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Post by Sunflora Azumarill on Feb 24, 2008 23:43:48 GMT -5
======================================================================= [-----------------------------CRAZY GADGET----------------------------] ======================================================================= Well, it looks as though we’ve ended up deep within the Space Colony ARK. We also still happen to have Heatran right next to us as well. It looks as thought we have another problem on hand. Team Galactic’s here and they’re out to get Heatran! Anyway, we’ve got to get Heatran out of here before Team Galactic finds it! Visual graphic wise, this stage has been touched-up to look more radiant, but that’s not important right now. Look behind you from where you start for an X Attack and also an X Defense. Then head forward and head through the doors to be greeted by your first two Team Galactic guards (MG). Defeat them and head forward, defeat three more (MG) along the way. At the left turn up ahead, a Skuntank-like robot resides. This is called a Skuntank Treader (1), and you must remember we have Heatran to get through here. So defeat it and head to the left, defeating three more Galactic Grunts (DL) up ahead in the corridor. You may grab the rail above and slide ahead as well. After heading through the next set of doors, you’ll reach an Artificial Chaos (which acts like it did back in the Space Colony ARK stage). After getting by the AC, you’ll come to a gravity switch. Press X when in front of it to reverse the gravity and fall towards the ceiling. (In this stage, the screen still turns to be equal with the gravity setting that you’re on.) Along this path happens to be 2 more Skuntank Treaders (1) to get by and then a Galactic guard (RB). Defeat her and you’ll come to another gravity switch, which will set the gravity to normal. After falling here, move back to find an X Attack that you should collect before heading forward. Head through the doors to find another enemy, a Bronzong Cylinder (1). Don’t let it fall on you or you’ll be trapped and will have to use L & R to break free. Further down the hall is another Bronzong Cylinder (1) you’ll have to watch out for. After it in the next shaft, there is another Artificial Chaos floating right under a pulley. Bounce off of it to reach the pulley and head up to another pulley and a robot we’ve seen in the employ of Team Flora, a Venomoth Drone (1), but with different attacks. Defeat it and use the pulley next to it to go up to another Venomoth Drone (1) and homing attack that one to reach another room. In this room, there is yet another robot called a Tenta Searcher (1). Don’t get caught in its field of electric strands and head past it for a checkpoint, an X Defense, and a Super Potion. In front of you happens to be a tube system with a large square-shaped port in the middle and a drop-off transport above it. Put Heatran in the drop-off port (in case you don’t know, for some reason, you can pick up Heatran using X). After that’s done, break the glass of the lower port and you’ll then be sucked onto a Spacerider, which will take you to another sector of the colony. In this outer space area, you’ll reach a large, confusing maze of platforms and Spaceriders. The platforms here look just like they do in the space areas of The Doom and Lost Impact (from Shadow the Hedgehog). They even include the floating light sets on both sides and also the same laser spheres that were seen in these places (which BTW, do damage for 10 health). Also, don’t mind the containers spiraling as they float through this area in all directions, you can’t get onto them. From where you begin, head forward for an X Speed and a Galactic Grunt (DL) to get rid of, then head left to a platform that moves back and forth on the green path (which damages you for 20 health if you touch it) to reach another platform. As soon as you reach this platform, run under the Bronzong Cylinder (1) before it has a chance to crush you or trap you in its electric field. At the end of this path are two Spaceriders, one to the left and one to the right. If you take the left one, you’ll go to another path with 2 Galactic guards (SL) and an Artificial Chaos, as well as a Super Potion hidden in breakable Galactic crates to the left of the second guard. At the end of the path is three X Attacks, but unless you’re quick, DO NOT go for them, because if you do, a large metallic block will drop down and crush you for 200 damage! However, after it falls, you may then jump onto it and take it up to a 1UP. This path, however, is a dead-end, so head back to the Spacerider duo and this time, take the right one and you’ll go a two-wide platform with four other Spaceriders. There is also a Tenta Searcher (1) here to watch out for. If you take the upper-right Spacerider, you’ll reach a platform with a Potion and a Venomoth Drone (2) hovering over a gap before another platform. Homing attack it to reach the platform and get yourself an X Defense and you’ll also find a spring here, but a weight resides above it, so get onto it quick. This spring will bounce you to another platform and is thus, a shortcut. Back at the Spacerider hub, if you take the upper-left one, you’ll reach a platform with 2 Skuntank Treaders (1) along it and a moving platform right after them, take the platform to reach a Spacerider and an Artificial Chaos in front it to avoid. This Spacerider will take you another platform with a checkpoint you can cross. If you take the lower-right Spacerider back at the hub, you’ll reach a platform with two weights floating at the same level as the platform beyond it. If you can quickly jump across them (since they still fall if you jump onto them), you can reach a platform with a Hyper Potion. If by any chance you go down to where the weights fall, you’ll find a platform heading to the right and three Venomoth Drones (1) floating over a green path to reach a Bronzong Cylinder (2) and a Spacerider to head to another platform. This platform has another enemy you have to watch out for called a Starmie Spinner (1), so get by it and you’ll come to a Jump Ramp that will boost you straight to the checkpoint from the other path. The lower-left Spacerider leads to a platform with a Max Potion, but there’s a weight above it, so you’ve been warned. Plus, this path is a dead-end, so head back to the hub. From the checkpoint, head forward and take out 3 Galactic guards (2 MG, 1 DL) that attack and make a right turn at the Spacerider track to run into a robot that was also used by Team Flora, an Exeggutor Totem (1). If you defeat it, a Galactic Cage behind it will open up to reveal a spring that bounces you to a platform to the right. On this lone platform is a gravity switch that points to the left, activate it to fall in said direction onto a sideways platform that goes left and right (from your point of view). If you go left, you’ll find another gravity switch that you can activate to fall to the right of where you’re at onto another platform with a Tenta Searcher (1) to watch out for. Get by it to find a Spacerider that will send you to another platform with two X Speeds and a gravity switch at the end that will set you back to normal gravity. You’ll land on a platform with a Spacerider that takes you back to the checkpoint. (Yes, you’ve been conned into going through a loop.) From the area that you’ve first changed gravity in the maze, head right to find a Spacerider that will get you to your next destination. On the platform here, defeat five Galactic guards (3 MG, 2 SL) and you’ll come to an area of three Spaceriders, one to the left, one in front, and one to the right. If you take the left one, you’ll go to a platform with a gravity switch that sets the gravity upside-down. Do so to fall to a platform with three X Speeds, but there’s a weight above them, so grab them quick. There’s also a gravity switch here that will send you falling forward onto ANOTHER platform with a Galactic Cage and also two Starmie Spinners (1) near it. Defeat them to open the cage, which contains a gravity switch that sets gravity to the left. By pressing it, you’ll take a long fall with an X Attack, and X Defense, an X Speed, a Gravity Scope, a Super Potion, and also four Venomoth Drones (1). You’ll land back at the area of three Spaceriders. The path you chose was just a loop with several items to grab. If you take the middle path, you’ll reach a two-long platform with an Artificial Chaos, followed by two weights right after it. There is a moving platform here that takes you to a gravity switch that sets the gravity to normal. You’ll fall to a platform with a Hyper Potion under a weight and also a Tenta Searcher (2) to watch out for. A gravity switch here will set the gravity back to the left and you’ll land on a platform with a rocket on it. The rocket will send you back to the first gravity switch on this path and from there, head back to the Spacerider. Back at the trio, we should take the Spacerider to the right. After taking the Spacerider, you’ll reach a platform with three Galactic Grunts (LC) to defeat and a gravity switch at the end. Use the gravity switch to fall to the left and you’ll fall to a lone platform surrounded by laser spheres and also has a Galactic Cage in the center. There is a holo-scanner equipped Venomoth Drone (3) floating over the cage and if you’re caught, several Skuntank Treaders (2) will teleport onto the platform, and all enemies must be defeated to open the cage. There is also a Spacerider track to the right, but the cage contains a spring that will bounce you up to a pulley, which will bring you to a platform to your left with a Hyper Potion and an Artificial Chaos. A moving platform amidst two pairs of laser spheres will take you to the next checkpoint. From the checkpoint, go forward to a right turn and defeat three more Galactic guards (SL) and you’ll come to three Spaceriders. If you take the right one, you’ll go to a lone platform with two Skuntank Treaders (2) and a gravity switch. Touching the switch resets gravity to normal and you’ll down to a three-wide platform. Note that if you took the shortcut from earlier, this is where you end up. Any Galactic guards that you skipped will attack you starting here. On this path, collect an X Attack and X Defense and you’ll come to another gravity switch. Press this one to fall to the left and onto a two-wide platform with laser spheres and a Spacerider at the end. If you take this one, you’ll go back to the Galactic Cage from earlier. Anyway, from the hub, if you take the forward one, you’ll go to a platform with a gravity switch that will send you falling to the right and onto a long platform with two Bronzong Cylinders (2) to avoid and three X Speeds to collect. There happens to be another gravity switch at the end of this platform, so press it to go upside-down and to a platform with a moving platform to the right of you. Be careful when taking this platform to the other side, as a floating container passes by every few moments, and can push you off the platform you’re on. Also, after you reach another platform, be careful of a weight that drops down. Trigger it, then jump onto it and rise it up to another platform with a Spacerider. This Spacerider will take you to a platform with a gravity switch that will send you falling to the left and onto a platform with a Jump Ramp. Use that ramp to boost back to the first