide hall with more glass pillars and five Draco Grunts moving around them. There’s also two Hover Lasers floating near the ceiling of the hall, but with your disguise, don’t worry. After reaching the set of doors on the other end, you’ll enter another elevator shaft. Get into the capsule elevator in the center and it will take you up several levels. Where the elevator stops, it’ll turn to the left before opening and you’ll go onto another short bridge there. Head through the doors here and you’ll enter yet another wide hall. This time, there are large arrow blocks moving out of large, square holes in the walls (similar to the ones in Cannon’s Core in Sonic Adventure 2 Battle). These holes are ray shielded, and if you touch them, you’ll lose 10 health, so be careful. You’ll first have to simply move by the moving blocks, but you’ll eventually come to a large expanse where you’ll have to use the blocks to cross to the other side, which also happens to be raised. If you fall here, you’ll land at the bottom of the area, where numerous lasers crisscross all over the area. A spring will get you back up to the starting side. Once on the other side of the expanse, defeat two Flygon Storms (1) and a Hover Laser (2) to open the laser-locked doors leading into the next room. You’ll enter another large chamber that would have a glass tunnel in it, but this time, there’s no tunnel. You emerge on a wide bridge with steel Draco crates all over it. There are four more Draco Grunts that patrol this area. Get by them and you’ll come to the end of the bridge. Here, there’s a line of arrow blocks moving up, a floating platform, and another line of arrow blocks moving down. (In case you don’t know, this is homage to Super Mario Bros.) Jump through the first line of blocks and watch out for a Dragonite Craft (2) near the platform. At the second line of arrow blocks, take the blocks down to a string of two Vibrava Drones (3) and a Hover Laser (3). Homing attack across them to reach another bridge. Here, there’s a checkpoint for just in case and tall laser fences that not even Liza can jump over. There happen to be more arrow blocks moving left and right here. Use them to get over the laser fences and grab such items as an X Speed, an X Attack, and a 1UP. After the third and final laser grid, three Kingdra Cyclones (1) will drop down. Defeat them to open the laser-locked doors at the end. You’ll emerge in a short hall, but four Draco Grunts walk around and by two glass walls. Make your way by them and head through the next set of doors. You’ll emerge in an observation deck area similar to the ones from the Space Station. Here, there are four small sloping structures with blue lights moving down the edges. There is also a large control system with computer screens and panels next to the windows. There’s also a floating TV in front of them. The TV says “GARBAGE CHUTE AREA DON’T MISHANDLE GARBAGE.” There are several stacks of breakable Draco crates here as well. Look through them to find a teal megaphone. Pick it up using the X Button. Then, take it up to one of the garbage chutes and the doors there will slide open. Drop it into the chute and press the switch on the side of the chute. You’ll watch as the teal megaphone is let out into space. At this point, and alarm will sound along with this OS message: “ATTENTION! MEGAPHONE HAS BEEN SUCKED THROUGH GARBAGE CHUTE! MEGAPHONE HAS BEEN SUCKED THROUGH GARBAGE CHUTE! PLEASE PROCEED TO RETRIEVAL POINT! PLEASE PROCEED TO RETRIEVAL POINT!” At this point, all the Team Draco Grunts in the area will leave to go pick up the megaphone. At this point, the laser-locked doors on the other side of the room will open. If you’re using Duplica, take off your disguise, as it is no longer necessary. Now there’s the matter of the Spacelab’s super laser about to be fired onto Mossdeep! At this point, a three-minute countdown will begin as this OS message appears: “SPACE LENS READY! SPACE LENS READY! SUPER LASER CANNON TARGET MOSSDEEP CITY! WILL FIRE IN (the exact amount of time there is left)!” This message will go off every 30 seconds. If you don’t stop the super laser from firing, you’ll see a cutscene of a set of panels on the front of the Draco Spacelab sliding open and the super laser sliding out of the large opening. It’ll then charge up, laser energy spiraling around towards it, then fire a large laser blast down towards the earth. There will be a tiny explosion indicating Mossdeep City was hit, and you’ll fail the mission. Anyway, no time to waste! Head through the next hall, where three storm-causing Dragonair Controls (2) wait in between moving laser fields. Jump and run over and under the lasers and defeat the Dragonair Controls. At the end of the hall, head through the doors to enter another glass tunnel area. Here, the tunnel ends abruptly after two Dragonite Crafts (1) and you must make your way down two lines of upward-moving arrow blocks. At the bottom, homing attack a Hover Laser (3) to the left to reach another glass tunnel. In here, there are “smart” laser grids you’ll have to make your way across. At the end of the hall, defeat a Hover Laser (2) to unlock the laser-locked doors ahead and enter a short hall. Here, you’ll have to contend with four more Vibrava Drones (3) coming right at you. At the end of the hall, a Salamence Jet (2) will drop down. Defeat it to open the laser-locked doors that lead back into the gravity hub. You’ll cross a checkpoint on the short bridge and a Jump Ramp will boost you into another gravity switch. You’ll fall upside down up a shaft lined with several moving teal lasers before landing in front of an air lock in front. Head through it to enter the room, where an opaque capsule drops over you, then goes back up. You’ll now have a spacesuit on once more. The second door below you will open and you’ll fall into space. Back out in space, you’ll drift downward onto the Spacelab’s top. Like back in the Space Station, laser fences prevent you from exploring the entire roof and there’s a metal path you must follow. Beyond the lasers happen to be large moving satellite dishes firing ring beams into space and several docked satellites. Along this path, endless Vibrava Drones (2) will drop down four at a time. Make your way through the onslaught of robots and make a left turn. Here, defeat six Shelgon Tanks in front of a laser wall blocking your path and two Salamence Jets (1) will drop down. Defeat them to drop the lasers and keep moving. At the right bend, watch out for two Hover Lasers (2) that hover down and you’ll then come to another laser wall. Here, defeat three sunlight-causing Dragonair Controls (2) to drop this one and keep going. At the right bend, a line of three Hover Lasers (2) will float down. Dodge their lasers and missiles and keep going. Here, an assault of four Salamence Jets (1) will impede your progress. You can either dodge them or defeat them. Either way, at the end of the path, another air lock will let you back in. You’ll emerge sideways and a capsule will drop down, taking back your spacesuit. Go through the other doors to reach a shaft. Here, watch out for the three Kingdra Cyclones (2) and at the end of the shaft, you’ll come back to the gravity hub. Here, a set of springs will bounce you into a gravity switch, which will in turn, send you falling sideways into another switch. This one sets you back right side up and you’ll land on another short bridge. Head through the doors and you’ll enter a short hall with a Flygon Storm (3) to defeat. Defeat it to open the laser-locked doors ahead. You’ll enter a shaft with a pulley. Take the pulley up past two Hover Lasers (2) to come to yet another door. Here, head through to enter another wide hall with pillars. You’ll have to get past both “smart” and “proximity” laser fields. Be careful of two Kingdra Cyclones (1) and two Dragonite Crafts (1) here. At the end of the hall, head through to enter a large room with more glass pillars with energy running through them and another control system at the back. This setup of computer screens and panels also has laser beams shooting upward from four ports in the system. A floating TV in the center of the room states “SUPER LASER CANNON ROOM”. In short, you’ve finally found the super laser station. Now for the matter of the super laser itself. Go up to the control system and attack it. After damaging the system enough, it will have electricity sparking through it and this message will be brought up on the OS system: “SUPER LASER DAMAGED! SUPER LASER DAMAGED! SPACE LENS SELF-DESTRUCTING! SPACE LENS SELF-DESTRUCTING!” You’ll see a cutscene of the super laser station opening up and the space lens floating out of it. The lens will then explode into practically glitter. Now with the super laser out of the way, Professor Oak will now give you a new mission; find and collect five poker sets. Also, a laser-locked door to your left will open up. This one contains a small room containing some sort of large switch. This switch has sloping glass sides and within the switch, a blue glowing three-dimensional map of the gravity hub, with marks indicating the gravity switches, can be seen. Jump onto the switch and you’ll hear a humming sound as the map turns green and the marks move around the map. You have just activated a gravity switch-repositioning switch. Head back out into the laser room. There’s also another door to the right of where you entered that unlocked. This one contains a small room containing the stage’s Full Restore. Now that you’ve done something major to the gravity hub, backtrack to it and upon reentering the hub, there will now be a gravity switch right in front of you. Simply jump into it to be sent falling forward into another gravity switch. This one will set you falling upside down into a shaft. You’ll land on a set of Dash Panels and be boosted through a set of doors. You’ll use more Dash Panels to boost under horizontal laser fences coming down towards you. You’ll then come to a rocket pad locked in a Draco Cage and three Dragonite Crafts (1) will drop down. Get rid of them to open the cage and use the rocket to boost down the shaft and back into the gravity hub. You’ll go straight into a switch and proceed to fall forward. The next switch you go into sets you back right side up. You’ll fall down to near the bottom of the hub and a string of propelled springs will bounce you though another set of doors into another hall. Defeat two Salamence Jets (2) to open laser-locked doors leading into another room. In here, there is a raised area in the middle with short walkways sloping up to it. In the middle of the area happens to be a pack consisting of a deck of cards and numerous chips, among other things. This is one of the poker sets you need to collect. Pick it up and suddenly, four Vibrava Drones (3), three Hover Lasers (3), two Kingdra Cyclones (2), and a Salamence Jet (2) will teleport into the room. Defeat all of them to open the now-and-once laser-locked doors on the other side of the room. Head through to the next area.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:00:36 GMT -5
You’ll come to another hall. Here, there are long rows of “proximity” laser holes too far to jump over and a Vibrava Drone (3) hovering above them. You’ll have to homing attack the Drone to cross over where the lasers would fire safely. On the other side of the lasers, head through another set of doors to enter a shaft. You’ll simply have to drop down this one. However, be careful of the teal lasers moving around the shaft. Once you reach the bottom. Head through the doors behind you to enter another wide hall. Here, three Hover Lasers (2) float back and forth behind the glass pillars. After getting by them, head through the doors on the other side to enter another hall with a glass floor. You can see space from this floor, but be careful because on the ceiling above, large blue lasers are constantly fired from ray shielded energy ports on the ceiling. The lasers actually penetrate the glass floor, but don’t even scratch it, so don’t worry. However, the lasers CAN hurt you, and do so for 50 of your health! Make your way through the hall and collect a Super Potion, an X Defense, and an X Speed along the way. You’ll also have to maneuver past arrow blocks coming out of the walls and jump laser fences while avoiding the power lasers from above. Near the end of the hall, a vertical set of “smart” lasers is too high to jump over, so you’ll have to use arrow blocks to jump over them. Upon reaching the end of the hall, head through the set of doors to enter a regular hall. Here, three Hover Lasers (2) float near the ceiling and will fire upon you. At the end of the hall, defeat a Salamence Jet (A Tier 3 one!) to open the laser locked doors behind it. You’ll enter a short hall with a checkpoint and an air lock at the other end. Head into it to have the capsule there suit you up for going out into space. The second door below you will open up and you’ll fall down onto a long solar panel floating below the Spacelab. The panel tilts and moves a little due to your weight (how you have weight out here in space is unknown, most likely the proximity of the Spacelab). Cross it to reach a vertically aligned panel floating in front of you. Jump over it (if you remember the Space Station, your jumps are much larger in space) to reach another solar panel.
Here, two Salamence Jets (1) will drop down. Defeat them (you can also homing attack the left one to reach a 1UP drifting away) and you’ll come to a line of shorter panels under what happens to be the power laser hall you went through earlier. (You may have seen the panels from the hall while heading through it, but now you’re beneath the glass.) The power lasers can still hurt you here, as they are fired between the panels. Jump from panel to panel when the time is right to dodge the lasers. At the last panel, you’ll have to homing attack one of two Vibrava Drones (3) under the laser areas to reach the next solar panel bridge. (They regenerate almost instantly after the lasers destroy them.) This bridge goes to the left and two Flygon Storms (2) will drop down. Defeat or dodge them to reach an area where four vertical solar panels make up walls and four Hover Lasers (2) must be homing attacked to reach the other side. These ones are shield-equipped, so be careful crossing them. On the other side, you’ll come to shorter panels you’ll have to jump and to make matters worse, there are three rain-causing Dragonair Controls (2) you must also watch out for. At the last panel, you’ll turn right as two Hover Lasers (2) drop down from above and have to cross another longer panel. There are two Flygon Storms (2) and a Salamence Jet (2) here that you can defeat, but they’ll just keep regenerating, so pass them. At another line of vertical solar panels, you’ll have to homing attack three Hover Lasers (3) as they move up and down. At the end of them, you’ll come to a solar panel with a spring on it. This spring will bounce you up through an air lock. After the door closes, the capsule system will take your spacesuit back and the door to your right will open. You’ll enter an upward sloping hall containing three spring-causing Dragonair Controls (2). At the top of the hall, head through the doors and you’ll enter a large, bottomless room. Here, there are two laser fences extending the entire length of the room and a floating platform moving back and forth through it. The switch in front of you will turn the laser fences horizontal and you can take the platform under the first. On a large metal platform hanging from the ceiling lies the second poker set. Pick it up and you’ll notice another platform moving up and down through the lasers. Activate another switch to the left of the poker set to make the lasers vertical again. Jump to the platform and at its peak, jump over the lasers to reach another platform moving up and down. From this one, you can jump to the next set of doors and head through.
You’ll enter a shaft. Use the pulley here to go up past teal lasers and right to a Hover Laser (3). Quickly jump to a second pulley to go up past more lasers and reach a second Hover Laser (3) and third pulley. Jump to this one and go up past more lasers to reach a third Hover Laser (3) and a fourth pulley. Grab this pulley to finally reach the top of the shaft. From there, head through the doors to your right and enter another wide hall. Here, watch out for three Dragonite Crafts (2) and check behind one of the pillars for a Max Potion. Head through the doors that are ahead to enter a slimmer hall. Here, a long grid of “smart” lasers will start coming down towards you. The field extends the entire hall, so quickly reach the doors on the other side. You’ll wind back up in the gravity hub. Drop down off the short bridge to go into a gravity switch below. This one will send you falling to the left past two Hover Lasers (2) and into another switch. You’ll fall upward into another shaft where you must avoid more teal lasers. At the bottom (top), head through the set of doors behind you to reach another hall with two Kingdra Cyclones (2). Defeat them to drop the laser fence at the left turn in the hall. Here, you’ll now have to defeat a Dragonite Craft (Tier 3!) to open a set of laser-locked doors to the left at the end of the hall. You’ll emerge in another glass-floored hall, or should I say glass-ceiling hall. This time, though, there are six Vibrava Drones (2) and four Hover Lasers (2) in the hall in addition to laser fields and the power lasers on the floor. Near the end of the hall are two long lines of laser holes and a spring in front of them. Use the spring to land on an arrow block coming out of the wall over the laser emitters. Jump the block to reach the other side and press the switch in front of the laser-locked doors to open them. You’ll enter a short, downward-sloping hall that empties out into a room. Here, there are poles in the middle of the room and 3 sand-causing Dragonair Controls (3) on the floor here. This is also where the most overlooked poker set in the stage is found, locked away in a Draco Cage in the middle of the floor. Here, use the poles to vault towards the floor and attack each of the Dragonair Controls. Once they’re defeated, use the same method to snag the poker set once the cage is opened (it doesn’t fall down to the ceiling).
With three poker sets in hand, use a spring to head through another set of doors and into another hall. In the next hall, there are 5 Shelgon Tanks (3) on the floor and laser grids to jump. Dodge the shell blasts from the former and jump the latter and you’ll come to an air lock. Head through and the capsule system will fit you on another spacesuit. With that in mind, the second door will open and you’ll head out into space. You’ll walk onto the side of the Spacelab and from there, will go down. Keeping to the path, defeat three Salamence Jets (2) to drop a laser fence ahead and continue forward. At the end, there is a left turn you’ll take in front of two Kingdra Cyclones (3). Along this path, three Hover Lasers (3) will come down. Dodge their attacks and run to where another left turn waits. After the turn, six Hover Lasers (2) reside behind the laser walls, so you won’t be able to reach and defeat them. At a right turn after them, there are four Seadra Twisters moving around the area. You can defeat them for points, but they’ll keep regenerating. You’ll then come to a left and right junction. The left path is blocked by a laser fence, so take the right path and defeat three Flygon Storms (1) along the way. At another junction, the right path leads to a dead-end with a Max Potion, the left one leads to three hail-causing Dragonair Controls (3) guarding a Draco Cage. Defeat them to open the cage, which contains a switch. Press it to drop the laser fence and backtrack to the first junction. You’ll now be able to take the left path. Here, you can defeat two Dragonite Crafts (2) and a Kingdra Cyclone (2), but they regenerate every time you defeat them. After the robots, you’ll come to four Hover Lasers (2) arranged in a circle. Run past them and you’ll reach the roof and turn onto it. There is a checkpoint here to cross in case you need it. Along this path, there are six Hover Lasers (3). If you defeat one, another will just appear on the opposite side, so just run past them and make a left turn. Here, you’ll simply run across Dash Panels until you reach a right turn. You’ll notice the power lasers going off to your right here, but also mind a large slew of about ten Vibrava Drones (2) along the path. After a short left turn, you’ll reach another air lock. Head into it to end up sideways.
After the capsule takes back your spacesuit, head through the other door to enter a shaft. Here, dodge more teal lasers and upon reaching the bottom of the shaft, drop down through the hall to go back into the gravity hub. You’ll go straight into a gravity switch shortly after entering and fall back right side up onto a short bridge below. Head through to enter another wide hall with glass pillars. Here, 3 darkness causing Dragonair Controls (3) turn down the lights here, making it a little difficult to see the “proximity” laser holes in the walls. Jump them as best you can to reach another set of doors. You’ll then enter another glass tunnel. There are two Tier 3 Flygon Storms waiting for you in this tunnel along with two laser fields. Defeat both robots to open the laser-locked doors at the end. You’ll enter yet another hall where three Salamence Jets (2) attack you. Run past them to reach another set of doors. You’ll then enter the glass tunnel side of a much larger teal color circuitry room. Here, you can see transport pods going up and down the walls in place of cargo platforms. Head either way to reach the end of the tunnel, where a set of doors open into one of the pods. The left one contains a Dragonite Craft (1), a Kingdra Cyclone (1), and an X Defense, while the right one contains a Salamence Jet (1), a Flygon Storm (1), and an X Attack. Either way, defeat the enemies and collect the item in the pod that you’re in as it heads up several levels. At the top of the ride, doors to the left or right open up and you’ll enter a large hall with a huge glass window extending the entire hall looking out towards space and the roof of the Spacelab. First, head right to reach a set of doors on the far side of the hall to enter a smaller hall with two laser grids and a checkpoint in the middle. Head through the doors on the other end to reach a room with computer systems lining all four walls. In the center of this room is the fourth poker set locked away in a Draco Cage. Here, defeat three shadow-causing Dragonair Controls (3) to open the cage and collect the poker set. After collecting it, backtrack to the large hall, where a total of three Vibrava Drones (2), three Seadra Twisters (2), two Dragonite Crafts (1), two Kingdra Cyclones (1), two Salamence Jets, two Flygon Storms (1), and four Hover Lasers (2) have crowded the hall. The doors to the left are now laser-locked, and all enemies in here must be defeated to open them. Collect two Super Potions here as well (unless you already did beforehand) and head through the doors once all threats have been dispatched.
You’ll enter a hall going to the left. Here, there are laser fences lining the walls and numerous arrow blocks coming out of the walls. Be careful that they don’t push you into the lasers. At the end of the hall, there is a door to the left. You’ll enter yet another hall with a glass floor overlooking the transport pod chamber. Here, you simply have to jump “smart” laser fences and use arrow blocks to get over tall stationary lasers. At the end of the hall, head through the set of doors on the other end to enter another shaft. Here, there happen to be countless teal lasers moving all around and arrow blocks coming out of the walls you can use to make the trip downward a little easier. Upon reaching the bottom of the shaft. Head through the set of doors here to reach another transport pod. This one contains a scanner-equipped Hover Laser (3) that will bring in four Vibrava Drones (3) if caught and will take you up to a glass tunnel in the middle of the chamber. After exiting the pod, head down the hall and halfway there, you’ll see a set of blue laser-locked doors. If you haven’t collected all five poker sets, the doors will remain closed. Head all the way down the tunnel to reach another transport pod. This one contains three Hover Lasers (2) in the corners and travels downward. At the end of the ride, head through the doors on the other end of the pod to enter a shaft where arrow blocks move upward. At the bottom of the shaft, the doors are laser-locked. Take an arrow block all the way to the top where a switch resides on the wall. Jump off before you’re crushed between the block and the port. The switch opens the door and you’ll enter another room with computer systems. Here, the final poker set is locked in a Draco Cage. Defeat three Vibrava Drones (3) that teleport in, three Shelgon Tanks (3) that come in after, two Flygon Storms (2), and two Salamence Jets (2). Once all the enemies in the room are defeated, the cage will open and you can get the final poker set. With it in tow, head back into the shaft and use an arrow block to head back up to the other set of doors. Back in the transport pod, head back up to the glass tunnel. Now that you (should) have all five poker sets, you’ll be able to head through the now opened door. On the other side, there’s another glass tunnel containing a checkpoint and a Max Potion. On the other side of the tunnel is a pair of doors with computer terminals on them.
After heading through the doors, you’ll enter a large, dome pod-like room composed of sloping glass walls. There are computer systems lining both the left and right walls and several breakable Draco crates lying about. On the other end of the room happens to be a large, pressurized door. The sides of the ceiling happen to be lined with large, electric spikes. Anyway, once you take one step forward, a large, burly man will drop down from above. He’ll tell you that he has been hired by Team Draco to look after the base while the Team Draco personnel go and retrieve a megaphone someone let out into space. He’ll tell you that he expects a large increase in his reward provided he stops you “the saboteur to the base” and that Megathug (himself) will give you the beating of your life. Looks like we have another boss battle.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: FREELANCER MEGATHUG Health: 420 Attack 1: Slam Punch – Punches you hard. Also sends you flying into a wall for more damage. Attack 2: Piledriver – Jumps onto you from above and uses a piledriver attack. Shake him off by toggling L and R. Attack 3: Heavy Rush – Rushes towards you at medium speed. Will use either Slam Punch or Mega Throw after coming in contact. Attack 4: Mega Throw – Picks you up and throws you up into the electric spikes on the ceiling. Strategy: Unlike other major bosses, Megathug doesn’t use a mech or robot of any kind. However, his own physical strength is more than enough for him to provide a great challenge. During this battle, it’s always best to keep your distance from him, since all his attacks involve touching you and tend to be used in combos. To make matters worse, he hardly flinches from taking damage. If your character can, use ranged attacks to fight him. If not, get ready for one hell of a fight. I can only give you this bit of information. If you’re ever low on health, break the crates in the room for two Super Potions. Also, when his health gets below half, his speed will increase at about 50%, making it harder to stay away from him. Remember to keep away from him up close and use ranged attacks. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Once Megathug’s been defeated, he’ll tell you that the poker sets you collected belong to him. He’ll also gripe that what he’s hired to do is just not worth the money. He’ll take the poker sets from you and leave you with this piece of information about him: “As you can probably tell, I'm a no-good rotten criminal. I'm a freelancer, though, which means I'll take a job for anyone provided the price is right, and provided a certain condition isn't met.” Your character will ask him about that condition, but he’ll just tell you to find out for yourself. After he leaves, go up to the pressurized door, and it will slowly open. Once it does so, head through to complete this stage. If only this were the end. Four areas of the Spacelab remain.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:03:07 GMT -5
----------------------------------------------------------------------- [--------------------------------Area 2-------------------------------] ----------------------------------------------------------------------- You’ll start the next part of the stage in a large, triangle-shaped elevator that is heading down several levels. The walls here are glass and allow you to see the walls beyond them. There are three sets of doors here, one behind you, one on the left wall, and one of the right, but all three doors are currently laser-locked. Also in the room are two sets of steel Draco crates and a floating TV in the middle. If you read the TV, it states “DESCENDING TO ENERGY SYSTEM LEVELS.” Anyway, eventually, the walls behind the elevator will go from metal and black-and orange paneling to tanks of orange-colored liquid energy. The elevator will eventually stop and the laser-locked doors to the left will open. (For the record, you cannot head through either set of doors.) As the elevator stops, the spacelab’s OS system comes on again with this message, “EMERGENCY! EMERGENCY! INTRUDER HAS REACHED ENERGY ENGINES! INTRUDER HAS REACHED ENERGY ENGINES! NOW PROCEEDING TO SEAL EMERGENCY PASSAGE! NOW PROCEEDING TO SEAL EMERGENCY PASSAGE!” Head out of the elevator to enter a hall (the tinting of this area is orange) and you’ll notice at the far end of the hall, a large door is sliding down. However, there are four Team Draco Grunts (2 EC, 2 DW) ready to intercept you, and unlike back in the first area, you’ll have to defeat them. Do so and a group of three Shelgon Tanks (3) will teleport into view at the end of the hall. You’ll come to a 3-way intersection, with a path to the left and a path to the right. Also in front is the door you saw as you entered these levels. However, by now it will have most likely closed and you’ll be unable to head through. More information on this door will come later. For now, make your way down the left hall, where four Draco guards (2 RG, 2 w/shields) will attack you. Defeat them and keep down the hall as it then slopes downward. Along the way are five Vibrava Drones (3) to watch out for and you’ll reach a set of doors to head through. Enter and you’ll enter a shaft heading down. Drop down, but avoid the moving teal lasers along the way and you’ll reach the bottom, where the floor is glass and more liquid energy resides below it. To open the laser-locked doors to your right, defeat a Salamence Jet (2) that drops down and collect an X Attack in the lower-left hand corner of the shaft. The next hall is littered with laser fields that you must jump over and run under. Your next 4 Draco Grunts (2 GG, 1 HRL, 1 w/shield) attack here. Defeat them and reach the next set of doors. On the other side, you’ll come to a wider hall, where a pool of concentrated energy lies. From where you enter, jump to the first floating platform moving left and right and then jump to one moving up and down. The only problem is that this platform goes into the energy, so be careful. Quickly get across it and reach a platform going back and forth and jump to another going up and down into the energy. Along the way here are two Hover Lasers (2) that you must watch out for. You’ll land on a glass bridge over the energy and a group of four Draco guards (3 SL, 1 w/shield) attack. Take them all out and head through the doors at the end to enter another chamber. In here, you’ll reach a checkpoint and see a large device at the end of the hall. A floating TV in the middle states “HIGH SPEED WARP TUBE”. It looks much like the ones seen back in Crazy Gadget in Sonic Adventure 2 Battle, except looking much sleeker and lighted up. Collect a Super Potion to the right of the machine near a pile of unbreakable Draco crates and then go up to the warp tube machine and press X to open the door, sucking you into it. You’ll be sent upward through the tube at high speeds through a glass-surfaced surrounding tunnel with liquid energy behind all surfaces. The tube goes forward, then left, entering a closed-off room with an energy pool, turns to the right and heads into another tunnel, slopes down, and turns to the right and finally goes up, where you’ll be ejected out of the tube through an eject hatch. You’ll come to another room with a an octagonal-shaped glass area in the middle and four holes in it, one red, one green, one blue, and one yellow. There are four metal cubes of the same colors (look like miniature Battle Cubes) around the room, and you’ll have to pick them up and put them in the right holes. Note that if you place a cube on the glass, the cube will automatically be pulled to its respective hole. Once all four are in, the laser-locked doors leading out will open, but five Draco guards (2 EC, 2 DR, 1 HRL) attack on the other side. Defeat them and head down another hall where there are moving teal lasers to watch out for. Along the way are three rain- causing Dragonair Controls (3) and another set of doors lies at the end. You’ll enter a large, octagonal shaft with the slanted sides glass and concentrated energy behind them. Three Flygon Storms (2) attack from where you enter and there is also an energy pool above you. Just jump off here and make your way down past laser grids until you reach the bottom, where another energy pool resides and a glass platform in the middle. On this platform, six Shelgon Tanks (3) will teleport onto the edges and four Draco guards (RG) will drop down. Defeat all four of them and the laser-locked doors to the right leading out will open, plus a floating platform will rise out of the energy for you to jump to and then jump to the door. In this next hall, defeat three more Draco Grunts (2 DE, 1 w/shield) and you’ll come to another set of doors. Head through and you’ll enter a gravity hub. This hub looks a little different from the last area, with the walls, floor, and ceiling consisting of large square computer screens displaying blue energy static and green arrows pointing down, and the rest of the surfaces are square glass tiles with liquid energy on the other sides. Head down the walkway here and you’ll reach a spring that will send you into the first gravity switch, causing you to fall upward into another switch, where you’ll the fall sideways to the right and fall down a hall. Along the way, there are laser fields you must swerve by and you’ll fall through a set of doors into a hall that goes to the left. Here, the floor is all energy and five Draco guards (2 SL, 2 GG, 1 DR) ride hoverbikes over it. Be careful of the two with