part of this path and head back to the hub since there’s nothing else here. Take the left Spacerider to get going on the right path, as it will take you to a gravity switch that sets the gravity to normal and will send you on a fall past three Venomoth Drones (2) before you land. After you land, take out four Galactic guards (2 DL, 2 RB) that will attack you and get past them to the end of the platform where you’ll have to homing attack two Venomoth Drones (2) to reach the other side, but a floating container passes by to the left in between the Drones, so be careful. After landing, you’ll reach a hub of five Spaceriders. The bottom left one simply sends you to a platform with a gravity switch that will set you upside-down on a platform with three weights to watch out for and leads to a 1UP and a gravity switch that sends you falling back to the hub. The bottom right one takes you to a platform with two laser spheres and a moving platform going left and right to another platform with three X Defenses at a dead-end. The upper right one will take you to a long platform with two weights and a gravity switch at the end that will send you falling to the left and to a lone platform with a weight situated over a spring. Bounce off of it to go to another platform with a gravity switch that sets the gravity to normal and has you fall through four X Defenses and back to the hub. The front one will send you to a platform with a gravity switch that has you fall to the left to a platform with two laser spheres and also another gravity switch. There’s a moving going left and right from where you land and leads to an area of three laser spheres, a Super Potion, and an X Defense. This is a dead-end, so head back to the switch to set gravity back to normal and use the Spacerider to go back to the hub. The upper left Spacerider’s the way to go here, and it’ll send you to a long platform with six Galactic guards (2 MG, 2 DL, 2 SL) to defeat to open a Galactic Cage holding a Spacerider to FINALLY leave this confusing maze. Once you’ve finally exited the maze, you’ll come out through another port with a drop-off transport above it. There’s a checkpoint here and three Skuntank Treaders (1). Get past them and you’ll reach a pool of energy far below and three Venomoth Drones (1) over it. Homing attack them and the third has a spring on its back that will bounce you up to an X Attack. On the path here, defeat a squad of five Galactic guards (2 DL, 2 SL, 1 RB) and an Artificial Chaos right after them. There is a gravity switch up ahead that will send you onto the ceiling. Break all the Galactic crates surrounding the spring to use it to bounce onto a lower ceiling. Watch out for the Tenta Searcher (2) here and slide through the slit in the wall to reach another room. Head right to find a rail over an energy pool and grind it to a large chamber with three gravity switches. DON’T press the middle one, or you’ll fall to your death! If you press the left switch, you’ll fall to the left and must head past three Venomoth Drones (1) to a hole in the wall that contains three X Attacks. There is a gravity switch after the hole that will set you onto the opposite wall. If you activated the right switch, this is the wall you land on. Either way, at the bottom of the wall in between two unbreakable crates is a rail you must grind down. As you reach a bend in the rail, the gravity reverts to normal and you’ll grind into another hall. Watch out for the Artificial Chaos here and make a right turn past a Tenta Searcher (1) and two Bronzong Cylinders (2) right after it. You’ll hit Dash Panels and be sent onto a bridge in an energy pool. At the end of the bridge is another Artificial Chaos to defeat. Doing so opens up the next door. Past this door is the next checkpoint, but also six Galactic guards (2 MG, 2 DL, 2 LC) to defeat. Here, grab onto the rail and grind down to the next turn. As soon as you enter here, a large, Venusaur-like robot drops down. This is known as a Venusaur Tank (1), and it just so happens to be one of Team Galactic’s elite robots. There’s also a Galactic Cage here behind it that opens up to reveal a 1UP should you destroy the Tank. Head into the next hall to the left and watch out for two Exeggutor Totems (2) on the way through here. You can grab the rail here and grind down to the next hall. Here, defeat 3 Galactic guards (2 DL, 1 SPL) and also the Skuntank Treader (2) to open the Galactic Cage with a spring to bounce you up to another energy pool below (which isn’t that necessary). Here, you’ll come to two Venomoth Drones (2) and a Tenta Searcher (2), and all must be homing attacked to reach the rail on the other side. For the Searcher, wait for its mirror shield to go down and make your way to the rail. Grind it to a spring and bounce up to the next door. Note that you may notice a gravity switch on the ceiling. If you want to know about it, right before the room with the last Artificial Chaos, if you jump before you land in the room, a Venomoth Drone (2) will appear and you can homing attack it forward to where another one will appear and yet another one. This will get you to a secret passage that has a gravity switch that will put you on the ceiling. Along this path are 2 X Attacks, 2 X Defenses, 2 X Speeds, a Super Potion, and a 1UP, but also any Galactic guards that are on the normal path. You’ll go to the other gravity switch, which sets the gravity back to normal. Anyway, now go through the door to find a checkpoint and another tube system. Ignore the port here since Heatran is no longer with you and break the transport glass to use the Spacerider here to progress forward. This Spacerider leads you out to another outer space area, which happens to contain an even larger and even more confusing maze! From where you begin, things will already look perplexing! You’ll go to a long platform going to the right with three Galactic guards (2 MG, 1 LC) to defeat and also two Venomoth Drones (2). Along this path are two Spaceriders to the left and one to the right as well as two Spacerider tracks on the right. At the end of the path is a gravity switch that will send you falling upside-down onto a platform with a set of springs you can bounce off to reach a platform with three Spaceriders. Taking the one to the front will send you to a gravity switch that will set gravity back to normal and lead you to a platform with a Spacerider that sends you back to the second unused Spacerider line. If you take the second one, you will go to a platform with an Artificial Chaos and a weight behind it, but before you try to dodge it, it’s actually a two-high weight, which kills you instantly if it crushes you! However, such weights don’t usually reset themselves. After it falls keep going to reach a gravity switch that will cause you to fall forward to a platform going to the right with a Spacerider line behind you. If you took the first Spacerider you saw, it leads to a platform with two laser spheres and a moving platform going back and forth. At the end of the platform line it another moving platform, this time with two laser spheres on each end, so don’t jump. At the end of the ride is a gravity switch that sets the gravity to the left and you’ll fall to a platform with an Artificial Chaos and a Spacerider, which sends you to where you end up on the aforementioned path.
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Post by Sunflora Azumarill on Feb 24, 2008 23:44:29 GMT -5
To make things easier for this maze, I’m only going to list the best paths through it. Anyway, from the path listed before, head forward and you’ll come to a gap, but a floating container passes by from the left every few moments, so be careful when jumping. You’ll land on a short platform with two Bronzong Cylinders (2) to get by and then will have to jump another gap with a floating container passing it by. On another platform, you’ll find a gravity switch that will send you falling to the left. You’ll land on a platform with four Spaceriders, one on each side. Let’s take the one to the left, shall we. You’ll go to a long platform with a checkpoint and two trios of laser spheres on each side. Defeat three more Galactic guards (2 DL, 1 LC) along the way and you’ll come to a platform moving back and forth. Jump onto it and ride it under the two Venomoth Drones (1) stationed over it. You’ll come to a short platform with an Artificial Chaos and a moving platform to the right. Jump onto this one, ignoring the two laser spheres along the way and you’ll reach a gravity switch, but it’s locked in a Galactic Cage and guarded by a new enemy that drops down, a Metagross Walker (1). It happens to be really tough, but once you defeat it, the cage will open and you can press the switch and set gravity back to normal. You’ll go falling past three Venomoth Drones (2) before landing on a platform and three gravity switches in the middle. Go to the right one and you’ll go falling backwards onto another lone platform with a Spacerider. But move carefully here, as there’s a weight right before the Spacerider. Take it to a long platform with a Hyper Potion and two Artificial Chaos along the way. There is a gravity switch here, but don’t press it and head forward to make a weight fall down. Take this weight up to another platform going to the left and take out four more Galactic guards (3 LC, 1 SPL) along the way. You’ll come to a moving platform that you’ll need to cross before you reach a platform with 3 Spaceriders on it. Use the top one and go for a ride.
You’ll come to a lone platform with a Spacerider locked in a Galactic Cage, but there are no enemies around to open it, but a gravity switch you can use. Press it and you’ll fall upside-down from where you are and land on a long platform going backwards with 3 Skuntank Treaders (2) and two Starmie Spinners (2) to defeat, but also three weights to watch out for. Defeat all the enemies and use a gravity switch at the end to go falling in the opposite direction. You’ll land on a platform with a set of springs that bounce you back to the Spacerider, and the cage should now be open, so get on and take the Spacerider to another platform with an Artificial Chaos to defeat. To the left is a moving platform you can jump onto and cross, but two containers float by this part, so be careful here. You’ll come to a gravity switch that will send you falling to the right and to platform with 4 Spaceriders and 2 unused Spacerider tracks. Take the lower left Spacerider and you’ll go to a long platform with five Galactic guards (3 MG, 2 SL) to defeat before you reach a gravity switch and two Spaceriders. Ignore both of the Spaceriders and press the switch to set gravity back to normal and you’ll fall to a long platform with two Tenta Searchers (2) to get past before you reach another Spacerider to the left and a Spacerider track to the right. Take the Spacerider and you’ll go to a lone platform with a gravity switch at the end, but there’s a double weight here, so first trigger it then get onto the Spacerider. You’ll end up on a platform going to the right and with two Exeggutor Totems (2) to watch out for. Get past them and you’ll reach a long gap with three Venomoth Drones (2) to homing attack across, but two containers float by here as well, so be careful. You’ll reach an area of three gravity switches at the end. Press the middle one and you’ll fall upside-down onto a platform with a checkpoint to cross.
Along this path, defeat four more Galactic guards (2 MG, 2 RB) and you’ll come to two Spaceriders. Take the left one and you’ll reach a gravity switch. Press it to go falling to the right to a platform with another Spacerider to get onto. This one takes you to a long platform going to the right with three Tenta Searchers (1) to get past. At the end, you’ll come to two gravity switches. Press the right one to go falling to the left and onto a platform with a Venusaur Tank (1) to get past. If you defeat it, you’ll unlock a Galactic Cage behind where you land that holds a spring to bounce you to a higher platform that has the stage’s Full Restore, but there’s a double weight above it. Also, this weight resets itself, so trigger it first, then grab the item. On the lower platform, head forward to reach a Jump Ramp that will send you to a platform with a Spacerider and three Spacerider tracks. The Spacerider is locked in a Galactic Cage and there happen to be three gravity switches you can use. First, use the left one to go falling to the left and onto a platform with three Bronzong Cylinders (2) to take care of. At the end of the path is a set of springs that will bounce you to a lone platform with a gravity switch. Press it to go falling to the left onto another lone platform with a Spacerider and take it back to the locked one. Now press the right switch to go falling right and you’ll land on a long platform with two Skuntank Treaders (2) at the start to defeat before you reach a moving platform to cross. There are four laser spheres to be careful of here and once you reach the other side, defeat two Starmie Spinners (2) before you reach a rocket pad and rocket that will shoot you up a lone platform with a gravity switch. Press this to go falling to the left onto a lone platform with a Tenta Searcher (2) and a Spacerider that takes you back to the hub. Not use the middle switch to go falling upside down. You’ll land on a platform with three Venomoth Drones (2) to defeat. You’ll come to a few springs, but before bouncing off of them, make sure a container doesn’t float by as that could block your route. On another platform, defeat 2 Exeggutor Totems (2) and use the gravity switch to fall upside down onto a lone platform with a Spacerider that takes you back to the hub. By now, the locked Spacerider is usable, so take it for a ride.
You’ll come to a lone platform with a gravity switch that will set the gravity back to normal. Upon landing, defeat five Galactic guards (3 MG, 2 SL) and head forward to find an Artificial Chaos to get past. At the end of the platform, use the Spacerider to go to a lone platform with a Venomoth Drone (1) on the other side. Homing attack it to reach a higher platform and attack another one to reach another platform. Here, there’s a gravity switch to press, so do so and go falling upside down. Along the way are three lone platforms you can land on. The first has a Max Potion, the second has a 1UP, and the third has 3 X Speeds, but also a Tenta Searcher (2) to watch out for. When you land, you’ll see a moving platform you need to get onto. Take it past two Venomoth Drones (2) and on the other side happen to be three Spaceriders. Let’s go with the left one and you’ll end up on a long platform with as many as four weights to watch out for. There are also two Super Potions along the way. At the end of the platform, a Metagross Walker (2) drops down for you to defeat. Doing so unlocks the Galactic Cage behind it and allows you to use the spring to bounce up to a lone platform with 2 gravity switches. Use the left one to fall forward onto a lone platform with three Tenta Searchers (2) to get past before you reach another Galactic Cage with four Skuntank Treaders (1) guarding it. Defeat them to open the cage, which contains a Spacerider, and ride it to another platform with five Spaceriders to use. We’ll go with the upper-right one as that’s the best choice. You’ll go to a lone platform with both a gravity switch and a Spacerider track. Hit the switch to set gravity back to normal and you’ll land on a long platform with two Artificial Chaos to get past and at the end, there’s a Spacerider track to the right and a gravity switch to the right. A weight drops down in the middle, and the key to getting out of here is to jump onto it after it drops and ride it to an upper platform.
Upon reaching this platform, you'll run into Rhonda and the Sinnoh Now crew again! If you thought they looked out of place in Central City, you'll be scratching your head wondering how they got aboard the Space Colony ARK! Anyway, after the scene, you can head forward to reach a checkpoint and take down six Galactic guards (2 DL, 2 SL, 2 LC) along the way. At the end of the path, there are three Spaceriders and two gravity switches. Press the left switch for the shortest path through here and go falling to the left onto a platform with two Bronzong Cylinders (2) to get past before reaching a gap. You’ll have to homing attack two Venomoth Drones (2) and also a Tenta Searcher (1) while being careful of two containers that float by. After landing, make your way past three Exeggutor Totems (1) and you’ll reach two Spaceriders. Take the one on the right and you’ll end up on a long platform with a Spacerider track to the left. Head down the path, defeating three Galactic guards (2 DL, 1 SPL) along the way and you’ll reach a moving platform on the right. Jump on and take it past three laser spheres before reaching the end. You’ll reach a gravity switch that will send you falling backwards onto a long platform. There happens to be a double weight shortly after you land. Get by it and you’ll have to take out eight Galactic guards (2 DL, 2 RB, 2 SL, 2 LC) before you pass a Spacerider track and after that, you’ll reach a Spacerider. Use it to FINALLY get out of this maze.
You’ll finally exit the second maze through a port on the ceiling, which means the gravity has been reversed. Anyway, head forward past three Artificial Chaos and reach another gravity switch. After pressing it, head backwards to find a set of springs to bounce you upward. If you head all the way back to the start of this hall, you’ll go past two Starmie Spinners (2) and a Bronzong Cylinder (2), but at the end is a 1UP for you to collect. Anyway, keep heading forward from where you hit the gravity switch. You’ll come to an area with several steel crates surrounding another gravity switch and four Galactic guards (3 SL, 1 LC) to defeat. To the left of the crates is a red bomb you can throw at the crates to break them and get to the switch. After going back to the ceiling, run to a slit in the wall and slide through it. You’ll then be greeted by another Artificial Chaos. At the end of the path is a Galactic Cage guarded by a Galactic Grunt (SPL) and 3 Skuntank Treaders (2) to defeat. Once that’s done, use the spring inside the cage to bounce to a tunnel below (or above in your case). Grind the rail here past three Venomoth Drones (1) and you’ll come to three Exeggutor Totems (1) to watch out for. Get past them and use the springs to reach a set of three Venomoth Drones (2) you’ll need to homing attack to get across the energy pool. You’ll reach a Galactic Cage afterwards with a Tenta Searcher (2) and two Skuntank Treaders (2) guarding it. Defeat them to open the cage and bounce up on the spring. You’ll be released from the gravity’s hold and fall to the bottom of the shaft past two Starmie Spinners (2), but also here happens to be a Metagross Walker (1) you’ll have to get past. Keep forward past two Artificial Chaos and go through the door to find a Spacerider.
Use the Spacerider to cross over to another section of the stage, but watch out for an Artificial Chaos shortly after you disband. Follow the path to two Tenta Searchers (1) and get past them by using the rail on the ceiling. Where you stop happens to be a large group of 8 Galactic guards (2 MG, 2 DL, 2 SL, 2 LC). Defeat all of them and enter the high-speed warp tube to zoom up to another area. There’s an Artificial Chaos to watch out for upon exiting the tube. Defeat or get past it and now it’s time for a Venusaur Tank (1) and two Venomoth Drones (2) to defeat to open the door. Here, you can either drop down to the floor below or cross the beam to the other side, being careful of 3 lasers that move back and forth and two Starmie Spinners (1) along the way. If you get to this door, you’ll enter a room with two Super Potions, an X Attack, an X Defense, and a gravity switch. Use it to go to the ceiling and head through the doors. If you drop to the floor below, you’ll land on a bridge in an energy pool with an Artificial Chaos to defeat to open the doors. If you head backwards from where you land, you can get an X Speed for the road ahead. Head through both sets of doors to reach an area with a Metagross Walker (1) to defeat. Doing so opens a Galactic Cage holding a spring to bounce up to the next tier. A set of springs to the left will bounce you to the next tier. Here happen to be four Galactic guards (2 LC, 2 SPL) to defeat to open the door on the left. You’ll notice a green force field with an octagonal generator in the center as well, but the only way to break it is to have taken the other path. If you so much as touch the wall, you’ll suffer 50 damage. On the path on the ceiling happens to be a rocket pad. Fire a rocket to hit the octagon and bring the force field down. In the room it was blocking happens to be 2 X Attacks, two X Speeds, and a Hyper Potion. Regardless of which path you chose, head through the doors and a checkpoint.