gravity guns, as they’ll alter the gravity to normal, sending you into the energy fluid. Keep on the wall and defeat all five of them. At the end of the hall, there’s a scanner-equipped Vibrava Drone (3) that will teleport in several Seadra Twisters (3) Kingdra Cyclones (2) if it catches you. Defeat it to open the laser-locked doors and reach another hall. In this hall, cross a checkpoint and you’ll notice orange energy ports on all the surfaces here. Suddenly, from several of them, fluid orange laser beams shoot out. Professor Oak will tell you that these are liquid lasers, used to transfer energy from one area of the sector to another. Getting hit by one takes away 30 of your health, so be careful! Navigate the liquid laser maze, dodging 6 Seadra Twisters (3) along the way and you’ll come to a set of doors. Head through them to enter another warp tube room. The machine happens to be equal with your gravity, so collect a Super Potion, an X Defense, and an X Speed and jump in. You’ll go upward (to the left) into a warp tube tunnel, then turn right (up) and head that way. You’ll go through a cubic-octagonal room with glass holding energy on each slanted side and more liquid laser ports on each other surface. The tube turns to the left here and heads into another tunnel. Eventually, the tube will enter a closed room with energy pools on both the floor and ceiling and head up through the energy and into another tunnel. The tube will enter a large, open area (similar to the expanded area of Hot Shelter’s first area in Sonic Adventure DX) and turn left. There are liquid laser ports on the wall to the right and liquid lasers are fired back and forth around the tube. You’ll reach another wall with more liquid laser ports and the tube will go through the wall and then do down and you’ll be ejected into another hall, but upside down. Do not move over the eject hatch yet, since the entire ceiling is energy. Instead, you’ll notice more arrow blocks moving back and forth from ports on the walls. You’ll have to cross the blocks until you reach a series of grates near the energy. Jump onto them and there are four Draco Grunts (2 EC, 2 DR) on hoverbikes above you. Defeat them to open a Draco Cage at the end of the walkway holding a switch to open the laser-locked doors. Watch out for three Shelgon Tanks (3) on the floor and head through. You’ll enter another octagonal shaft like the one earlier and will have to cross a floating platform moving up and down in the energy pool to reach a stationary floating platform in the middle with a spring. Boost upward from there to reach a pole near four Vibrava Drones (3), and when near it, use X to spiral up the pole past a few moving teal lasers and swing off through another set of doors to the left. In the next hall, it’s more laser grids and five Draco guards (3 EC, 2 DR) to take out. Once you’ve gotten past them, head through the doors to enter a long room going to the left. The ceiling here is energy and so is the floor. There is a series of grates starting where you’re at to jump to. Jump on and follow the grates as the head forward, slope up, go left, right, left, slope down, go left, slope down, go forward, right, slope up, go right, left, slope up, go forward, slope down, go right, left, slope up, go left, slope down, and go right to a floating platform that moves back and forth. Along the way, there are four Hover Lasers (3) with holo-scanners that send in Vibrava Drones (3) (first), Seadra Twisters (3) (second), Salamence Jets (2), (third) and Dragonite Crafts (3) (fourth. There are also several liquid laser ports in the walls that make traveling the grates more difficult. Once you drop onto the platform, you’ll need to jump a laser fence it passes under and reach another platform moving up and down in the energy to reach the doors out of here. You’ll end up back in the gravity hub and also cross a checkpoint. From there, boost off the Jump Ramp and you’ll go straight into a gravity switch. You’ll fall forward here and go into another switch and fall to the right. You’ll come to a string of three Vibrava Drones (3) ascending and will have to homing attack them to reach a propelled spring. Along the way, three pairs of Hover Lasers (2) teleport around the Vibrava Drones, so be careful. The spring will bounce you to the left and into another gravity switch. You’ll go back to normal gravity and land on a walkway with four Draco guards (2 HRL, 2 w/shields) to defeat to open a Draco Cage holding a spring. Once they’re defeated, bounce off the spring to reach a doorway and enter another hall. This hall has a glass floor and ceiling, with concentrated energy underneath both surfaces. There are more liquid laser ports here that you must be careful of as you take down six more Draco Grunts (2 EC, 2 SL, 1 RG, 1 GG) and dodge four Shelgon Tanks (3). You’ll have the chance to collect a Hyper Potion and two X Attacks as you weave by the liquid lasers. Reach the doors on the other end to enter a normal shaft with even more liquid laser ports in the walls and arrow blocks traveling up and down. Now this part is tricky. First drop down to the glass bottom and defeat two Dragonite Crafts (2) to open a Draco Cage on the ceiling holding a switch. Then use arrow blocks to head up to the glass ceiling and press the switch. This opens not only the laser-locked door at the bottom, but also some at the top. Head through the top doors to enter a room with computer systems on the left and right walls and the entire front wall a window overlooking the open spacious area. There are some more computers on the glass as well. What you find in here inside several Draco crates lying about are an X Attack, an X Defense, an X Speed, and a 1UP. Once you got your spoils, head back out and head down the shaft and enter the doors there. You’ll enter a hall with four Draco Grunts (2 DE, 2 w/shields), a Dragonite Craft (3), and 2 Salamence Jets (2) to defeat. Once all of them are gone, the laser-locked doors that lead out open into the expanded open area from before. There are more arrow blocks moving up and down here from ports on the ceiling. Go down here past laser fences coming from the back wall and defeat 4 more Draco Grunts (2 GG, 2 DR) and also watch out for 4 Hover Lasers (2) on the way down. You’ll eventually reach the floor and will have to defeat 3 Kingdra Cyclones (2) to open the laser-locked doors leading into another hall. Here, you’re taunted by more liquid lasers and also four Flygon Storms (2). Get past them and enter the next set of doors. There’s a checkpoint here and another set of doors that lead into a teal-tinted restroom hall. There’s a men’s restroom to your left and a women’s restroom to your right at the hall’s center. If you’re using a male character, head into the men’s restroom where you’ll see stalls to your left, sinks to your right, and a male Draco Grunt in the middle. He will attack you with a space laser and a Draco Refractor. As you fight him, in this order, 2 Shelgon Tanks (3), two Kingdra Cyclones (2), and 3 Vibrava Drones (3) will teleport into the room. Once they and the grunt are subdued, pick up the blue binder. If you’re using a female character, head into the female’s restroom where you’ll see stalls to your right, sinks to your left, and s female Draco Grunt in the middle. She will attack you with an electro chaser and a Draco Elite. As you fight her, in this order, 2 Seadra Twisters (3), 2 Flygon Storms (2), and 3 Dragonair Controls (3, emit spring weather) will teleport into the room. Once they and the grunt are subdued, pick up the pink binder. If you’re using Duplica, you have to enter both restrooms and pick up both binders. Disguise yourself as a male after you dealt with the female grunt to enter the men’s restroom. With whatever binders you needed in hand, head out of the restroom hall and you’ll enter another hall. Here, simply take out five Shelgon Tanks (3) to open the laser-locked doors on the other side. You’ll enter what happens to be a particle accelerator chamber. This is similar to the one that you saw backing the Plasma Power Plant, except the accelerator is teal-colored. There’s a floating TV as soon as you enter that states “DRACO PARTICLE ACCELERATOR. CURRENTLY IN USE.” The machine works just like it did back in the Plasma Power Plant, turning on every 15 seconds and pulling in the same characters. A laser wall blocks the left path, so take the right one. Along the way, get ready to face a total of six Vibrava Drones (3), two of which have holo-scanners that teleport in several Flygon Storms (3) or Kingdra Cyclones (3), six Seadra Twisters (3), six Shelgon Tanks (3), six Dragonair Controls (3), three of which emit sunlight and three which emit hail, three Salamence Jets (3), and three Dragonite Crafts (3). Just pass every enemy unless you want a ton of points, but you’ll also have to fight a total of 18 Draco Grunts (3 EC, 3 SL, 3 RG, 3 GG, 3 DR, 3 w/shields) along the way as well. You’ll go three-quarters of the way around until you reach another laser fence and must defeat the last three Dragonair Controls to open the Draco Cage here containing a spring to bounce to the upper level. Along this area, it’s a laser nightmare, as there are laser fields, moving teal lasers, liquid laser ports, a total of six Hover Lasers (3), and even six more Draco guards brandishing space lasers. Once you’ve gone down the path, head through the doors to the left and you’ll enter a room with a warp tube machine. Collect a Hyper Potion, two X Speeds, and an X Defense here and jump in. You’ll get sucked upward and head into a warp tube tunnel going forward. You’ll go through a cubic-octagonal room like the one you went through earlier and head down from there. You’ll be ejected from the tube in a hall below, but upside down! There are moving teal lasers in this hall and floating platforms moving up and down. There are five Draco guards (2 SL, 2 DR, 1 w/shield) on the floor above and you need to use the platforms to reach them. Once they’re done, the laser-locked doors will open and you’ll enter an expanded open area. You’re on the ceiling and there’s a wall to your left, but there’s no floor above. There are more liquid laser ports here to watch out for and also later on a concentrated energy pool on the ceiling. Along the way, there are four Hover Lasers (2) and six Draco Grunts (2 EC, 2 SL, 2 GG) on hoverbikes above you. Don’t let the ones with gravity guns hit you, or you’ll fall to the right to your death. Get past them and use floating platforms moving up and down in the energy pool to reach the other side. At the end of the area, you’ll reach another warp tube machine. For the record, all the machines have a floating TV in front of them. Get in to head upward and to the left through another warp tube tunnel and you’ll pass through a hall with an energy pool on the floor and eventually another open expanded area with arrow blocks moving back and forth. The warp tube will eventually turn to the right and then go back up, ejecting you in another hall right side up.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:04:01 GMT -5
There’s a checkpoint here and three Vibrava Drones (3), the second of which has a holo-scanner that teleports in several Kingdra Cyclones (3) into the room. The Drones also regenerate immediately, so get past them and head down the hall as it slopes downward. You’ll come to an energy pool and must use a floating platform moving back and forth to get past more liquid lasers. At the doors ahead, head through to enter another open expanded area. Since there’s no floor here, fall and you’ll fall to your death. You’ll start things off by home attacking three Vibrava Drones (3) to reach a floating platform moving up and down. It’s in front of a laser fence, and you’ll have to take it up to get over it, but an energy pool lies above you, and the platform heads right into it, so jump off right away when you got the chance. You’ll land on a grated walkway being hung from the ceiling and must now contend with a series of platforms and laser grids under an energy pool. Get past 4 such sets and you’ll land on another grated walkway. Here, you’ll have to defeat two Hover Lasers (3) to open a Draco Cage containing a spring to bounce you to a grate above. The grates, which you’ll have to shimmy across go forward, slope down, go left, left, right, slope upward, go right, left, slope up, go right, slope far down to a floating platform with a Shelgon Tank (3) on it, go forward, turn left, slope up, go forward, and reach a vertical grate with a flappable gate to swap to the other side. There are three Vibrava Drones (3) and two Flygon Storms (2) along the way to here. From here, climb up and you’ll go through a shaft where you’ll have to climb past moving teal lasers and a shield-equipped Hover Laser (3). At the top of the shaft is a set of doors to the left and also a balcony to land on.
Head through the doors to enter a hall with four more Draco Grunts (2 EC, 2 w/shields) to dispatch. After them, the hall will then slope up and then level off at an area of laser grids. There are 3 Dragonair Controls (3) that generate electricity along this hall and once you reach another set of doors, head through to enter an octagonal shaft with an energy pool at the bottom and floating platforms moving up and down you’ll have to use to ascend. There are more liquid lasers here that you need to be careful of and also five Vibrava Drones (3) along the way. At the top, you’ll have to jump off the platform before it goes up into the energy pool at the top and jump to the doors behind you. You’ll enter a room with glass surfaces all around and liquid energy behind every surface. There’s a female Draco Grunt here, and she has a gravity gun and a Draco Elite. Defeat her as two Hover Lasers (2) open fire on you and once she’s gone, she’ll drop a teal binder you need to pick up. Once you’ve done so, the laser-locked doors leading out of the room will open and you’ll head into another hall with a checkpoint to cross. There’s a cadre of five Draco guards (2 HRL, 2 DR, 1 w/shield) in here as well to defeat. Do so and head through the doors at the end to wind up back in the gravity hub. Head down the walkway and a Jump Ramp will boost you towards a gravity switch. You’ll fall upward and hit another switch that will send you falling backwards into a hall. This hall has liquid laser ports on all surfaces to watch out for. You’ll head through another set of doors and wind up on the wall of another octagonal chamber. Simply head up the wall here while avoiding several moving teal lasers and three Salamence Jets (3). At the top of the shaft is a rocket pad and rocket locked in a Draco Cage, so defeat the three Flygon Storms (2) that follow to open it and rocket through the doors and down the hall back into the gravity hub.
You’ll rocket straight into another gravity switch and fall forward into another one and from there, fall upward past four Hover Lasers (3) and then hit a propelled spring and bounce to a walkway leading out of the chamber. Defeat three more Draco guards (SL) in this hall and head through the doors to enter a shaft going down (up). Drop down this shaft, which has arrow blocks moving in and out of the ports on the walls. There are also more teal lasers moving about here. At the top of the shaft, head through the doors to enter a hall with an energy pool where you start. You’re on a grate with a checkpoint on it and there is a Hover Laser (3) with a shield you have to homing attack to reach a floating platform going back and forth. Get over the energy and where the path then slopes downward, run under two more Hover Lasers (3) above and where it levels off are three Draco guards (DR) riding on hoverbikes that you need to defeat to open the laser-locked doors that lead into an open expanded area. There’s no ceiling here, and falling means you’ll fall to your death. There’s a walkway above with 4 Shelgon Tanks (3) on it, but to reach the other side yourself, you need to use floating platforms. The first one moves back and forth, the second one moves left and right, the third one moves up and down in front of a laser fence, and the fourth moves back and forth. Next up, you’ll have to homing attack four Vibrava Drones (3) and a Flygon Storm (2) to reach solid ground and a scanner-equipped Hover Laser (3), which will teleport in three Salamence Jets (3) if it catches you. There’s another warp tube machine here that you can get into and three Super Potions for the road ahead. After getting into the warp tube, you’ll go down a warp tube tunnel, then go forward and pass through a closed room with an energy pool and make a left turn. You’ll pass through yet another cubic-octagonal room and head down, then forward and then up where you will be ejected into a hall at normal gravity.
There’s only a little left to go from here on in. We have another energy pool and floating platforms moving up and down in it we have to cross. There are also several laser grids you have to jump over and run under. Once you reach the end of the hall, head through the doors to reach a hall with 6 Team Draco Grunts (2 EC, 2 SL, 2 DE) to defeat and where the hall then makes a right turn and you’ll have to face off with 9 Dragonair Controls (3), 3 of them causing a sandstorm, 3 of them causing darkness, and 3 of them causing shadow darkness. There are also more liquid lasers here to avoid. Eventually, you’ll reach that looks like a hall going forward, a hall going left, and an eject hatch on the floor. If you’re wondering about that, there’s also an optional objective for this stage that involves a special binder. Make sure you have a fast character that can move at no slower than 30 feet per second without the aid of X Speed. The only one that can do this reliably is Aeris-K, who, at this point, should be able to move 37.125 feet per second without the aid of X Speed. The closest you can get otherwise is a female with a base Speed of 7 (eligible characters are: Liza, Winona, Duplica (no disguise), and Anabel, but you'd have to get lucky and find 3 X Speeds very quickly to boost her Speed to 30. Basically, back at the start of the stage with the door that sealed, if you can reach it in time, you can make it in to find a warp tube machine that will send you through a warp tube forward, down, and to the right where you’ll be deposited at the eject hatch. You should find an injured male Team Draco Grunt with just 1 HP remaining, trying to escape the area. If you manage to catch up to this grunt, one hit will defeat the grunt and he'll drop a special binder that contains some instructions and a few passwords. If it's Aeris-K who delivers the blow, she'll comment that she's faster on skates, but bikes and air boards make her queasy. Anyway, the path going forward leads to doors going into a shaft with moving teal lasers and from there, a door to the right will send you through another hall that leads back into the gravity hub. On the walkway there is a gravity switch that will send you falling forward all the way through the room into another switch, which will set you back right side up on another walkway and you can head through the doors into another hall and then through more doors into a shaft with a pulley sending you up. At the top, jump to doors to the right and you’ll enter a hall to the right that connects with the junction with the large door, making this a path back to the start for the purpose of completing objectives.
Now for the hall to the left at the end. There’s a door with computer terminals on it and a Super Potion, an X Attack, an X Defense, and an X Speed to collect, and also a checkpoint. Head through the doors to enter a massive room with glass walls with concentrated energy on the other sides, a large pressurized door on the other side, and large glass panels in the floor and ceiling with energy behind them. If you haven’t collected the binders you needed to collect yet, there’s nothing here. If you have, head into the center of the room and then you’ll look up to see a pair of massive hovering rings lower down. A large craft will then lower down as well. As the rings rotate, you’ll notice the one in the main craft to be Murphy, a Team Draco Admin. He’ll tell you that that he looks after the energy systems of the Spacelab and that you’ve interfered with Team Draco’s destiny for the last time. With nothing more to say, a boss battle will commence.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DRACO ADMIN MURPHY Health: 440 <<<<<Ring Barriers>>>>> Attack 1: Electric Lines – Electricity streams from within the rings. You must jump these while the rings spin and the electric fields move sround the interior. Attack 2: Laser Beams – Multiple laser beams are fired from the rings and move along the ground for several seconds. They are fired in a way that is systematic. Attack 3: Missile Launchers – Several missiles are launched from the top and bottom ports on the rings and will come down towards you. They create explosions upon impact <<<<<Main Pod>>>>> Attack 1: Draco Wave Cannon – Murphy fires a line of Draco Wave-esque energy waves towards you using the main cannon of the craft. The rings create small explosion upon impact. Attack 2: Energy Pulse – A spherical lock-on target with the Team Draco Symbol appears on you while the main craft charges up a large energy blast from the bottom. The energy blast then comes towards the target, creating a large explosion upon impact. Attack 3: Enemy Generator – Ports on the bottom of the pod open up and Team Draco Robots appear in a line leading to the craft. During the first half, the robots are Vibrava Drones. During the second half, the robots are Seadra Twisters. Strategy: Get ready for one heck of a battle! Murphy’s your toughest adversary at this point in the game! This battle is similar to the Egg Genesis you fight in Sonic ’06, but also consists of more original elements. The large rings generate a constant invisible force field that prevents you from leaving the area of the rings. If you touch the force field, you’ll get shocked as a ripple is seen and lose 10 of your health. Anyway, both the rings and the main pod have attacks that they will use. Murphy starts things off by firing a large number of lasers from the rings at you, meaning you’ll have to run around the area to dodge them. After the lasers stop, you’ll have to watch out for arrays of missiles next. He’ll also fire the Draco Wave Cannon towards you at times. When he ceases all attack, the four ports on the main craft will open up and a total of eight Vibrava Drones (1) and eight Shelgon Tanks (2) will teleport into the area. You’ll have to homing attack up the Vibrava Drones to reach the craft and run towards Murphy. Hit him with as much as you can before he repels you off with an energy shield. On the way up and when attacking you’ll have to watch out for the electric surges traveling between the rings as they can knock you off. Back on the ground, get ready to dodge more attacks and also the robots that were sent out. When a quarter of Murphy’s health is gone, the next time he deploys robots, the Vibrava Drones will be Tier 2 and the ground enemies will be Dragonair Controls (2) (generate a random weather). Over time, the rings will move about the room, thus moving the force field as well. The rings may also move unparallel, stretching the field. Anyway, when half of Murphy’s health is gone, he’ll turn up the heat by charging up an energy cannon on the bottom core. When he fires the blast, get out of the way of the blast and large explosion. This time, when Murphy deploys enemies, you’ll have to homing attack Seadra Twisters (1) while watching out for Shelgon Tanks (3) on the ground. Murphy will also fire missiles and lasers while you attempt to hit him, making things even harder. When he has only a quarter of his health left, Murphy will really come for you, firing two energy blasts instead of one after the charge-up. Also, Murphy will deploy Tier 2 Seadra Twisters and Tier 3 Dragonair Controls to get in your way. Note that there are four Super Potions within the room you can collect, but it’s heard to reach them since the rings will have to encompass them. Just keep up your tactics and eventually, the Draco Ring Field and its pilot will be unable to take any more. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Once Murphy’s been defeated, the rings will fall down to the ground and explode, followed by the main craft. Murphy will jump out and tell you that in just a little while, Team Draco will rule the world! He’ll then somehow teleport out of the room. Now it’s time to head to the door out of here, only to find out that it needs a password to open. There’s a small device on the front of the door with a hologram emitting from the top. There are three parts of the hologram, blue, pink, and teal. For the password itself, it’s the binders you collected you need to look into to decode the password. Unless you're playing as Duplica, one of the three portions is already filled in for you (the first portion for male characters, the second portion for female characters other than Duplica). Use X to read the binders, L and R to turn pages, Left and Right on the Control Pad to go between binders. You'll find the first portion of the password on page 24 of the pink binder, the second portion on page 32 of the blue binder, and the third portion on page 9 of the teal binder. Once you've decoded the password, the door will open. You can now head through and thus finally finish this stage once and for all, but three more areas remain.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:07:51 GMT -5
----------------------------------------------------------------------- [--------------------------------Area 3-------------------------------] ----------------------------------------------------------------------- Things start off with you on a large transport system heading down a long sloping tunnel at high speeds. The objectives in this stage are simple and the path is straightforward, but the stage is not easy and not short. Anyway, as you cruise down the tunnel, the Spacelab’s OS system comes on again with this message “EMERGENCY! EMERGENCY! INTRUDER HEADING FOR LOWER LEVEL CARGO TRANSPORTERS! PLEASE INTERCEPT AND STOP! THIS IS A CLASS 4 EMERGENCY! I REPEAT, THIS IS A CLASS 4 EMERGENCY!” Eventually, the lift will enter a large, bottomless room, but will not stop. You’ll have to jump off the lift before it hits the wall below and shatters. From where you jump you have to homing attack a string of three Vibrava Drones (3) and a Flygon Storm (2) past a pair of Hover Lasers to reach a set of doors leading into the first hall. Here, all the surfaces are glass and there are large rings around the hall moving back and forth. Red circuitry surfaces lie beyond the rings. There are four Draco guards (2 EC, 2 SL) to defeat here and you’ll notice a set of laser-locked doors to your right and paths to the left and forward. Go forward to find three Shelgon Tanks (3) and a Salamence Jet (3) hovering over a bottomless shaft. It’s best to pick it off with ranged attacks. Once it’s done, go down the other path and you’ll pass by three hail-creating Dragonair Controls (3) and reach a Dragonite Craft (3) over another shaft. Do the same here and the doors will open up. Head through them to enter a large chamber with green circuitry making up all the surfaces and a glass path with tall glass walls heading through the middle. There are arrow blocks moving back, forth, up, and down throughout this entire room and 5 more Draco guards (2 GG, 2 DE, 1 1/shield) to defeat. The ones with gravity guns can send you falling up to laser fence above the path, damaging you severely. Keep down the path and you’ll then enter a shaft going down. There are moving teal lasers all about and halfway down, you can reach an alcove closed-off by glass with a 1UP. At the bottom of the shaft, there are 4 more Draco guards (2 HRL, 2 w/shields) to defeat to open the laser-locked doors leading into a massive chamber, with red circuitry making up all the sides. You’ll have to cross a walkway here, which has glass walls lining the sides, computers lined up on both walls, and energy pillars near the walls. There are 3 Shelgon Tanks (3) and a Salamence Jet (2) you need to defeat to drop a laser fence blocking the way. From here, you’ll notice large cargo platforms on both walls to the left and right of the chamber transporting large amounts of crates and equipment forward. Anyway, you’ll now have to jump onto a floating platform as it moves back and forth. This will take you to another walkway that goes in between two octagonal structures, where laser fields are too high to jump and you must rely on arrow blocks coming out of ports on both of the structures to get over the lasers. Once you’re over them, you have to contend with four more Team Draco Grunts (2 SL, 2 DE) to defeat. Next up are large, rectangular platforms that wider than the path and move up and down. Get onto the first one and it will go up to where you must homing attack three Vibrava Drones (3) to reach the next platform. As this one moves down, there are two Hover Lasers (3) and three Kingdra Cyclones (2) to avoid. After it lowers, jump to a floating platform moving back and forth to reach the next platform. One the next platform, get ready for four Team Draco Grunts (3 DR, 1 w/shield) and four Shelgon Tanks (3) as the platform heads up. You can check the pile of steel Draco crates to the right for s Super Potion and the ones to the left for an X Speed. When the platform reaches the top, you’ll have to make your way across a path of arrow blocks going to the left to reach the fourth platform. On this platform, there is a Salamence Jet (3) and 3 darkness-causing Dragonair Controls (3) to defeat in order to open a Draco Cage that contains a spring to boost you to the final platform once you reach the bottom. Use the spring to bounce forward to that platform, where four more Draco guards (2 EC, 2 DE) will attack and you have two scanner-equipped Hover Lasers (3) to watch out for as well. If caught by them, several Seadra Twisters (3) and Shelgon Tanks (3) will teleport into the platform. Once this platform reaches the top, you’ll finally reach another walkway with the stage’s first checkpoint. Head forward and jump over and run under several laser fields and take down six more Draco guards (2 SL, 2 GG, 2 w/shields) and reach the doors at the end, collecting an X Defense along the way. You’ll enter a huge shaft on a walkway leading to the center. Some parts of the shaft are glass with yellow circuitry behind them. This area is much like one seen in Hot Shelter in Sonic Adventure DX, and along the walkway, you’ll have to fend of six more Draco guards (2 SL, 2 RG, 2 DE) and you’ll eventually reach a mechanism in the middle of the shaft with a Draco Cage on it. A floating TV above it states the area as “PASSAGE SHAFT”. Jump onto it and you’ll have to contend with two Flygon Storms (3) and two Kingdra Cyclones (2) to open the cage, which contains a switch. Activate it to