Use the Dash Panels to boost through the hall, pressing a switch that opens the door along the way. You’ll end up in an area with several large circuit board-like blocks and a number of gravity switches and Spaceriders. This is the final stretch, so press the switch in front of the lasers to fall upside down onto the purple block. Along here, get past two Starmie Spinners (2) until you reach another switch. Press it to fall onto a green block. Collect a Super Potion while you’re at it and you’ll reach some unbreakable Galactic crates. Get onto them and jump onto the next tier. Here, the switch is locked is a Galactic Cage that’s guarded by three Skuntank Treaders (2). Defeat them to open it and press the switch to fall onto the yellow block. Here, run past two Venomoth Drones (2) and you’ll take a short Spacerider to the blue block. Follow the path past two Exeggutor Totems (2) and press another switch to return gravity to normal. There’s an Artificial Chaos that’s waiting for you here, so defeat it and if you want, you can homing attack a Tenta Searcher (2) near the wall to bounce up to a higher tier with a 1UP. Go to another switch and press it and fall to a spring to bounce to another face of the yellow block. Hit the spring here to go onto a rail and grind it past two Venomoth Drones (2) to go back to the green block. Here, get past two Bronzong Cylinders (2) and go to yet another spring, which bounces you to the purple block. To the right of it is a Spacerider, so get on and zoom through a Super Potion and when you disband hit a gravity switch to land on the block and follow it down to a gravity switch and a regular switch. Press the normal switch before pressing the gravity switch to fall onto the red block. A Venusaur Tank (1) will drop down here. Defeat it and head forward to find one last gravity switch behind some unbreakable Galactic crates and a Max Potion. Press the switch to fall onto a normal path. There is a Timerunner behind a force field at the end of the path. Use a missile that is there to break it open. However, as soon as you break it open, you’ll see what looks a little like a large plane fly onto the scene. In the thingypit happens to be the first Galactic Commander, Mars. She’s also been the one taunting you throughout the stage. Anyway, since you made it all the way here, it looks as though she’ll have to handle you herself. We got ourselves a boss battle.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GALACTIC COMMANDER MARS Health: 480 Attack 1: Homing Bomb - Mars will fire a few octagonal bombs from the ship’s cannons that home in on you. If they impact you or the ground, a shockwave will run across the ground. Attack 2: Gun Turrets - Mars will use the ship’s numerous gun turrets to try and shoot you up. The guns tend to follow you, making surviving them difficult. Attack 3: Countdown Laser - Mars will charge up the ship’s laser cannon, which takes 10 seconds to fire, but sends out a large number of lasers once it does so. Attack 4: Engine Bomber – Mars will fire one of the ship’s engines at you. Upon impact, the engine explodes and creates a huge explosion that does a huge amount of damage. Strategy: Now this happens to be a tough boss! The Galactic Ship will fly around the perimeter of the area while staying level. Mars will fire numerous bombs your way as a primary attack. These bombs also make shockwaves when they impact the ground, so remember to jump them. She will also fire the ship’s six gun turrets at you, and with six streams of gunfire to avoid, it’s not going to be easy, so make sure while you avoid one stream that you don’t run into another. There’s also the matter of a special laser cannon that the ship has. It takes 10 seconds to fire, but it sends out a number of lasers in the process that are hard to dodge. Whenever Mars is attacking, she’ll stop moving, allowing you to get in close and attack her. When half of her health is gone, Mars will now use a really powerful attack. She’ll send one of the jet engines at you, which causes a massive explosion and does MASSIVE damage, but since engines are limited and Mars need at least two for the Galactic Ship to have mobility, she can only do this twice. Keep up your tactics to reduce the Galactic Ship to scrap metal. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Upon her defeat, Mars will eject from the Galactic Ship before it explodes. She’ll tell you that this is only the beginning and that you haven’t defeated Team Galactic yet. After she leaves, you can get onto the Timerunner, which is on a 44-groove teal track and take it towards the future to clear this stage once and for all.
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Post by Sunflora Azumarill on Feb 24, 2008 23:46:24 GMT -5
======================================================================= [------------------------RETURN TO SPACE GADGET-----------------------] ======================================================================= All right now! Before we get to this stage, you may not notice, but this is the Space Gadget stage from Episode 10, except this time, you are 44 years in the future, 100 years after the ARK was shut down. At this point in time, the colony is barely surviving and is starting to fall apart. You’ll notice the towers seen in this stage have lost their blue color and now look more of a teal-blue color. Also, you can notice the light strips on all the towers and the ARK itself fading out and flickering back on for a second, showing the failing power of the ARK after so many years. Also, the debris seen in the stage has increased as well. This stage actually is like a combination of Space Gadget and Cosmic Fall as you’ll see later. Anyway, you’ll start inside what looks like a transport area, but all the lights except some red auxiliary light coming from the ceiling, are now inactive. You can head back for an X Attack, but then you need to get going. Go to the end of the area to find a Spacerider you can get into and instead of going through the gravity switches before the first area of solid platforms, you'll ride the Spacerider you rode from the hub there. Another change with this stage is the fact that broken platforms are constantly falling from the sky as if they were meteors. They travel slowly, but inflict 40 damage if one hits you. Also, the pathways in this stage aren’t as stable as they once were and if they take on enough damage or enough time passes, will actually collapse and start falling. For the first objective, you’ll need to active the defense units in order to give you enough time to get out of the area of the ARK before it falls. As soon as the Spacerider ride is over, defeat the first three Galactic guards (2 MG, 1 DL) and take the Dash Panels to land near the first defense system. On the platform in front of it happens to be a cylindrical switch with the same flowing motion seen in the stage’s defensive barriers. Jump onto it to activate it and the nearby defense and its matching defense system will be restored (as shown by it rotating again and the barriers near it turning back on). Now head left and jump across the platforms, but watch out for three Skuntank Treaders (1) along them. Reach the path with a Dash Panel that will send you under a Bronzong Cylinder (3) and into a gravity switch. After you land, run straight and down the hill past three Venomoth Drones (2). Note that you can also go back from where you land and make a long jump onto the path above for a Super Potion, an X Speed, and a 1UP. At the end of the path, hit the gravity switch and fall sideways onto another path. From here, run down the path past two Tenta Searchers (2) over the barriers on each side and once you hit some Dash Panels again, you will hit another gravity switch and fall down past three more Venomoth Drones (2) and into another switch. Go down to find some deactivated barriers and jump over them to reach a defense switch on the other side of them. Activate it to turn them on and defeat three more Galactic guards (2 LC, 1 SHL) and head forward to pick up an X Defense and a Super Potion. You’ll notice two Spacerider tracks here, one to the left and one in front. There’s a Spacerider on the left track, but none on the front. Plus, that one leads to a distant area. Anyway, take the Spacerider on the left for a light-speed trip to the area below the barriers. Watch out for two Bronzong Cylinders (2) here and reach a rail, which with the rest of the colony, has also lost its lighting. Grind it to a sideways path and follow the path past some turrets (which are also inactive) and keep going until you reach a drop. Here, look left to find a Dash Panels and boost past two Starmie Spinners (1) and into another Dash Panel that will send you into a gravity switch, which will set you right side up, and near four Galactic guards (2 MG, 2 SHL). Defeat them and take the transit device into the ARK’s power plant. You’ll reach the third checkpoint of the stage (you’ve crossed the first two) and also a Skuntank Treader (3) to avoid. Get past it and take out the three Galactic guards (2 DL, 1 RB) in the dark before reaching a door to go through. While the energy fluid is still here, the light have also shut down here as well, instead bathing the area in red auxiliary light. Grab an Air Saucer and cross the fluid past two Bronzong Cylinders (2) and a scanner-equipped Venomoth Drone (3) that sends in several Skuntank Treaders (2) onto the fluid if it catches you. If you decide to fall to the bottom here, you can look around for an H2S04 Scope, a Hyper Potion, and also an X Speed. For the record, there’s no danger inside aside from enemies and hazards. You’ll need to find a switch to activate a platform if you drop down, though. Anyway, head into the next hall and take out three more Galactic guards (2 LC, 1 SPL) as well as a Starmie Spinner before you reach another large room. You’ve reached another defense unit. Be careful of a Tenta Searcher (2) here and get onto the platform in the fluid for another defense switch to activate. With that one out of the way, drop down and seek out three Galactic guards (MG) and avoid three Starmie Spinners (2) while you go to a platform and switch. Get onto the platform and use a ranged attack to activate the switch and go up to a door. In this hall, take out two Skuntank Treaders (3) that are in your way and the two Galactic guards (SHL) that follow. Right before the door that leads out is a Venusaur Tank (1) you’ll need to get by. In the next room, drop down and defeat three more Galactic guards (2 DL, 1 SPL) before you hit the gravity switch to fall to the side. Be careful of 2 Starmie Spinners (1) near you and look for a moving platform to jump onto and ride up to a Super Potion. Jump onto another platform and then to the door. Go through here, being careful of three Bronzong Cylinders (3) in the hall and three Galactic guards (DL) at the end. In the next room, the “laser pistons” have gone out, so you don’t have to worry about them here. Drop down to the left and use the springs to get onto the powered-down blue cylinder. Take another spring to a gravity switch and set the gravity back to normal. Look for a platform to get you onto the area above with another defense switch. Activate it and then deal with three Venomoth Drones (3) here. Once you’re past them, head towards the door leading out of here. Inside another hall, head forward, defeating