pull in the walkway and it will move down several levels. It will rotate counterclockwise to the right. Head back along it, having to dodge 6 regenerating Hover Lasers (3) and 4 Seadra Twisters (3) to reach the doors here. You’ll enter a corridor with a total of eight Draco guards (2 EC, 2 RG, 2 HRL, 2 DE) to defeat, two sets of four. The surfaces here are glass as well, with green circuitry behind them and arrow blocks moving back and forth behind the glass. Once they’re defeated, use Dash Panels in the rest of the hall to rush through as it slopes down, collecting an X Attack and eventually being boosted into another large room with blue circuitry making up the surfaces and more arrow blocks moving back and forth through the area. Here, there are vertical grates moving up and down on lifts, flipping over at the top or bottom. You’ll land right on the first one and have to climb to the top and jump to the next grate at the top before it flips over. On this one, wait until you flip upside-down, then jump to the next grate. On this one, you need to be right-side up and near the top before jumping to the next grate. On this grate, there are laser grids that make jumping to the last grate more difficult. Wait until you are upside down and halfway up the grate before attempting to jump there. On the last grate, you need to be right side up and at the very top before jumping off, where you then must homing attack three Vibrava Drones (3) to reach another hall. In this hall, the circuitry behind the walls is teal and there are more large rings around the hall. Use the Dash Panels to speed through until you get to a downward sloping part and reach four Draco guards (2 EC, 2 DE) on hoverbikes. Defeat them like you did others and keep heading down the hall. At the end, you’ll reach a set of laser-locked doors and need to defeat three Dragonite Crafts (2) to open it. Things are still not finished yet as you enter a large circular shaft with a massive device below you. The device is a large anti-gravity generator, which eliminates the gravity in here. The walls here are glass and have indigo circuitry behind them and arrow blocks moving up and down behind the glass. This shaft is similar to when you went through the Dilapidated Way in Casinopolis in Sonic Adventure DX. Here, there are stationary teal lasers, arrow blocks moving back and forth, and unbreakable Draco crates floating all around the zero gravity zone and several openings. There are also a few red bombs floating here as well, so watch out. As you float upward, watch out for a total of 8 Vibrava Drones (3), 8 Seadra Twisters (3), and 4 Flygon Storms (2). When you reach an opening, head through. Depending on which one you took (there are around 6), you’ll pass by either four Shelgon Tanks (3) and collect an X Attack, pass by four Vibrava Drones (3) and collect an X Speed, pass by four Kingdra Cyclones (2) and collect an X Defense, pass by four Salamence Jets (3) and collect a Super Potion, pass by four Dragonite Crafts (3) and collect a Gravity Scope, or pass by fur Seadra Twisters (3) and collect a Hyper Potion. Regardless of what tunnel you took, you’ll enter another anti-gravity shaft, with violet circuitry behind the glass walls this time. Along the way up past more teal lasers, you’ll pass 8 Seadra Twisters (3), 8 Vibrava Drones (3), and 4 Kingdra Cyclones (2) along the way. For the six passages here, you’ll either pass by 3 sand-causing Dragonair Controls (3) and collect an X Speed, pass by 4 Shelgon Tanks (3) and collect an X Defense, pass by 4 Vibrava Drones (3) and collect an X Attack, pass by 4 Dragonite Crafts (3) and collect a Super Potion, pass by 4 Salamence Jets (3) and collect the stage’s Full Restore, or pass by 4 Flygon Storms (3) and collect a Hyper Potion. It’s not over yet, as all the passages lead to one last shaft, with teal circuitry behind the glass walls. As you head up this shaft, there are eight floating platforms, each with a Shelgon Tank (3), four Seadra Twisters (3), and 4 Salamence Jets (2) to watch out for. For the six passages here, you’ll either pass by four Hover Lasers (3) and collect a Super Potion, pass by four Vibrava Drones (3) and collect an X Attack, pass by four Seadra Twisters (3) and collect an X Speed, pass by 3 shadow-creating Dragonair Controls (3) and collect an X Defense, pass by four Dragonite Crafts (3) and collect a Max Potion, or pass by four Flygon Storms (3) and collect a Hyper Potion. All the passages will meet up in a large hall with six Team Draco Grunts (2 HRL, 2 DE) to defeat. The hall here has several large octagonal windows with blue circuitry behind them and blue energy walls going back and forth behind the glass. Once you’re past them, you will reach a set of doors to head through. On the other side is another checkpoint and a floating TV that states, “HIGH SPEED CARGO STATION AHEAD.” This path has more octagonal windows with green circuitry behind them and more energy walls traveling on them. Head down the path as it slopes down, defeating six more Draco guards (2 EC, 2 RG, 2 w/shields) along the way. After the path levels out, you’ll come to a curve to the left to see a large orange glass window overlooking a massive circuited chamber beyond. Along the curve, you’ll have to get past a large group of four Shelgon Tanks (3) and three Salamence Jets (2) as two pairs of Hover Lasers (3) open fire on you from ledges nearby. Eventually, the path will slope up and there are eight Seadra Twisters (3) to dodge along the way. After the path levels off again near another glass window, it’s time to jump and run under laser fields while taking out six more Team Draco Grunts (2 RG, 2 HRL, 2 DE) and then get past a total of ten Hover Lasers (3) until the path goes straight. Here, you’ll have to take out six more Draco guards (2 EC, 2 RG, 2 DE) until you reach a gap. You may not know, but the path you were on is down there, and to reach the other side, you’ll have to homing attack three Hover Lasers (3) to reach the new path. Now head along, jumping over and running under more laser fences and dodging four Seadra Twisters (3) and three Kingdra Cyclones (2). At a left curve, you’ll see another orange glass window looking out the circuit chamber beyond. There is a trio of shadow-creating Dragonair Controls (3) you’ll need to watch out for and head down the next path. Eight more Draco guards (2 CG, 2 GG, 2 SL, 2 DE) will attack you as you head through a tunnel will glass walls overlooking the massive room from earlier. Get rid of them and you’ll head through doors into a room with several computer lights of all colors and shapes on all the walls and a gap at the end. To cross the gap, you’ll need to homing attack a Hover Laser (3) and reach the upper level. Here, there’s a flat train car you can jump onto. Once you do, the car will lift up off the ground and start heading to the left. You have just boarded one of the Spacelab’s high-speed cargo trains.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:08:55 GMT -5
You’ll now be on train as it cruises down the tunnel at high speeds, with blue-and-teal arrow signs of both walls in the tunnel. On the car that you start on, there is a floating TV that indicates this train as “HIGH SPEED CARGO” and an X Speed and Super Potion to collect. Head forward and four Draco guards (2 EC, 2 SL) will attack. Defeat them and dash to the end of the car to get past five Shelgon Tanks (3). The next train car is a full one that you need to jump onto. Here, there is a Hover Laser (3) equipped with a holo-scanner. If it catches you, many Vibrave Drones (3) will teleport into view around the train car. Get by them and you’ll have to defeat three more Team Draco Grunts (2 HRL, 1 w/shield) to drop a laser fence blocking your way. When you reach the end of this train car, you’ll see another high speed cargo train cruise by here. Since the line of train car beams here is electrified, you need to jump onto the first train car to the left. On this flat car, you must defeat two Salamence Jets (3) that come down in order to open a Draco Cage holding a spring to bounce you over the train car beam and onto the next train car. Here, there are several stacks of steel Draco crates and five Draco guards that hide behind them to fire rail guns at you. Defeat them and also collect an X Attack and an X Defense here.
Head onto the next train car, which is a full one, and you’ll run into a trio of sunlight-causing Dragonair Controls (3) you should just get past. On another flat car, there are four more Draco guards (2 HRL, 2 DE) to defeat, but a laser fence in front of them won’t drop. There’s a pole here you can use the X Button on to spiral up, then be flung onto the right train, which will have decreased speed to allow you to land on another flat car. Here, there is a Dragonite Craft (3) you must take down to drop another laser fence blocking the way. Towards the end of the train car, 2 Hover Lasers (3) will open fire on you, so get past them and as the train to the left moves back, doors on the side of the cars will open up. The first car will open up to reveal 4 Team Draco Grunts (2 EC, 2 DE) on hoverbikes that fly out towards you. Defeat them and keep down the train. When you reach the next flat car, the next car of the train on the left will open up to reveal three Hover Lasers (3) that will fly out to your train. Here, you may jump into the train car, which has a cutting-edge interior and several computer systems along the side wall and mainframe systems along the front and back walls of the car. There’s a Hyper Potion you can collect here, but watch out as soon as you collect it, as three Seadra Twisters (3) will teleport inside the car. Head back out onto the right train and keep forward. Along this flat car, there are laser fields you must jump over and run under, as well as pass by three Vibrava Drones (3). When you reach the next train car, you’ll find a checkpoint to cross.
The next train car to the left will open its doors to reveal two Salamence Jets (3) that fly out to attack. To make matters worse, you have to contend with three Flygon Storms (3) as well. Get past all of them and next up are 3 spring-causing Dragonair Controls (3). Dash past them and reach the end of the train car. You’ll see some grates hung over the edge of the car going over the train car beams. It’s time to shimmy across them. Do so as the grates go forward, slope up, forward, slope down, forward, slope up, forward, slope down, forward, slope up, forward, slope up, and go forward over a full car. Along the way are four Hover Lasers (3). Drop down onto the car here and defeat six more Draco Grunts (2 EC, 2 GG, 2 DE) before going onto the next car. Here, the left train will decrease speed and go back to the car with the pole and laser fence. Head down the car you’re on, dodging three Kingdra Cyclones (3) and jumping over two laser fields. At the end of this car is a switch locked in a Draco Cage. To open the cage, get ready to fight three Flygon Storms (3) and then when you can, press the switch to lower the lasers on the left train. Now jump back there and head down the flat car there. There are four more Draco Grunts (2 DE, 2 w/shields) that drop down to fight and past them are 3 rain-causing Dragonair Controls (3) this will benefit a Salamence Jet (3) that’s ahead, so be careful. Here, the right train will lower its speed to reach train cars with doors that open. The first one that opens up sends out four Draco guards (2 EC, 2 RG) on hoverbikes to take out. Do so and head forward onto the next train car. Here, the next car to the right will open its doors to send out two Dragonite Crafts (3) at you. You can jump into the car to find a pile of Draco crates to the right that hide a 1UP. Keep going down the car you’re on, jumping over and running under laser grids and the next train car to the right will open to reveal five Hover Lasers (3) that open fire upon you.
Get past them and reach the end of your car, where there is a spring that will bounce you onto the top of a full car. Here, defeat 5 more Team Draco Grunts (2 SL, 2 RG, 1 w/shield) to defeat and then the next train car to the right will open up to reveal a scanner-equipped Vibrava Drone (3) that will fly out of the train and you must use it as a stepping stone to get inside the car since there’s a laser wall blocking access on the left train. Once inside the car, you’ll find a switch locked in a Draco Cage and five Shelgon Tanks (3) to defeat. Watch out for the Vibrava Drone, as its scanner teleports in several Seadra Twisters (3). Once all enemies are defeated, press the switch inside the cage to make a laser fence on the side of the next car to the left to drop. Jump here and defeat three more Draco guards (2 DE, 1 w/shield) and head forward. You’ll reach a long line of train car beams and a rail over them. Jump onto the rail and grind on it over the beams. You’ll come to a rail to the left you must jump onto when a vertical laser appears on the center rail. From there, you’ll have to jump onto a rail in the middle of the beams, a rail on the right, and one more rail on the middle before you reach another flat car. There are four Vibrava Drones (3) hovering near the rails. On this train car, defeat 4 more Draco guards (2 EC, 2 DE) and jump over three laser fences. There are more train car beams further up where you’ll find another spring. Use it to bounce to the right and the right train will decrease speed to allow you to land on the second-to-last car there. There are 3 storm-causing Dragonair Controls (3) here you need to defeat to drop a laser fence blocking your way. Once you’re past it, two Salamence Jets (3) and a Dragonite Craft (3) will attack. Defeat them to drop another laser fence and head forward to the engine car. Here, you’ll have to defeat four Team Draco guards (2 RG, 1 DE, 1 w/shield) to drop another laser grid leading to the front of the car. There is a Draco Cage containing a switch here locked away. To open it, you’ll have to first fight a Kingdra Cyclone (3) and a Salamence Jet (3), followed by a Flygon Storm (3) and a Dragonite Craft (3). There are also two Hover Lasers (3) here to give you a hard time. Once all enemies are defeated, the cage will now open, allowing you to press the switch and bring the train to a halt.
When you disband the train after it lowers to the ground, you can look around the tracks for a Super Potion and an X Defense, but a large laser barrier prevents you from going further down the tunnel. A total of six Shelgon Tanks (3) will teleport into view around the train, so just get past them and head right into the next hall, which has more octagonal windows on the walls, floor, and ceiling with red circuitry behind them and some arrow blocks moving all over the place behind the windows. You’ll have to take out four more Team Draco Grunts (2 SL, 2 DE) along the path until you reach the end, where a Draco Cage covers a hole in the middle. You need to defeat a Salamence Jet (3) and two Dragonite Crafts (2) to open the cage and drop down. You’ll drop down several floors, passing by several teal lasers and enemies on or around the surrounding floors, which consist of four Vibrava Drones (3), four Shelgon Tanks (3), four Seadra Twisters (3), two Flygon Storms (3), and two Kingdra Cyclones (3). You’ll eventually reach a large room at the bottom and land in the middle of a circle of eight Team Draco Grunts (2 EC, 2 SL, 2 RG, 2 DE) to defeat. From there, head backwards to find a lone Vibrava Drone (3) floating near a wall. There’s an opening high above it you can use it to reach. It comes with a holo-scanner, and if it catches you, not only will it teleport in five Salamence Jets (3), but it will also disappear, making it impossible for you to use to get up to the opening. Homing attack off of it to reach the opening and head through a tunnel to reach a set of doors going into a room with computer systems on all of the walls and several steel Draco crates lying about. In here happen to be an X Attack, an X Defense, an X Speed, and a 1UP. With all them items in tow, head back out and head back to where you dropped down. There’s a ramp heading up to a tunnel. Head through to find a checkpoint along the way and drop down on the other side into a large, octagonal-shaped room with eight lighted arrow strips and a large octagonal arena in the middle. As soon as you land here, you’ll see a large object that resembles a tripod, except with four legs hover downward. Inside the main pod happens to be Vikki, the next of Team Draco’s Admins. She will tell you that she’s the one in charge of getting all the supplies and equipment out of the Spacelab, but will then tell you for trying to stop their plans, you must be destroyed. As the arena starts spinning around the room, the next boss battle commences.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DRACO ADMIN VIKKI Health: 460 Attack 1: Draco Wave Guns – Vikki will fire Draco Wave-esque energy waves from two guns spinning around the main column. The waves spiral around due to the trajectory. Attack 2: Laser Probes – Sends out a certain number of diamond-shaped probes that hover around, firing laser beams in various directions and patterns. When health is from full to 2/3 full, 4 probes; when health is from 2/3 full to 1/3 full, 6 probes; when health is from 1/3 full to depleted, 8 probes. Attack 3: Detonator Charges – Drops bombs that detonate after several seconds. The explosions are almost as large as the force field area and also discharge EMP waves that disables any Electric, Psychic, and Steel moves for 2 minutes. Attack 4: Laser Deploy – Sends out eight Hover Lasers that move around the Quadrapod. During the first half, The Lasers are Tier 1. During the second half, the Lasers are Tier 2 and shield-equipped. Strategy: Now this is a tough battle! In fact, it’s considered so hard to some people that they regard Vikki as cheap! The Draco Quadrapod will float around the arena, eventually stopping to deploy eight Hover Lasers (1) from the main pod. Vikki will then move the craft over you and come down. As its legs touch the ground, they generate a visible force field between them, trapping you. The Hover Lasers will go to the edges of the arena and start firing at you. Not only that, but the two Draco Wave Guns will also fire on you. You need to attack every one of the legs in order to disable the force field. Once you do, the craft will wobble while floating back up. The Hover Lasers will surround the craft and you must now homing attack one of them to reach the main pod and deal damage to Vikki. Once you’ve dealt enough damage, Vikki will swing the Quadrapod around to knock you off, then deploy probes that float around the area and then stop to fire several lasers in multiple directions. Don’t move when this happens as you may get hit by a laser. After the current Hover Lasers disappear, eight more will be deployed. As the battle progresses, they will form various different patterns and formations to make it hard to dodge them and to also use them to reach Vikki again. The number of laser probes she sends out also increase as the battle continues on. Once half of Vikki’s health is gone, she’ll start making things even harder by deploying Tier 2 Hover Lasers with shields, which also means you’ll have to also watch out for pulse missiles during the course of the battle. Also, when Vikki traps you in the force field, she’ll now also deploy EMP charges that detonate around the area. You’ll need to get to a corner of the force field, but not too close, as touching it takes away 10 of your health. The blasts created by the charge not only damage you, but also disable Electric, Psychic, and Steel attacks for two minutes. When it comes time to use the Hover Lasers to reach Vikki, only half of them will actually circle the craft, while the rest make formations to attack you. During the course of the battle, there will be two Super Potions and also a Hyper Potion along the edges of the arena you can use to heal yourself, but save them for when you really need them, since this battle can end up more difficult than you think. Keep up the attacks and eventually, the Draco Quadrapod will come crashing down. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Once Vikki escapes the Draco Quadrapod before it crashes, she’ll curse you for what you did and tell you that their plans are almost complete. She then will say something about the world facing a shift of things that will cause them to surrender. She will then teleport out of the area the same way Murphy did. At this point, the arena stops spinning and you’ll be able to enter a pressurized door on the other side, with a bridge leading to it. Simply head up to it and the doors will open, allowing you to head through and finally complete this stage! There are still two more areas to go, however.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:14:19 GMT -5
----------------------------------------------------------------------- [--------------------------------Area 4-------------------------------] ----------------------------------------------------------------------- Here it is, the second to last area of the final stage! You’ll start things off by taking another high-speed transport platform up a sloping tunnel. The Spacelab’s OS system comes on once again with this message “EMERGENCY! EMERGENCY! INTRUDER HAS REACHED UPPER CARGO PLATFORM TRANSPORT SYSTEMS! INTRUDER HAS REACHED UPPER CARGO PLATFORM TRANSPORT SYSTEMS! THIS IS A CLASS 5 EMERGENCY! I REPEAT, THIS IS A CLASS 5 EMERGENCY! ALL AVAILABLE PERSONNEL PLEASE APPREHEND INTRUDER! I REPEAT, ALL AVAILABLE PERSONNEL PLEASE APPREHEND INTRUDER!” Eventually, you’ll reach the upper levels of the Spacelab, where the transport will shoot into a large tunnel with huge red and green digital arrow sings on both walls. You’ll notice a large system of cargo platforms and walkways connected to several large beams traveling through the tunnel to the left. The transport system you’re on will rocket out towards it and a lock system will lock it in place upon arrival. This transport system is constantly traveling through the tunnel. Before heading down the path to the left, head to the right to find three X Attacks near a dead end. After getting them, head left to find three Draco guards (2 DE, 1 w/shield) ready to attack. Defeat them and head forward until the path turns to the left and slopes upward. Here, two Salamence Jets (3) will come up to attack. Get past them and you’ll come to two more Draco guards (EC). Defeat them as well and where the path levels, you’ll have to jump to a cargo platform with several Draco crates and computer systems on it. Head to the left here, dodging two Flygon Storms (3) and you’ll jump to another path. Here, quickly jump over several laser fences as three Hover Lasers (3) lock onto you. At the next turn to the left, there are three more Team Draco Grunts (2 HRL, 1 DE) to defeat and a floating platform moving back and forth. Use the platform to get to another cargo platform and dodge a Dragonite Craft (3) near some mainframes. Head left and jump over a laser field onto another path. Along this path that slopes down, there are three Kingdra Cyclones (3) and you’ll reach a path to the left where two more Hover Lasers (3) will fire upon you. Take out two more Draco guards (1 EC, 2 GG) and at the right turn, you’ll end up in front of a small structure at the end of the cargo platform system. There are some glass walls to the left and right of the structure and laser-locked doors that lead into it. If you defeated all ten Draco guards, the doors will open and you’ll go inside to find a cutting-edge rest area with some computer systems on both the left and right walls and a tiled floor. As you enter this room, the doors will close and the base’s OS systems will this message “CARGO TRANSPORT SYSTEM 2 ATTACHING. CARGO TRANSPORT SYSTEM 1 DETACHING.” Collect a Super Potion and an X Speed in here and once the OS system is done, the laser-locked doors on the other side of the room will open for you to head through. You’re now on a second cargo platform system cruising through the huge tunnel. The first one has detached the room and is now gone from view. There are two Dragonite Crafts (3) along the path here and you’ll reach a vertical grate going up. Climb up it and then at the top, head on it as it goes to the right to land on another path going back. Here, take out three more Draco guards (2 RG, 1 w/shield) and take the left turn where the path slopes down to a cargo platform. Here, there’s a single Team Draco Grunt (DE) to defeat and three Salamence Jets (3) around her. Also, check behind a pile of steel Draco Crates for a 1UP. Head left to find a floating platform near the edge of the platform going up and down. Jump onto it and take it to a path going to the left. Head down the path, taking out three more Draco guards (1 EC, 1 SL, 1 DE) along the way and you’ll come to a right turn. Head up the slope here and you’ll reach a horizontal grate going forward. Head down it very quickly, as 3 Hover Lasers (3) are poised to fire on you immediately. Where the grate makes a right turn, don’t stop as 3 more Hover Lasers (3) will fire on you as well. At the end, drop down onto the path and head right as it slopes down past laser fields to a cargo platform. There are two more Team Draco Grunts (HRL) on this platform and also a scanner-equipped Hover Laser (3) that teleports in several Kingdra Cyclones (3) if it catches you. Defeat the guards to open a Draco Cage containing a spring to bounce you forward right to a path in front of the next rest area. Here, the last Draco guard (DE) stands and must be defeated. After she’s gone, the laser-locked doors will open up and you can enter to collect three X Defenses and a Super Potion. The OS system comes on with this message “CARGO TRANSPORT SYSTEM 3 ATTACHING. CARGO TRANSPORT SYSTEM 2 DETACHING.” Once the transaction is complete, laser-locked doors leading back out will open. On the third platform system, defeat the four Draco guards (2 GG, 2 DE) that have gathered on the path and after them, head to the left to find a floating platform moving back and forth. Take it to the left to reach one moving up and down, but a Hover Laser (3) floats here as well. The platform takes you to a cargo platform with four Flygon Storms (3) that fly about and two X Speeds you can collect. Head forward and jump to the path ahead. Defeat another Draco guard (EC) here and take the turn to the right as the path slopes downward to a Draco Cage. Defeat two Draco Guards (1 HRL, 1 DE) that drop down to open the cage and use the spring inside to bounce forward to a grate going to the right. Shimmy across it until you reach a laser grid with a floating platform moving back and forth below it. Drop onto it and duck under the lasers, but once you do, you’ll have to homing attack a string of 3 Hover Lasers (3) to reach a path going to the right. On this path, use Dash Panels to head forward, down a slope to the right, and right once more past five Salamence Jets (3) and you’ll reach three more Draco guards (2 EC, 1 DE) to defeat. From there, jump and run under a few laser fences on the way to the next area, where the laser-locked doors should open and you can head inside for a Super Potion, two X Speeds, and also the stage’s first checkpoint. The OS system comes on once again with this message “CARGO TRANSPORT SYSTEM 4 ATTACHING. CARGO TRANSPORT SYSTEM 3 DETACHING.” Head through the laser-locked doors once they open. On the fourth cargo platform system, there are two Hover Lasers (3) to the side of the path ready to fire on you, so get past them and reach two Team Draco Grunts (1 RG, 1 w/shield) at the end of the path. Once they’re defeated, the laser wall behind them will drop and you can now jump to a cargo platform ahead. On this platform, there are three more Draco guards (1 EC, 1 GG, 1 DE) to defeat and a spring in the middle locked in a Draco Cage. Once the guards are done, the cage will open and you’ll bounce off it to the back side of a vertical grate going to the left. Head to your right down it as two Hover Lasers (3) on the other side will fire on you immediately and you’ll reach a flappable gate to flip over to and reach a horizontal grate. Now quickly cross these grates as they go forward, slope up, go left, slope down, go right, slope up, go left, slope up, and go left onto another path. You have to watch out for four more Hover Lasers (3) and also 3 Kingdra Cyclones (3) along the way. When you drop onto the path, defeat another Draco guard (RG) and head down the slope past three laser fields and you’ll reach a floating platform moving left and right. Jump on it and head to the left to reach another cargo platform with 3 Dragonite Crafts (3) and two more Draco guards (DE) to defeat. After they’re done, use a spring to the left to bounce to a path going left from there. Here, head left and then left again through some more laser grids and past five Flygon Storms (3) and the next rest area will be in view. Here, defeat two more Team Draco Grunts (2 HRL, 1 w/shield) and get past three Hover Lasers (3) and the laser-locked doors will open up and you can enter the room for a Super Potion and two X Attacks. This time, however, there is a Hover Laser (3) in the center of the room. The OS system comes on once again with this message “CARGO TRANSPORT SYSTEM 5 ATTACHING. CARGO TRANSPORT SYSTEM 4 DETACHING.” Quickly head through the laser-locked doors once they open. When you enter on this cargo platform system, jump and run under laser fields until you reach a turn to the right. Here, defeat three Draco guards (2 DE, 1 w/shield) on the upward slope and you’ll reach a spring at the end. Bounce up off it to reach a cargo platform behind you with three Salamence Jets (3) ready to pounce on you and an X Attack hidden in a breakable crate. There’s a floating platform moving back and forth you have to jump to to reach a path going to the right. On this path, you need to defeat four Team Draco Grunts (2 RG, 1 DE, 1 w/shield) and then head to the end of the path to reach a pole. Use the X Button to spiral up it and reach a path on the left. Here, three Dragonite Crafts (3) fly towards you and you’ll reach a right turn and a downward slope. Use Dash Panels here to get past a Hover Laser (3) with a holo-scanner (which sends in several Flygon Storms (3) if it catches you) and you’ll reach a spring to bounce you onto another spring and that spring will bounce you to the path in front of the next rest area. You’ll have to take down three more Draco guards (2 SL, 1 DE) to open the laser-locked doors lead into the rest area. In here in addition to a Super Potion and three X Defenses is a Hover Laser (3) to watch out for. The OS system comes on once again with the message “CARGO TRANSPORT SYSTEM 6 ATTACHING. CARGO TRANSPORT SYSTEM 5 DETACHING.” When the laser-locked doors open, head through them. You’re not halfway there, but the sixth cargo platform system is no easier than the others. Defeat two more Draco guards (1 DE, 1 w/shield) and you’ll come to a horizontal grate over the end of the path. Jump onto it and take it left. You can take it right to find a 1UP, but when you grab it, three Hover Lasers (3) will teleport around in and open fire on you. Heading left, follow the grates as they go to a vertical grate with a flappable gate you can use to flip over to the other side and head up past two Salamence Jets (3) and reach the top where a cargo platform resides. Here, three Team Draco Grunts (SL) will open fire on you around the crates, so defeat them and once you do, a laser fence to the left will drop and you can take another path sloping upward. Here, you’ll find a floating platform moving back and forth and must use it to reach a laser field you need to jump over and land on a platform going left and right under another laser grid you need to duck under to reach a platform going up and down. At the bottom, there are two laser fences you need to jump in between to reach another cargo platform. On the platform are three more Draco Guards (2 RG, 1 GG) to defeat to drop a laser grid to unlock a Draco Cage holding a spring to use to bounce forward right onto the path in front of the rest area. Here, get past four Hover Lasers (3) on the sides and reach two more Draco guards (1 DE, 1 w/shield) to defeat to open the laser-locked doors leading into the rest area. There’s a checkpoint, a Super Potion, and two X Speeds you can collect here, but also a Hover Laser (3) to avoid. The OS system comes on once again with this message “CARGO TRANSPORT SYSTEM 7 ATTACHING. CARGO TRANSPORT SYSTEM 6 DETACHING.” After the laser-locked doors open, head through them. On the next cargo platform system, head forward down the path as you defeat three more Team Draco Grunts (2 SL, 1 w/shield) to open a Draco Cage at the end of the path from where a pole will extend. Spiral up the pole and you’ll be flung to the right onto a cargo platform. Here, there are two Salamence Jets (3) and a Dragonite Craft (3) you can defeat, but another will just teleport into its place right away. Just head forward, picking up an X Speed if you desire, and you’ll reach a rail at the end. Grind on in until you reach a spring that will bounce you to the left onto another rail and you’ll reach another spring that will bounce you onto another rail on the left and from there, another spring that will bounce you onto another one and on this one, a spring that will bounce you onto a rail to the right. The spring at the end of this rail bounce you onto a vertical grate going to the right. As soon as you land on it, shimmy to the right quickly before 3 Hover Lasers (3) blast you off it. At the end, drop off onto another cargo platform with four Draco guards (2 SL, 1 HRL, 1 DE) to defeat and two Hover Lasers (3) that move around in a circle to avoid. After them, head down the path forward as it slopes down past laser grids and reaches the next rest area. Defeat 1 Draco guard (DE) here to open the laser-locked doors into the area, which has a Super Potion, an X Attack, and two Hoer Lasers to avoid. The OS system comes on once again with this message “CARGO TRANSPORT SYSTEM 8 ATTACHING. CARGO TRANSPORT SYSTEM 7 DETACHING.” Head through the laser-locked doors once they open. On the next cargo platform system, the path abruptly ends as a floating platform moving back and forth must be traversed past two laser fences, one you must duck under and one you must jump over. You’ll then reach a Hover Laser (3) you must homing attack to reach a platform to the left moving up and down. Take this platform up to reach a path with 4 Draco Guards (1 EC, 1 SL, 1 HRL, 1 DE) you need to defeat as the path makes a left turn. Here, jump a laser field and homing attack a Hover Laser (3) behind it to reach a cargo platform with four Dragonite Crafts (3) and a lone Draco guard (DE) to defeat. Doing so also opens up a Draco Cage with a switch to press. The switch activated a floating platform to the left to move back and forth. Take it past two Salamence Jets (3) to reach a spring on a beam that will bounce you to another spring and that will bounce you to the left onto another spring and that will send you to the left onto a triple set of rails sloping down. Watch out for two Hover Lasers (3) moving back and forth here and you’ll reach a path going to the right. Along it are four more Team Draco Grunts (2 SL, 1 GG, 1 w/shield) you need to defeat as the path slopes down to a Draco Cage containing a spring that opens up once all four are defeated. Next up, you’ll have to watch two laser grids over the expanse for some of the lasers to drop and allow you to bounce through to a path going to the left in front of the rest area. Here, defeat another Draco guard (DE) to drop the laser field and also open the laser-locked doors that leas inside. You’ll find a Super Potion, two X Defenses, and two Hover Lasers (3) in here. The OS system comes on with this message “CARGO TRANSPORT SYSTEM 9 ATTACHING. CARGO TRANSPORT SYSTEM 8 DETACHING.” Now its time to head through the laser-locked doors. On this cargo platform system, you’ll immediately have to contend with five Kingdra Cyclones (3) as you make your way past more laser fences and reach three Team Draco Grunts (2 HRL, 1 w/shield) to defeat and a spring to bounce you to the right onto a cargo platform. Here, there’s a scanner-equipped Hover Laser that will teleport in several Dragonite Crafts (3) if it catches you. Look around one of the computer systems here for an X Defense and use the spring to the right to bounce onto a floating platform moving up and down to reach a path going to the left above. Defeat three more Draco guards (3 DE, 1 w/shield) and as the path makes a left turn, jump over a few laser fences and dodge 4 Flygon Storms (3) along the way. At the end, you’ll need to defeat a single Draco guard (GG) to open a Draco Cage with a spring in it. If she sends you upward with her gravity gun, you’ll fall into a laser fence cross and suffer severe damage. Use the spring to bounce left to a floating platform moving up and down and take it down to a string of three Hover Lasers (3) to reach a path going to the right. This path leads to the rest area and has three more Team Draco Grunts (2 EC, 1 w/shield) that you need to defeat to open the laser-locked doors leading inside. Here, there’s a Super Potion, two X Defenses, and two Hover Lasers (3). The OS system comes on once again with this message “CARGO TRANSPORT SYSTEM 10 ATTACHING. CARGO TRANSPORT SYSTEM 9 DETACHING.” The two laser-locked doors should open and you can head through. On the final cargo platform system, defeat three Draco guards (2 SL, 1 DE) and head forward to reach the end of the path. Here, you’ll have to homing attack a string of five Hover Lasers (3) as they go in an arc to the left. You’ll land on a cargo platform here and have to get past a scanner-equipped Hover Laser (3) and three Salamence Jets (3). If you get caught in the scanner, several Flygon Storms (3) will teleport in to make things harder. Use the spring to the left to bounce up over a laser grid and land on a floating platform going back and forth. Take it to a platform going left and right through some more laser fields. Here, jump over and duck under the lasers and you’ll reach two Hover Lasers (3) you need to homing attack under a horizontal laser fence and reach the next path. Here defeat two more Draco guards (1 EC, 1 DE) to unlock a Draco Cage holding a spring to bounce you to the left onto a rail. Take the rail forward and to the left past a trio of Hover Lasers (3) and you’ll reach another cargo platform. Here, watch out for three Dragonite Crafts (3) and four Kingdra Cyclones (3) and use the spring to the right to bounce to a path heading towards the rest area, where you can see a warp tube behind it. Here, defeat the last 5 Team Draco Grunts (2 SL, 2 HRL, 1 DE) and the laser-locked doors leading in will open. Inside, you’ll find a warp tube machine in the back and also a floating TV that states “WARP TUBE CONNECTION AHEAD.” Simply enter it and you’ll be shot upward and forward out of the rest area and will go left, down, forward, right, up, right, left, left, down, forward, up, and right until you reach a dead-end in the warp tube. At this point, the cargo platform system will reach a wrap tube going to the right in the tunnel at the exact moment you reach the dead end and will then go through it out of the tunnel.