two more Galactic guards (1 SHL, 1 LC) and head to a door, which just contain an inactive gravity switch, so head to the left and take out 2 Skuntank Treaders (2) before you reach a right turn. Here, run under three Bronzong Cylinders (2) until you reach the next door and head through into a large room. Here, jump from platform to platform, taking out four Galactic guards (2 DL, 1 SHL, 1 SPL) along the way and use a spring on the last platform to bounce into a gravity switch and fall through a hall, being careful of two Tenta Searchers (2) and collect a Super Potion along the way. When you hit another gravity switch, you’ll land under a platform. Drop down from there and hit a switch to get another platform to come to you and use it to reach the door. Head through to finally reach another checkpoint and also four Galactic guards (3 MG, 1 SPL) and a door leading into another large room. In the next room, you’ll finally reach another defense unit, but its switch it upside down from your point of view. Hit the gravity switch and then use the springs to bounce up to a platform and ride it to the platform with the defense switch. Simply jump towards it (to you it’s on the side) and press against it to activate it. With that defense system back up, we can now drop down where the door is and through a hall with three Bronzong Cylinders (2) to watch out for and fall into another room. You’ll go through 4 gravity switches before you fall through another hall with three Starmie Spinners (2) and go through the door at the end. Jump across the platforms here, being careful of five Venomoth Drones (1) along the way and reach the next door. If you fall to near the door, simply hit the switch to activate the platform and use it to reach the door and get out of here. In this hall happens to be another checkpoint, but also three Exeggutor Totems (1) in this hall, so be careful. After this hall, you’ll enter another large room, simply go under where the panels would be and onto the other side to find a gravity switch to set gravity to normal. You can explore the floor of the area below for the stage’s first Galactic Cage, which holds a 1UP, but is guarded by two Skuntank Treaders (2) and two Exeggutor Totems (2). Anyway, the last defense switch is near the gravity switch, so activate it to turn on the final defense unit and allow us to continue with this stage. Head through the door into another hall and grab a Super Potion, but there’s a Metagross Walker (1) here that you’ll need to get by. Once you do, head to where a transport would normally be to find a Spacerider. Let’s get into it. This Spacerider will send you all the way back to where you used the first one in less then a second. Now we have another path to take. Be careful of the falling platforms once again and use the Jump Ramp next to the Spacerider to boost into a gravity switch and fall to the left into another one. There’s already a checkpoint here, but also three Venomoth Drones (3) you’ll need to watch out for. Use the springs to bounce to another path and use the Dash Panels to head down it past five Skuntank Treaders (2) and once you reach another path, head down the hill past 3 Tenta Searchers (1) and 3 Starmie Spinners (2) until you reach a gravity switch. Hit it to set gravity back to normal and take down the four Galactic Grunt welcoming party (2 DL, 2 RB) before getting onto the transport and heading inside. In this hall, defeat three more Galactic guards (2 MG, 1 SPL) until you reach a door. Get onto the Air Saucer and cross the energy fluid, being careful of a Tenta Searcher (3) floating above it. If you decide to check the area below, you’ll find five Bronzong Cylinders (2) guarding a Galactic Cage holding a 1UP. A switch-activated platform will get you back up, so don’t worry. Anyway, head through the door and into another hall with five Galactic guards (2 DL, 2 LC, 1 SHL) to defeat along the way and reach another room with more energy fluid. Be careful of two Venomoth Drones (3) here and jump the platforms to the door. If you fall, you’ll find out there’s a Venusaur Tank (1) roaming the ground as well as three Starmie Spinners (2). Defeat the Tank to open the Galactic Cage holding the switch that will activate the platform to get you back up to the door and head through. In this hall, watch out for three Galactic guards (SHL) and also two Exeggutor Totems (3) after them before you reach the next door. In the next room, drop down to find two Skuntank Treaders (3) to defeat while you wait for a platform to come down and take you up to the next door. Head through and defeat three more Galactic guards (2 MG, 1 DL) before the next door. In this room, take the easy route and homing attack five Venomoth Drones (1) in the air to the door, being careful of 5 Skuntank Treaders (2) perched on the walkway wrapping around the blue cylinder to your right. If you fall here, there’s three Exeggutor Totems (2) and a Metagross Walker (1). Destroy the Walker to open a Galactic Cage holding a switch that activates a platform that will lead you to the door. In the next hall, defeat three more Galactic guards (SHL) and reach the next checkpoint in front of a permanently locked door. Head left from here and run under 2 Bronzong Cylinders (2) and the make a right turn to run past three Tenta Searchers (2) before you make it to a Dash Panel and a transport to use to head back out. Head down the path you land on afterwards and run into the gravity switch at the end to land on a rail and grind to another gravity switch. On this walkway, take out seven Skuntank Treaders (2) to open a Galactic Cage at the end holding the next gravity switch. You’ll either fall into a spiraling rail or miss it and star falling. Either way, make your way to the pathway far below, being careful not to get hit by any falling platforms along the way. You’ll find yet another checkpoint on this path, but before you can even get halfway down the path, you’ll see what looks like a sleek, spacecraft-like jet fly onto the scene at a very fast speed. The jet will fly towards you and its pilot will then reveal herself as Jupiter, the second of the Galactic Commanders. She will tell you that the ARK won’t last much longer in this time period, but that since she’s the one in charge of looking after the area and is currently making sure all Team Galactic personnel get to the present safely, she’ll make sure that you won’t be one of the survivors. We’ve got ourselves a boss battle here! ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GALACTIC COMMANDER JUPITER Health: 500 Attack 1: Heavy Turrets – Jupiter will activate massive gun turrets on the wings of the jet, then fire them at you. The big rapid-fire bullets create explosions where they land. Attack 2: Laser Cannons - The gun turrets will flip over to laser cannons and fire several large laser blasts at once towards you that are also very long. Attack 3: Air Missile – Jupiter will fire a large missile at you that travels fast. You’ll need to destroy it before it reaches you or else be knocked off the path. Attack 4: Boost Surge – Jupiter will turn the jet away from you and discharge a large surge of power energy from the jet that constantly flows along the path. Strategy: Now this will be a very tough battle! The worst thing about it is that there is an attack that if left unchecked, will cost you the entire battle! Anyway, you need to get in close to damage Jupiter in the thingypit of the Galactic Jet. Easier said than done, as her attacks will repel you from her. Get past the gunfire and lasers as best you can and attack the thingypit as much as possible, then retreat. When she sends out a large missile your way, get as far back as possible, then attack the missile until it’s destroyed, because if it explodes, you WILL get blown off the platform. It has a lot of health, so get ready to attack it head on. When half of Jupiter’s health is gone, she’ll up the ante with the jet’s power thrusters and send a large surge of the jet’s power towards you. You gout about five seconds to reach the jet and actually get onto it before she unleashes this attack. From there, head up to the thingypit and attack Jupiter once more. Note that there are four Super Potions along the path that you can use during the fight if needed. Just keep up all the tactics mentioned above as Jupiter gets more relentless. With enough effort, she’ll fall. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- Once Jupiter’s been defeated, she’ll eject the front of the Galactic Jet before it explodes, then tell you that she has some business to do, but that you won’t make it out of here. Once she leaves, the entire path you’re on shakes and collapses. From here, it starts to fall, and this is where the stage becomes much like Cosmic Fall. Head to the end of the path to find a Spacerider you and use to progress forward. Take it down the track to the start of a large maze of platforms and Spaceriders, but once you reach the start, the track of the one you’re on breaks, preventing you from going back. If you attempt to board the Spacerider, you’ll get a message saying “ERROR! SPACERIDER TRACK HAS BEEN DAMAGED! SPACERIDER HAS BEEN SHUT DOWN!” Anyway, don’t mind the towers around you moving up due to the paths you’re on falling, just get going! There are no more guards in this stage, but plenty of Team Galactic robots remain, and you’ll already run into two Skuntank Treaders (2) at the start. At the end of the path, wait a few seconds for a two-level platform to fall down and jump onto it. Collect an X Attack at the end of the platform and use the springs to the left to bounce onto the upper level, where a Spacerider resides. Use it to go to another platform with two Spaceriders, one to the left and one to the right. If you take the right one, you’ll go to a platform where falling platform pieces will bombard you, but you can get as many as 4 X Speeds and a Hyper Potion here, but also be careful of two Starmie Spinners (2) along the way. Another Spacerider resides at the end of the path that will take you back to the first two, but when you take it, the tracks to both the Spacerider you’re on and the one you used previously break, preventing you from reaching that platform again. Now let’s take the left Spacerider to the next part of the maze, which has a checkpoint for us and two platforms spinning around. Jump across them while being careful of two Venomoth Drones (3) along the way. On the next stable platform, you’ll come to three Spaceriders on the left side of the platform. If you take the middle one, you’ll go to a path with two Bronzong Cylinders (2) in front of a laser wall being generated in between two electronic pillars set there by Team Galactic. Defeat both robots to open the fence and pass through to reach a rail platform you can grind across to another platform with a Super Potion and the start of a series of three platforms that spin vertically. It’s hard, but make your way across the platforms to reach a stable platform going to the right with a Tenta Searcher (3) to defeat to open a Galactic Cage holding an X Defense inside. Use the springs at the end to bounce to another platform with a Spacerider at the end, but you have to jump two laser fences set there by Team Galactic to reach it. Use the Spacerider to go to another platform, but the track will break after you reach the platform, making this route one-way.
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Post by Sunflora Azumarill on Feb 24, 2008 23:47:13 GMT -5
If you take the lower Spacerider at the hub, you’ll go to a two-level platform with a Venusaur Tank (1) greeting you. Defeat it to open a Galactic Cage behind it holding a spring to bounce to the next level and collect a Super Potion and also a 1UP if you need it, but there’s nowhere else to go from here, so head back to the hub and take either the middle of upper Spacerider. If you take the upper one, you’ll go to a platform that slopes down further up with three Skuntank Treaders (2) on the slope. At the bottom of the slope is a spring, but DON’T use it until a platform going to the left falls to your level, since you need to bounce to it. Once you land on this platform, it will start to break up, so head to the end and use the spring there to bounce to a rail platform on the right that leads to another Spacerider at the end, but this platform will also start to break up, so get onto the Spacerider and take it to another platform, the track breaking in the process. Go up the slope here past three Starmie Spinners (2) and an Exeggutor Totem (3) at the top of the slope. Defeat it to drop a laser fence that is behind it and use the springs to bounce to the left onto a path that will break up when you land on it, so use the Dash Panels to hit the Jump Ramp at the end and you’ll boost to the same platform where the other path leads you. From there, run to the end of the platform, where a pulley resides, and take it up to a string of thee Venomoth Drones (3) to the right. Homing attack across them to reach another platform with three Bronzong Cylinders (3) to get past and two Spaceriders at the end. If you take the left one, the track will break once you reach another platform. Here, collect a Super Potion, an X Attack, and an X Defense before heading to a spring. This will bounce you to a platform above and from there, collect three X Speeds as another platforms falls to the level of the one you’re currently on with two Tenta Searchers (2) and a set of springs at the end. The springs will bounce you into a Dash Ring that will boost you back to the Spacerider hub. Take the right Spacerider and you’ll reach a series of long platforms that tilt back and forth like teeter-totters after the initial stable platform. At the end of the tilting platforms is a two-level platform with an X Defense to collect and a spring to bounce you to the upper level. There are two laser fences here and a Metagross Walker (1) will drop in between them. Defeat it to lower the lasers, collect a Super Potion behind the back fence, and get onto looks like a Timerunner behind the front fence. Use it to travel back to the present.
[Present]: Good, we’re back in the present, before the Space Colony ARK started to fall apart. The platforms here are all stable and there’s no falling happening at all. On the platform you reach, cross a checkpoint and use the springs at the end to bounce through a small area of debris and onto a platform going to the left. Here, defeat 2 Skuntank Treaders (3) that are in your way and jump the laser fence behind them to reach four Spaceriders, two on the left and two on the right. Note that in this stage, the checkpoints set you back in the time period you were in when you crossed them. Anyway, if you take the lower-left Spacerider, you’ll reach a path with three Bronzong Cylinders (2) and a Spacerider at the end, which will take you to a series of platforms with 2 Starmie Spinners (2) to get past, but on the path after them, there happen to be two weights above it, so be careful when going through here. Another Spacerider will send you to another path with a Venusaur Tank (2) that you’ll need to defeat to open a Galactic Cage holding a spring that bounces you to another path going to the right with a Super Potion for you to collect. This is also where another path intercepts, so let’s check out the other three Spaceriders. The upper-left Spacerider leads you to a path with two 1UP’s at the end, but there’s also a number of weights before the 1UP’s that make it very dangerous. The path is also a dead-end, so head back to the hub and check out the upper-right Spacerider. This one leads you to a high-up path with a rocket locked in a Galactic Cage from where you begin. Defeat seven Skuntank Treaders (2) that are along the path to open a Galactic Cage at the end that contains a switch for the first cage, and the rocket will send you to an expanse where you’ll fall, collecting two X Attacks, two X Speeds, and also the stage’s Full Restore, before landing back at the hub. The lower-right Spacerider takes you to a series of platform with three Venomoth Drones (2), the last of which has a holo-scanner that sends in several Starmie Spinners (3) if it catches you. There’s also a Spacerider track to the right of the path after the platforms, which slopes upward and Dash Panels will help you get up it. At the top, watch out for a Metagross Walker (2) and get by it to hit springs that will send you to a platform with a Spacerider to the right. Use it to reach the area where the other correct path intersects on the left side of the path. At the end of the path, hit a Jump Ramp to land on a path going to the right, but be careful of four weights above this path as well as three Bronzong Cylinders (3). You’ll need to jump onto the last weight to reach a path going to the right where you’ll have to defeat 3 Skuntank Treaders (2) to open a Galactic Cage that holds a Spacerider. Use this Spacerider to go all the way to another part of the stage and continue from there.
You’ll reach a long path with a checkpoint for you to cross and a Spacerider to the right, but it leads all the way back to the track you saw on one of the earlier paths, so instead, hit the springs at the end and go onto a rail. Just simply grind the rail here while avoiding four Venomoth Drones (2) along the sides as the rail goes forward, then right, then left, then up, then right again dropping you off on another path with three Starmie Spinners (2) to get past and also an Exeggutor Totem (3) at the end of the path with two Spaceriders. If you take the right one, you’ll go to an upward sloping path with some more laser fields courtesy of Team Galactic. To jump over and two Tenta Searchers (2) at the top near a Jump Ramp. You’ll be boosted to a walkway with three weights to watch out for and a Galactic Cage at the end that holds a 1UP in it. However, there’s no way to open the cage right now, so get on a Spacerider at the end of the path to head to another path. As soon as you land on another path, homing attack a Venomoth Drone (3) over the path to make another one teleport in behind it and homing attack that one to reach a path going to the right with a switch at the end that opens the cage before the Spacerider. On the main path, look out for three Exeggutor Totems en route to another Spacerider that will take you to a long series of platforms you’ll need to jump across while being careful of three Starmie Spinners (2) and three Skuntank Treaders (2). If you took the left Spacerider at the hub, you’ll reach a series of platforms with three Venomoth Drones (2) to get past before reaching a path going to the left. There’s a Metagross Walker (1) on this path that you can defeat. The reason is because it may unlock something you will find later. At the end of the path are two Spacerider tracks, but only the right one has a Spacerider for you to use. Take it to high-up path with three Bronzong Cylinders (3) to get past and a spring at the end that boosts you to the platform series with the other path. At the end of the platforms happens to be a downward-sloping path where you’ll have to watch out for three Tenta Searchers (2) on the way down before hitting a Jump Ramp that will send you straight to a platform with both a Timerunner to the left and a Spacerider to the right. If you take the Spacerider, you’ll reach a path with four weights to watch out for and three Skuntank Treaders (2) to defeat. At the end of the path is what would be a spring locked in a Galactic Cage if you hadn’t destroyed the Metagross Walker on one of the earlier paths. Use the spring to bounce to a path going to the left with a Venusaur Tank (1) that guards three Galactic Cages. Defeat it to open them and collect three X Attacks, three X Defenses, a Hyper Potion, and a 1UP. From there, head back to the Timerunner and get on to go back into the future.
[Future]: Back in the Future, where the ARK is falling, it’s back to the constant fall of platforms, so cross the checkpoint on the two-level platform you enter onto and jump to the lower level to find a set of springs to bounce you to a platform to the right, but it’ll start to collapse as soon as you land on it, so hit the spring on the other end to bounce to a series of small platforms to the left that start to fall apart when you land on them. Be careful of four Venomoth Drones (2) as well here and get to a solid platform with a Spacerider you can get onto and shoot to another platform with two Tenta Searchers (3) you’ll need to defeat to open a Galactic Cage holding a spring to bounce to a rail platform above and grind to another rail platform going at a 45-degree left angle to reach another platform. Here, there happen to be 2 Spaceriders, one on the left and one forward that you can get onto. If you get onto the left one, though, the track will break before you get a chance to use it, so just get onto the forward one to save time and reach another platform. On this platform, get ready for a long wait as you pass by an X Attack, and X Defense, an X Speed, and a Super Potion while avoiding falling platforms from above. After 15 seconds, a two-level platform will fall down to your left. Defeat a Venusaur Tank (2) on it to open a Galactic Cage holding a spring to get us onto the upper level, which has three Spaceriders. If you take the left one, you’ll reach a platform with two X Attacks, but also two weights before them. After getting your spoils, go back to the hub and choose another Spacerider. If you take the middle one, you’ll reach a platform with a weight over it. Jump onto the weight after it comes down and if you’re lucky, another platform will be near you at the top to jump to. This platform has a rocket that will shoot you to a walkway with 3 Exeggutor Totems (2) and a Spacerider at the end. Be careful of two more weights at the end, though. This Spacerider will send you to a platform with a Spacerider track for the middle Spacerider from the hub, in which the track breaks once you reach here. Anyway, head down this path, which then starts falling downward to an area of more paths, but you’ll need to jump quickly to reach them. On the first of these paths happens to be three Skuntank Treaders (2) to be careful of before reaching the next path a little higher up. Here, defeat two Starmie Spinners (3) to open a Galactic Cage holding a spring to bounce up to the next path if it’s too high to jump to.