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:15:36 GMT -5
The warp tube will go into a smaller tunnel with circuitry of all seven colors of the rainbow making up the walls and will go forward, up, left, up, right, and up and shoot you out of an eject hatch into a long room with large computer screens making up the entire left and right walls. The screens depict the area outside the Spacelab, making it look like the tunnel is in space. Two parts of the floor and two parts of the ceiling also depict space. There’s a checkpoint here and also the stage’s Full Restore for you to collect. A floating TV in the middle of the room sates “THIS WAY TO CENTRAL DOCKING AND LAUNCH BAY”. A warp tube machine at the end of the room will send you to just there. Once you’re in the tube, you’ll go up through another rainbow-circuited tunnel, forward, up, left, up, right, up, and you’ll be ejected through an eject hatch in a cutting edge hall with computers making up most of the walls. Head forward to enter the center launch bay, which is massive and contains a lot of Altaria Orbiters, shuttles, and also very large stealth jet-shaped spacecraft. There is a large glass dome on the high ceiling allowing you to see outer space. You can also see two stations around the center of the bay, but go to them and you’ll find out that the doors leading inside are laser-locked. There’s a large pool of concentrated energy in the center of the bay and once you head to it, large octagonal glass walls will rise up, trapping you. From an intercom, you’ll hear the highest-ranked Draco Admin, Rachel, tell you that you have gone too far with stopping Team Draco and that now you must pay the ultimate price. Rachel will let you know that there is only one person tougher than she is, and that person happens to be her boss. Once she’s done taking, you’ll hear a large shake as a massive, super-advanced looking robot in the shape of the legendary Pokémon, Mythica, comes rising out of the energy pool. Its rainbow colors glow and vibrate brightly, and Rachel, who is in the thingypit on top tells you that this is your end. The second-toughest boss battle in the whole game will now go underway. ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DRACO ADMIN RACHEL Health: 240 Attack 1: Rainbow Laser – Fires three rainbow colored lasers towards you. The right and left lasers create barriers to block you while the central lager laser hits you. May also paralyze. Attack 2: Rainbow Sphere – Charges up, then fires several large rainbow-colored spheres towards you. Causes a large rainbow-colored explosion upon impact. Strategy: Get ready for a fight, because not only is this the hardest battle next to the final one, but you’ll find out there’s more to this boss than meets the eye! Rachel starts things off by firing two large rainbow lasers from the mouth that create barriers to the right and left of you. The lasers will start moving left and right while they also swerve a little left and right in the process. This is similar to when you fought Archie, so keep moving in between the lasers until they stop moving. At this point, the head will come down at you while it starts charging up a huge rainbow laser. Like when you fought Maxie, you’ll have to quickly jump onto the enormous head before the laser fires, which is too big to avoid. Do as much damage to Rachel before a rainbow energy shield repels you off. At this point, the Meta Mythica will now stand firm and fire large rainbow energy spheres in your direction. You’ll need to keep running towards the left or right when these blasts come for you, especially since they will create large explosions upon impact. The speed of the spheres increases as well and Rachel might get onto you and start firing them in the your direction. If this happens, quickly get out of the way and start running in the other direction. Eventually, the Meta Mythica will go back to lasers, meaning you’ll have another chance at damage. One more note, though, when firing the lasers, Rachel may switch their direction, so you need to be careful not to run into them. There are two Super Potions on the sides of the arena you may use to heal yourself if necessary. Once you deal enough damage to Rachel, it may looks like she’s finished and that this battle is over, but it’s actually only beginning. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DRACO ADMIN RACHEL (PHASE 2) Health: 240 Attack 1: Rainbow Missiles – Fires several rainbow energy missiles, that home in on you slightly. Creates small rainbow-colored explosions upon impact. Attack 2: Rainbow Shockwave – Creates a large rainbow shockwave that swiftly spreads throughout the entire room and must be jumped. May also disorient. Strategy: Just when you think the Meta Mythica is done for, Rachel tells you it’s now time to face Form Beta of the huge mech, and after a bright flash, the Meta Mythica will change shape a little. Now it has a sloping bottom section with several large beams going out to the edge of the energy pool. Its leaves have also changed shape. There are now 4 of them and they are shaped more like triangular knives. There is also a large ring connected to the robot that lies on the edge of the energy pool, with a bright flowing rainbow-colored rail on top of it. There are three more rails around the base of the Meta Mythica. The robot is now fixed in place in the pool, but can still turn in a 360 motion. This time, what you’ll need to do is grind the outer rail until one of the beams comes into view as you go behind the robot. You’ll have to watch out for rainbow sparks that travel along the rails, however. When you reach a beams, grind it to reach the inner rails and grind them. You’ll notice three rainbow sensors on the back of the mech that you’ll need to homing attack from the top rail to reach the back of the head and do more damage. As the battle progresses, Rachel will fire barrages of rainbow energy missiles your way and also crate a large rainbow shockwave that spreads throughout the area. Also, as you do more damage to Rachel, the number of rainbow sparks on the rails increases. One additional Super Potion is added to the field at the start of the phase for just in case. Once you’ve dealt enough damage, this battle is still far from over. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DRACO ADMIN RACHEL (PHASE 3) Health: 240 Attack 1: Rainbow Rings – Fires several large rings of rainbow energy towards you that also move around slowly. The only way to dodge them is to jump through them. Attack 2: Rainbow Twister – Creates and sends a large rainbow-colored twister towards you. This twister pulls you in when close and is very hard to avoid. Strategy: This time, Rachel will commence Form Gamma for the Meta Mythica and after another flash, it will now hover in the air with the bottom of it now consisting of an upside-down triangle-shaped part and it goes back to having two leaves, which now split into several leaves per initial leaf. The robot will then deploy several octagonal-shaped objects that will float around the room. They have spring pads on top and rainbow-colored laser ports on the bottom. The energy pool drains itself, revealing a floor of square-shaped, reflective, mirrored, glass panels. You’ll automatically be in the lower area when this phase starts and will not have the privilege of any Super Potions you didn’t use yet. As the hovering spring pads move around in circles, they’ll fire rainbow lasers at you, but you must jump onto the springs and use them to bounce up onto the leaves of the Meta Mythica. From there, you will bounce off the bottom leaf and will have to homing attack up the rest to reach the head and deal damage once again. During this phase, Rachel will fire rainbow energy rings at you that may move slow towards you, but move back and forth quickly. She’ll also fire rainbow twisters your way that can make the battle difficult. To top things off, at regular intervals, the hover springs will stop moving and fire rainbow lasers from all ports in all directions, creating a large rainbow grid of lasers. There are now two more Super Potions in the field you can use to heal yourself when you need to. Once you’ve done enough damage, the battle still has one more phase to go. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: DRACO ADMIN RACHEL (PHASE 4) Health: 240 Attack 1: Rainbow Wires – Shoots out several rainbow tube-like wires all over the place. Attack resembles one that was used by Chaos 6 in Sonic Adventure DX, except this one damages. Attack 2: Rainbow Complex – Sweeps the ground with swirling rainbow shockwaves, then fires several rainbow lasers into the air. The lasers fall down towards you. Strategy: All right now! Rachel decides to initiate Form Delta for the Meta Mythica, and after another flash, the robot will now once again go into a fixed state on the floor, with four large, slanting triangular-shaped glass walls extending to the walls, rainbow rails on all four of them. The leaves are bigger and now have sloping depressions on all four sides of them, rails on the top depressions. For this phase of the battle, you’ll have to get onto the rails on the glass walls and grind them up to the leaves when they come by, jump onto the leaves, grind down them outward, and grind rails going up to the head, where you can once again deal damage to Rachel. During the final phase, Rachel will discharge several rainbow wires all over the area. It’s best to stop moving so you don’t get hit by any of the wires. Also, at times, the Meta Mythica will use its leaves to sweep the ground with two swirling rainbow shockwaves, the lift its head up immediately after and fire 10 rainbow lasers into the air. Here, start running, remembering to jump the glass walls when you get to them, as the lasers will now rain down one by one onto you. This entire attack also illuminates the entire area in rainbow lights. Another Super Potion has been added to the area to use if your health gets low. Once you’ve dealt enough damage to the Meta Mythica, it will this time be finished for good and as it falls, Rachel disbanding from it, a blast from it will send you back onto the perimeter of the energy pool area and the liquid energy will rise back up, the Meta Mythica sinking into it before exploding. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- Now that you finished off Rachel, the glass walls surrounding you will drop back down, only to reveal that everything you saw in the launch bay has disappeared, except for two Altaria Orbiters. While you were fighting Rachel, the rest of the Team got everything off of the base and into space. Rachel will taunt you for being so oblivious to this, she’ll tell you that you’ll go down along with the Spacelab and then knock you down. She’ll run to one of the two Altaria Orbiters and take off, starting a countdown to self-destruct. The Spacelab’s OS voice will some on as the alarms go off and the entire base becomes bathed in red emergency lighting. It will say “WARNING! WARNING! SPACELAB SELF DESTRUCT SEQUENCE INITIATED! COUNTDOWN TO COMMENCE AT ONE MINUTE! ALL PERSONNEL EVACUATE IMMEDIATELY! I REPEAT, WARNING! WARNING! SPACELAB SELF DESTRUCT SEQUENCE INITIATED! COUNTDOWN TO COMMENCE AT ONE MINUTE! ALL PERSONNAL EVACUATE IMMEDIATELY!” You now have only one minute to get out of the base before it explodes! There’s only one Altaria Orbiter left to use, but if you have the time, the laser-locked doors at the two side stations have opened, allowing you to enter. Inside are grids of computer screens, computer systems, two large computer screens, and a glass window looking out into the launch bay. In each station is a 1UP and if you look outside, you’ll notice that they have radar and satellite dishes on them. Anyway, jump into the Altaria Orbiter and it will lift off the ground as a launch door opens up. The orbiter will go zooming out through a tube with rainbow-colored circuitry making up the surfaces behind glass walls, then another set of doors will open out into space. You have to fly far enough to escape the airspace of the temporary base before the minute is up; if the base explodes while you're still in the airspace of the temporary base, even if you're flying the orbiter, you'll fail the mission. Once you escape the airspace of the ruins of the temporary base, it's time to fly to the area of the permanent base that is the most complete. Fly into that area's airspace to complete Area 4. Just one more area to go!
|
|
|
Post by Sunflora Azumarill on Jul 14, 2007 5:18:58 GMT -5
----------------------------------------------------------------------- [--------------------------------Area 5-------------------------------] ----------------------------------------------------------------------- Here we go! The final stage of the game! Before we actually get to the stage, you’ll see a cutscene of the character heading through the unfinished permanent base, which actually looks to be quite completed. As he or she heads through a long tunnel with several wide glass circuitry strips of various colors, the base’s OS system goes off with this message, “EMERGENCY! EMERGENCY! INTRUDER HAS REACHED THE AREA OF THE INCOMPLETE BASE! PLEASE APPREHEND INTRUDER!” Eventually, the chosen character will reach a long glass tunnel going through a large open area, with long, rainbow-lighted glass walls making up part of the main walls and rainbow-circuitry squares, flowing rainbow meters, gauges, computer screens, lights, and other assorted technology making up the rest of the walls. Eventually, the character makes it into another hall of the base, with force fields in all colors of the rainbow blocking progress, but the character uses his or her strongest Pokémon attack to destroy the panel switches of the same colors to deactivate each of the security fields. Next up, the character enters another glass tunnel inside of an enormous shaft. Eventually, the glass tunnel ends and is now a walkway. He or she finally reaches the core of the base. In the center of the shaft is a large capsule containing a huge robot that resembles a Rayquaza is stasis. The capsule is filled with teal-colored transparent concentrated energy and in front of the large control panel in front of the tank is Dralene, leader of Team Draco. Without turning to you, she’ll welcome you to her lair and tell you how much she is amazed at you single-handedly taking down all the other teams. She’ll also bring up that the Spacelab was expendable and that she will rebuild it to be part of the permanent base. After your character says his or her line, Dralene will turn to him or her and tell them that the weather has been a plague on the world since the dawn of time. She will then explain Rayquaza’s ability to stabilize the weather and how with that Pokémon now in her grasp, she can finally make that dream of hers come true. She’ll explain that the master plan is to use Rayquaza to stabilize the temperatures between the Arctic and Antarctic Circles to a level that everyone in the world will be comfortable with, 68 degrees Fahrenheit in the daytime and 43 degrees Fahrenheit at night, 365 days a year, 366 on leap years. She’ll then bring up that the world will not accept her idea immediately, and that she’ll first make it so that they plead for stabilized weather... once she distorts the weather all around the world beyond belief. As the character objects to Dralene’s insane ambition, suddenly, several large energy posts will rise out of the ground and create a large rainbow energy field that forms a cage around the character. Dralene will then go into some detail about her latest creation, the Rayquaza Paladin. She’ll bring up that it has the power to control, alter, and change the weather and climate all around the world to major perplexities! She explains that she’ll create colossal sandstorms that can turn entire continents into deserts, tropical summer rainstorms that can submerge the entire Orange Archipelago, snowstorms that can bury all of Orre, tidal waves capable of washing away entire coastal cities, heat waves that can turn frigid ice mountain areas into lakes, plant growth that can completely overtake a searing desert, blankets of darkness over areas dependent of solar and wind energy, and that once the world is devastated by all these occurrences, everyone will beg for her stabilized weather, which she’ll give to them in exchange for the world as her domain and herself as empress. She’ll then tell you that you won’t live to see her plans come to fruition. Dralene will then tell the base’s OS system to activate the Rayquaza Paladin so that her plans can finally go underway. The OS system comes on saying this “COMMAND CONFIRMED. NOW ACTIVATING RAYQUAZA PALADIN.” The liquid energy drains out of the tank and the robot activates. With it now active, Dralene jumps high and into the Paladin. At this point, the character will have an audio flashback of his or her loved ones and why he or she joined the squad, and burst out of the energy field. Dralene will be shocked at you escaping, but that it’s too late to stop her. She’ll bring up that her first target is to give Capital City a solar anomaly that will make the President accept her idea. With that, the Rayquaza Paladin takes off and flies up the shaft to a huge glass dome on top, which opens up and the Paladin goes flying into space. At this point, Eggman will bring up that there just might be a way of stopping Dralene. After your character asks him just what, he will then respond with this line “The seven Chaos Emeralds.” At this point, from locations all around Earth, several other characters have managed to nab Chaos Emeralds from all the other teams. Now knowing what is to happen, they all decide that only one person needs them more than any of them, you. With that in mind, each of them will throw their Chaos Emerald into the air, where it will then zoom out into space and towards the completed part of Team Draco’s base. The characters that throw these to you may be any of the other playable characters, Sonic characters like Sonic himself and Shadow, and even Final Fantasy VII characters. The characters that throw the Emeralds towards you are totally random. Once all seven Chaos Emeralds reach the core of the base, they will spin around the character. Professor Oak will tell you that with these Emeralds, he or she’ll be able to unlock unlimited power, which might be the only way he or she may be able to stop Dralene. Your character decides just this, and the Emeralds start to take effect. As the Chaos Emeralds spin around at high speeds and start glowing brightly, the character feels and once they reach maximum power, the character goes into super form, gaining one-half more of their normal height as things such as longer and brighter colored hair, and bright yellow skin. Now having turned Super, he or she is ready for the final battle. ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// FINAL BOSS: DRACO LEADER DRALENE Health: 1000 Attack 1: Warp Drive – If you fail reaching and damaging Dralene in time, she’ll create a warp fold that will send her to another edge of the area. You suffer damage if you’re near her. Attack 2: Turbo Lasers – Fires several large laser blasts from the mech’s arms. Lasers are fired in a way you must swerve left and right to avoid. Getting hit knocks you back. Attack 3: Laser Satellites – Sends out several probes that orbit the Paladin. The probes constantly fire laser beams from all sides, making reaching the robot difficult. Attack 4: Space Charges – Deploys several bomb-shaped charges that detonate several seconds after launch. The charges create solid waves that will cut though anything, including you. Attack 5: Laser Sword – Pulls out two large laser swords. If you get too close to the Rayquaza Paladin, Dralene will use a cross attack with the swords, sending out energy waves and damaging you. Attack 6: Gravity Tornado – Creates a spiraling purple tornado that pulls you in. If you get caught in the cyclone, you will be damaged and can’t move until the tornado disperses. Strategy: Having turned super, your character now has double power, speed, defense, and Pokémon attack power, which will now allow him or her to fight Dralane. The scenery for this battle is pretty mind-boggling, with the earth spinning around, making it look like the whole area is spinning around in space. The pieces of the permanent base also float around all over the place, consisting of the main parts, things like satellite dishes, huge metals panel arrays, and more. In this battle control your character like you would as if they were on foot, except holding the A button also allows them to move up or down. If you don't press anything, you'll just float in place. Unlike others that can go super (Sonic, Shadow), you still use a life meter and take damage from Dralene's attacks, but you don't rely on rings for your super form. If you need to make contact through the hand radio, you can get advice from one of three people: Prof. Oak, Eggman, or Cloud. Dralene is the toughest foe in this entire piece of data, and she's so tough, she makes GUN's Commander look friendly. It's a good thing you get a full life meter between areas of this last stage, since you're going to need it against Dralene. No powerups appear in this stage no matter what you try. Dralene disorients you, tough, you're going to have to wait until it wears off. Dralene takes away health, too bad, you can't recover it (unless you've got a recovery attack). In fact, Dralane is so tricky, we’re going to break off each phase of the battle bit by bit so you know what to do. Phase 1: You’ll have to make to where the Rayquaza Paladin is in the distance. Along the way, Dralene will fire huge laser blasts your way. In order to dodge them, you’ll need to keep swerving left and right or else you’ll hit one and be knocked back. It’s a long way to the Paladin, so keep up the swerving. Eventually, you’ll reach Dralene, where you’ll have to hit the head of the Paladin to inflict damage. Another thing about this battle, you can press and hold B to charge up a Pokémon attack. When in range of the Paladin and ready to attack, press L or R to unleash a charged up attack to inflict damage. This method is quite necessary to finish this battle quickly, since the Rayquaza Paladin’s stats are very high. Once you’ve dealt enough damage, Dralene will activate the mech’s warp drive, which will create a field of green energy that will warp it another side of the area. If you’re in range of the energy field, you’ll get damaged. Also, if you fail to reach or damage Dralene in time, she’ll warp to the other side of the stage before you can do so. Phase 2: Whenever Dralene warps, she’ll warp not to the side where you started, but a whole another side of the area, which includes above and below. Anyway, once you’ve damaged Dralene once, she’ll make things trickier by firing several small satellites from the mech’s arm cannons (where the laser cannons also are). Several of the satellites will orbit the Paladin, while others come towards you. The satellites fire lasers from all six sides, making it harder to reach Dralene. These satellites can be destroyed by several attacks, but trying to do so could eat up valuable time to reach Dralene in time. Reach the Rayquaza Paladin and inflict your next charge of damage. Phase 3: Once 1/6 of the Paladin’s health is gone, Dralene will fire barrages of octagonal shaped-charges that come shooting at you. For all of you Star Wars Fans, if you remember when Obi Wan was following Jengo Fett and he launches all those bombs that him that explode and create these solid energy waves that cut through things such as the meteors, well, these charges are exactly like those. When these bombs explode, they send out solid energy waves all over that can hurt you severely. The bombs send out the waves in horizontal and vertical directions, and you can’t pass through the energy waves. You’ll have to make your way around each of these waves in order to reach the Rayquaza Paladin and inflict more damage against Dralene. Phase 4: When ¼ of Dralene’s health is gone, she’ll mix things up even more, firing lasers toward you, but this time, she’ll also fire them up and down, making dodging them even harder. After you get closer to the Paladin, she’ll launch laser satellites around it and towards you, so you’ll need to dodge the lasers from these in order to hit Dralene once again. Make it quick before she warps away again. Phase 5: Things get even more difficult once 1/3 of the Rayquaza Paladin’s health is gone. Dralene will first fire space charges at you, then begins firing lasers. She’s even trickier with them this time, sometimes firing two laser blasts at once making it so you must be in a certain direction to dodge them. The space charges don’t make this phase any easier with their explosions. Once you make it to Dralene, it’s time to lay away more damage before she has the change to warp the Rayquaza Paladin away from you. Phase 6: Now get ready for some carnage! Once 5/12 of Dralene’s health is gone, she’ll really mix things up! She’ll fire space charges first, then commence firing laser blasts. This time, she even fires two lasers at a time in a diagonal pattern, making it that you’ll need to get to a corner of the screen to dodge them. Dodge the space charges’ waves when you reach them and once you reach Dralene, she’ll fire more laser satellites your way. Doge their laser beams and land another hit on the Team Draco Leader. Phase 7: Now THIS is where the battle will REALLY get difficult! Dralene no longer has a completely set pattern of attack, making it so that to be prepared for anything. She’ll fire combinations of laser blasts and laser satellites at you and as you get close, she’ll pull out two huge laser swords, then rush towards you and attempt to slash you down. This is the most damaging attack in the game, and is will make you reel. Quickly get out of the way when Dralene comes towards you in order to dodge this attack and inflict some more damage. Also, starting on this phase, Dralene will also sometimes discharge a flash that disorients you, so be careful. Phase 8: Once you taken the Rayquaza Paladin’s health down to 5/12, the attacks Dralene will send out towards you will include laser blasts, space charges, and when you get close, the laser swords. She’ll even use the cover of the space charges to rush you and cut you down, so you need to be really careful. Remember that if manage to dodge this slash, you’ll be able to get some more hits off her. Phase 9: You think things are just going to get easier from here on in, you’re wrong! Once there’s only 1/3 of the Paladin’s health remaining, Dralene will fire laser blasts, laser satellites, space charges, and rush you with laser swords in no particular order. Swerve by the laser blasts, go over and under the solid energy waves, avoid the lasers, and dodge the laser sword for another chance to damage Dralene. Phase 10: With only ¼ of her health left, Dralane really goes all out here! In addition to laser blasts, laser satellites, and those deadly laser swords, Dralene will discharge what look like twister-like black holes. These are gravity tornadoes, and they can pull you in from pretty far away. They also come towards you, making dodging them very difficult. If you get caught in one, Dralene may come at you with laser swords, and this combo alone can do massive damage. Gravity tornadoes can also eat away the time you need to reach and damage Dralene, since once you get caught in one, there’s no escaping until it disappears, so don’t let them be your bane. Phase 11: Things really get desperate for Dralene as only 1/6 of her health remains. She’ll attempt to take you down once and for all with laser cannons, space charges, laser swords, and gravity tornadoes. You may need to see the attacks come at you in advance (which you do) in order to dodge them at all. Reach Dralene and inflict even more damage to get to the next and final phase. Phase 12: This is where things will be at their darkest. Dralene will now be sending your way laser cannons, laser satellites, space charges, laser swords, and gravity tornadoes. You’ll need to dodge all of these and any combos Dralene makes with them in order to make it to her in time. Reach her and damage her enough before she warps away and you’ll finally end this battle once and for all! /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- Once you’ve dealt enough damage to Dralene, she’ll explain that the power of the Rayquaza Paladin is too great for even the seven Chaos Emeralds to stop. However, your character will tell you that he or she is more powerful than you’ll ever imagine and that Dralene’s reign of terror is over! With that in mind, your character will rush Dralene and the Rayquaza Paladin, zooming towards her like a zooming star. He or she will slam the Rayquaza Paladin hard, pushing it towards the right. As he or she does this, you’ll see a trail of a certain element that goes with the character spiraling behind them. Such example include if you’re plating as Cissy, you’ll see a trail of waves spiral behind her. If you’re playing as Erika, you’ll see a trail of solar energy behind her. If you’re playing as Flannery, you’ll see a trail of flames that spiral behind her. If you’re playing as Samantha, for example, you’ll see a double trail or large ribbons spiraling behind her. Anyway, the Rayquaza Paladin will be slammed right into the most complete part of base that’s floating around. The resulting impact will send out shock waves throughout the entire area, cutting through all the pieces of the permanent base. As the Rayauqza Paladin starts falling while exploding, Dralene will admit defeat and leave aboard an Altaria orbiter. As the Rayquaza Paladin explodes into pieces, Rayquaza will emerge from the explosion. However, you're still not through. There's a little matter of getting Rayquaza back home. You’ll notice that the entire area is falling apart and that red flames and explosions illuminate the area. Despite that the place is going to blow, there’s no time limit. Rayquaza will start to fly around the stage after Dralene's defeated. It won't attack you, but you'll have to lure it into a re-entry capsule that is now floating about the area. You need to press X to trigger (Claydol will do the honors if you're playing as Luana). Once Rayquaza is in the capsule, it's time to find the shuttle that Team Draco stole from the Space Center to kidnap Rayquaza. Head back to where you started the stage to find a vertical shuttle station with a loading dock attached to the front of the middle with the shuttle inside of it. There’s two tubes on this station, one on top and one below. Head into the top tube and you'll tie the re-entry capsule to it. The shuttle will be pulled back into the station and then fly off through the bottom tube. Control this Space Shuttle like the one that you did the Space Colony ARK mission in, except this time, you seek to re-enter the atmosphere. As you head down towards the earth, the entire Draco construction area will explode all around you and large pieces of what may have become the permanent base will fall towards the earth, eventually burning up in the atmosphere. Once both shuttle and re-entry capsule are safely in the atmosphere's ozone layer, press X to open the re-entry capsule and let Rayquaza loose. Once Rayquaza is loose, you've done it! You’ve finally completed the final stage in the entire game!
|
|