On this path, you’ll need to be careful of three weights here before reaching a Jump Ramp that will boost you to an upward-sloping path with two Bronzong Cylinders (2) at the beginning. Simply use Dash Panels to make your way up the slope, but at the top, jump over a laser fence and you’ll reach three Spaceriders, one to the left one in the middle, and one to the right. The right one is simply a path leading to a platform where falling platforms will bombard you, but you can get an X Attack, an X Defense, and a Max Potion to help you out. Use the Spacerider to go back to the hub from there. The middle one will take you to a series of platforms that start to break up once you reach them, so quickly jump to the other side where there’s a Spacerider track to your right. If you took the right Spacerider, you’ll go to a downward-sloping path with laser fences to jump and two X Speeds at the bottom before finding a Spacerider that matches the aforementioned track. From there, you’ll reach a checkpoint and some to platforms that spin around, so make your way across them, not minding two holo-scanner Venomoth Drones (2) along the way that teleport in a few Starmie Spinners (2) or Tenta Searchers (2) if one spots you. Once you reach a solid platform, jump to a series of three rail platforms after it and hurry, since this whole setup of platforms is falling and if you’re not fast enough, you’ll miss the platform at the end and fall to your death. On this platform, get by a Metagross Walker (2) and reach a Spacerider that will send you to a two-tier platform. Here, you’ll need to defeat two Skuntank Treaders (2) to open a Galactic Cage holding a spring to bounce you up to the higher level. Here, there are two Spaceriders, and take either one and the path breaks after riding it. If you take the left one, you’ll get onto a long path with two Starmie Spinners (2) to get by and a weight near the end of the path. Next up, you’ll have to jump across several shorter platforms that move apart while falling. Along the way happen to be two Tenta Searchers (3), so move quickly. At the end of the last platform is a pulley that will pull you up to a higher platform to the left. Jump to it and you’ll find a laser fence guarded by 2 Exeggutor Totems (2). Defeat them to drop the lasers and you’ll find a spring and also a Spacerider track. If you took the left Spacerider, you’ll go to a downward-sloping path with three Bronzong Cylinders (3) to get past before you reach a Jump Ramp that will boost you onto the middle of a spinning platform. Navigate that one and two more to the right to reach another platform where you can grab a Super Potion and an X Speed. There is also a spring here you can bounce off of to reach a higher platform. Here, a Spacerider is locked in a Galactic Cage, and there is a Venusaur Tank (2) guarding it, so defeat it to open the cage and take the Spacerider to where the spring is. Regardless of which path you took, bounce off the spring to go shooting through a series of Dash Panels. You’ll see explosions occurring on the towers around you here, meaning that the ARK’s time is almost up. You’ll land on a path with a Timerunner you can use to get to the present.
[Present]: Thank goodness! We’re now back in the present! Anyway, on the path you’re on, you’ll see a Spacerider you can get into and head out on a long track. In an instant, your Spacerider will break a claw holding a cage with Giratina inside. The cage will then float toward an approaching shuttle, which will take it back to Earth. Where you then disband the Spacerider, there’s another path with another Spacerider to get onto. This one comes with a built-in spacesuit and is detachable from the Spacerider, so you'll be wearing it throughout the rest of the stage. Anyway, this track is long enough to take a few seconds to take the Spacerider across. You’ve now made it to the last part of the maze, which leads away from the ARK and to Team Galactic’s base. A checkpoint will welcome you upon disbanding the Spacerider. For this part, it’s pretty linear and you shouldn’t get lost. Head along this path and get past two Skuntank Treaders (2) along the way. You’ll come to another Spacerider, which will take you on a 1-second long trip to what looks like a glass tunnel. Head through the tunnel on the path in the middle of the tunnel and you’ll come to a laser fence. Jump the fence and get past two Venomoth Drones (3) along the way. You’ll come to a series of laser fences that you’ll need to jump across before reaching another Spacerider that takes you to another path going to the right. Look out for two Bronzong Cylinders (2) on this path and you’ll reach a Jump Ramp. Take the ramp to another path going to the right that has three Starmie Spinners (3) guarding a Galactic Cage holding a Spacerider. Get rid of them to open the cage and take the Spacerider to another glass tunnel. Here, use Dash Panels to make it under five laser fields before you reach a Metagross Walker (2) at the end of the tunnel. Defeat it to open a Galactic Cage holding a Spacerider and take it out to a platform that goes both left and right.
We’re almost to the end, so hang in there! There’s a Spacerider to the left, but it’s locked in a Galactic Cage, so go to the right to find a switch to open the cage, but once you press it, three Exeggutor Totems (2) will teleport in to make it more difficult for you. Avoid them and go back to the Spacerider and ride it to another area. You’ll come to a path going to the right that has a set of springs at the end. Go to the springs and bounce off them to reach a path going to the left. There happens to be a Spacerider here to send you on another 1-2 second trip to another path, one going forward. Get past three Tenta Searchers (3) along the way and you’ll reach another Spacerider. You’ll take this one on a one second trip to another glass tunnel. Here, you can collect an X Defense while taking out four Skuntank Treaders (2) along the way. After the enemies is a tall laser fence that you need to homing attack a Venomoth Drone (2) to get over. After the fence happens to be two Bronzong Cylinders (3) to get past before reaching another Spacerider. Take this one to another path with three Skuntank Treaders to get past before you reach a Spacerider to the left at the end. Get onto it and ride it to the next path, which goes to the right. Here, you’ll have to defeat two Exeggutor Totems (3) in order to open a Galactic Cage that holds another Spacerider. Take this one to another glass tunnel with laser grids that you need to jump over and under while passing by three Starmie Spinners (3) along the way. At the end of the tunnel is the last Spacerider locked in a Galactic Cage being guarded by a Metagross Walker (1) and a Venusaur Tank (1). Defeat them both to open the cage and get on the Spacerider. This is a rather lone path that will lead all the way to Team Galactic’s base. Once you reach there, you finally have completed this stage once and for all!
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Post by Sunflora Azumarill on Feb 24, 2008 23:50:42 GMT -5
======================================================================= [----------------------------GALACTIC BASE----------------------------] ======================================================================= ----------------------------------------------------------------------- [---------------------------Main Objective----------------------------] ----------------------------------------------------------------------- This is it! We’ve made it to Team Galactic’s time-space fortress, which has the ability to exist in five different timelines and is fortified by a huge number of Team Galactic Grunts and robots! Now before we get to this stage, it happens to span 840 years in the past and future, so to make things easier in this stage, I’ve divided it into 5 different times, Far Past [420 years back], Past [180 years back], Present [this timeline], Future [180 years ahead], and Far Future [420 years ahead]. Now as soon as we start this stage, we’ve already gotten a taunt from someone saying we won’t be able to break through Team Galactic’s technology, so let’s prove them wrong! Also, this walkthrough will go through the stage on the best path through it. One more note, several of the Team Galactic Grunts in this stage carry weapons called Galactic Axes. They're melee weapons, meaning that you should attack grunts with them from range. A Galactic Axe requires two hands to hold; only one being in existence is capable of one-hand-wielding a Galactic Axe, and it's nobody even associated near Team Galactic. If you get hit by a Galactic Axe, you'll be sent to a different time period depending on what the time setting for the Galactic Axe in question is. There are five settings, and you won't be sent through time if the axe's setting matches the current time period. The -420 setting is [Far Past], the -180 setting is [Past], the 0 setting is [Present], the +180 setting is [Future], and the +420 setting is [Far Future]. Upgraded versions of the Galactic Axe even have the ability to swing their way through walls! Well, now that we’ve gotten all of that out of the way, it’s now time to get going on this stage! You’ll start inside a docking bay with several inactive Spaceriders and with octagonal-shaped glass panels in the floor and walls, the ones in the floor with flashing circuitry under them and the ones in the walls with glowing Team Galactic symbols behind them. Anyway, collect an X Attack to the left of where you start and an X Defense to the right and head through the doors at the other end. You’ll enter a hall with five Team Galactic guards (2 MG, 2 DL, 1 SPL) that you must take down and a 90-degree left turn after them. Here, there are several blue-violet lasers moving up and down and also three Skuntank Treaders (2) to get past before you reach another set of doors. You’ll enter a wide, long room containing a lot of large steel-and-electronic crates on both sides of the metal path in the middle and three Galactic Grunts (2 DL, 1 GA –180) to defeat. Once you get past them, head to the end of the room, which is a dead-end, but has two Timerunners, one on a teal track with 180 grooves to the left and one on a silver track with 420 grooves to the right. It’s best to take the one on the left. [Future]: Now in the Future, you’ll end up in a corridor to the left that slopes up and has two Bronzong Cylinders (2) you’ll need to run under before reaching the top, where four Team Galactic Grunts (3 SHL, 1 GA –180) will attack. What you may not notice at first that behind them on the ceiling is a high-tech security camera with a holo-scanner being emitted from it. If caught, several Starmie Spinners (3) will teleport into the area and they along with the Grunts must be defeated in order to open the vacuum-sealed doors ahead. Once you can, head through to enter a large, square room on a walkway with several screens along all surfaces depicting a number of arrows flowing downward. You’ll also see a gravity switch right in front of you, which means this is a gravity hub. Jump into the switch to fall upside down and into another switch that will have you fall backwards through a hall lined with more moving lasers and when you land on the wall. Head through the doors in front of where you land to enter another hall. Here, there are more cameras on the ceiling, but these fire lasers at you, but you can reach and destroy them at the gravity setting you’re on. However, you also have to take out five more Galactic guards (2 LC, 1 SHL, 1 GA +420, 1 w/shield) along the way to the doors at the end. Head into the doors to reach a closed room with stacks of Galactic Crates and a Timerunner on a silver track with 360 grooves in it going to the left. Get on and let’s head to the Past! [Past]: Now 180 years in the past, you’ll enter a hall going forward (from your point of view) and with it making a 45-degree left turn (from the normal point-of-view), which means up for you. Head up, but watch out for three Exeggutor Totems (2) along the slope here and reach a set of doors at the end you can go through. You’ll enter a hall going to the left, which means you’ll be going up. There’s a spring locked in a Galactic Cage in the center of the wall you’re on, and you have to take out five Venomoth Drones (3) to open it. Once that’s done, bounce up to a pulley that will take you past a few moving lasers and will stop near a laser fence. Jump over the fence onto another pulley that will take you up past three Venomoth Drones (3) and will stop on the other side of a holo-scanner camera. If caught, you’ll have to deal with a Metagross Walker (2) close to where you are. Either way, just jump towards the doors to your left and head through to enter another hall with three Tenta Searchers (2) and three Galactic guards (SPL) before you reach a set of doors leading back into the gravity hub, which has a different switch layout in this timeline. Just head down the walkway here, defeating three Galactic guards (1 LC, 1 GA +420, 1 w/shield), being advised not to get hit by the Galactic Axe here, since that will screw up your current route. After they’re done, hit the Jump Ramp at the end to go into a gravity switch that will send you falling upward through an X Attack, an X Speed, and a Super Potion before you fall through a hole in the ceiling and land. Defeat two Tenta Searchers (3) to open the doors here and head through to find a hall sloping far up. Use the Dash Panels here to boost past several laser-firing cameras and also several laser fences before you reach the top. Head through the doors here to enter a room holding a Spacerider in front of a pair of sealed doors and a floating TV that states “SPACERIDER”. Strap in and take it to another part of the base in a fraction of a second. You’ll enter a room with three Timerunners, the left on a silver track with 240 grooves, the right one on a teal track with 360 grooves, and the middle one on a teal track with 180 grooves. Take on in the middle here and head back to the Present. [Present]: Back in the present, you’ll enter a hall that makes a 45-degree right turn and five Galactic Grunts (2 MG, 1 SPL, 1 GA +420, 1 w/shield) on the floor above. Defeat them and the hall will then make a 45-degree left turn. Note that in halls, both the floor and ceiling consist of diamond-shaped tiles. The reason I’m bringing this up is here, there are some glowing blue tiles on the ceiling. If you end up touching one, you’ll get trapped in a column of electricity, losing 10 health a second, and the only way to break free is to use L & R toggle. Jump the tiles here and make it to the doors to enter a shaft with a rocket that will shoot you up to another hall. Here, run past a set of 4 Skuntank Treaders (2), but also be careful of four holo-scanner cameras on the ceiling that send in several Bronzong Cylinders (3) if caught. You’ll reach another shaft with a rocket that will shoot you into another gravity hub and into a switch that will set gravity back to normal. You’ll land on a walkway and hit Dash Panels through the doors into a hall with a checkpoint (finally) and a Hyper Potion. Head through the large doors with the Team Galactic symbol at the end to enter a large room. This room is pretty empty, but from the large Galactic symbol panel on the center, which then moves down, a massive tank will rise up. Within the tank happens to be Saturn the last of the Galactic Commanders. He’ll tell you that he could’ve been leader of Team Galactic if Cyrus had never come back with this amazing plan, but he can live with this. We’ve got ourselves a boss battle! ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GALACTIC COMMANDER SATURN Health: 520 Attack 1: Electric Stream - The cube will discharge short electrical steams from each of the sides that in addition to damage can also cause paralysis to you if hit. Attack 2: Machine Launcher - Saturn will fire a number of small missiles at you machine-gun style from the upper turrets. These will explode on contact. Attack 3: Laser Sidearms – Laser cannons on the upper side of the tank will open fire on you, causing small explosions where they hit. If you get hit, you’ll be knocked back. Attack 4: Galactic’s Sword – From the lower cannons, large rail cannons known as the Galactic’s Sword as Saturn calls it will open fire on you, and they cause serious damage. Strategy: Perhaps one of most interesting battles in the expansion, you’ll quickly discover that the Galactic Tank itself is shielded and completely immune to all attacks, even Explosion! However, the tank functions on a medium-sized cube that floats around the arena. This cube happens to be the control center for the tank and you need to do damage to that instead of the tank! Basically, you’ll need to focus your attacks on the cube as it moves around the place while dodging the attacks and movements of the tank. Not as easy as it sounds, as Saturn will have the cube move around in erratic directions and tends to have it keep away from you. Not only that, but the cube is not defenseless, as it will launch electric streams at you constantly. When half of the tank’s (or cube’s in this case) health is gone, Saturn will make things even worse with a weapon he calls “Galactic’s Sword”. When Saturn unleashes this, forget about the cube and focus on getting out of the way of the rail blasts, which do serious damage to you. Note that if you need it, you can help yourself to two Hyper Potions on the right and left ends of the arena. Once you’ve damaged the cube enough, the connection it has to Galactic Tank will destroy that as well! /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- After the Galactic Tank blows up, Saturn will curse you out for what you did, but then says it’s not over yet! With that, he’ll run out of the room before you get a chance to follow him. However, the base’s OS system comes on with this message “EMERGENCY! EMERGENCY! STATION UNDER IMPACT FROM METEOR SHOWER! TIMELINE IS 180 PAST! I REPEAT! EMERGENCY! EMERGENCY! STATION UNDER IMPACT FROM METEOR SHOWER! TIMELINE IS 180 PAST!” Looks like we’ve got a crisis on our hands! There isn’t a time limit for this, but until the situation is averted, we’ll get an alarm along with the above message every 30 seconds. Head through the doors on the other side and enter another hall that slopes down. Get past 5 Galactic guards (2 SHL, 1 RB, 1 GA +180, 1 w/shield) as well as some laser-firing cameras and collect a Hyper Potion at the end before a 45-degree left turn. Here, jump and run under laser fences, but watch out for four Starmie Spinners (2) as well. You’ll reach a set of doors leading into a dead-end hall with two Timerunners, the left one on a silver track with 420 grooves, the right one on a teal track with 420 grooves. We should take the left one four centuries into the past. [Far Past]: We’re now more than 400 years in the past, but things are still as difficult. We’ll enter in a hall that dead-ends, so head backwards to find a hall going to the right and containing another kind of camera that fires missiles as you, so run through here and reach a 45-degree right turn with three Bronzong Cylinders (3) and a set of doors at the end that enter into a gravity hub. In order to reach the switch, you’ll have to homing attack three Venomoth Drones (3) and the switch will send you falling to the right and into a hall. As you fall, be careful of a Tenta Searcher (3) and at the end, fall through the hole in an all-side laser grid to land in another hall. Here, defeat four more Galactic guards (2 MG, 1 SHL, 1 w/shield) and get past some moving lasers until you reach another set of doors to head through. You’ll enter a hall that makes a 45-degree left turn, which means an upward slope for you. You’ll have to be weary of more laser-firing cameras here as well as a holo-scanner camera at the end that will teleport in some Exeggutor Totems (3) to deal with. Get past them and head through the doors to reach a hall making a 45-degree left turn, which means a shaft in this direction. Use a pulley here to make your way past some moving lasers and reach a shaft (a hall for you) with a Galactic Cage in front of a locked door. Here, a Venusaur Tank (2) will drop down. Defeat it to open the cage and press the switch inside to open the door on the right side of the shaft. Drop down here and you’ll land in another shaft with some blue tiles on the floor next to you. Head up the shaft to find a Timerunner on a 240-groove teal track. This must mean we’ll be going to the Past now. [Past]: Now that we’re at the timeline that the meteor shower is happening, we’ve got a clear path for us. The shaft continues upward more in this time period, so get going. At the top, the shaft will turn into an upward slope, which means a 45-degree left turn for us. Here, take out six more Galactic Grunts (2 DL, 1 MD, 1 GA 0, 1 GA +420, 1 w/shield) and also be careful of two Tenta Seaarchers (3) at the top. Defeat them to open the door and head through to find a hall to the left, which is a shaft in the gravity setting we’re in. Here, simply use springs on the walls to bounce upward to another set of doors ahead and you’ll land on a pulley on the other side. Take it up past four Venomoth Drones (3) and you’ll reach a four-side laser grid with a hole in it. Jump through the hole and grab onto another pulley. This one will take you into a gravity hub and right into a switch that sets you right side up. You’ll land on a pair of rails that go to the right and through a set of doors into another hall. You’ll hit another checkpoint upon entering and will have to contend with some more blue tiles. Not only that but we’ve got laser fences to jump as well. To top that off, we’ve even got a few of the cameras that fire missiles! Get through all these hazards and you will reach a set of doors that leads into a shaft. Here, a Metagross Walker (2) will drop down near of a Galactic Cage holding a spring to bounce you to the shaft. Defeat it to open the cage and bounce up to a set of doors at the top. Next up, go through a hall with a large number of laser-firing cameras and 6 Galactic Grunts (3 LC, 1 SPL, 1 GA –420, 1 w/shield), which must be defeated to open the doors that lead to the station that controls the shields that prevent meteors from damaging the base. This area has slightly-sloping windows ahead and a large computer console next to them. A floating TV reads “SHIELD STATION”. Well, we should head up to the console and press the switch that turns on the shields. With that out of the way, the alarm and message will finally stop, but we’ve got a data tape that’s in the room with a message from Mars, saying she wants a rematch with us, and that she’s in the timeframe furthest in the past. Once you’ve taken the tape to a playback machine and read the message (the visual of the message will appear on the video screen of the machine), it’s time to leave this area. Head through the doors on the right side and you’ll enter a hall with six Bronzong Cylinders (2) and a set of doors leading into a room with a Timerunner, one with 600 grooves and also on a teal track, which means next up, we will reach what we call the Far Future. [Far Future]: All right now! We’re more than 400 years in the future in this timeframe, but we need to press on! We’ll enter a hall going to the right and with five Galactic guards (2 DL, 2 SPL, 1 w/shield) to defeat. Also watch out for a missile-firing camera at the end of the hall where it slopes upward. Now get ready for four Skuntank Treaders (3) and at the top of the hall, a door that leads into a room with a Spacerider to the right resides. Get on and go for a light-speed ride into another room. From here, head into the doors on the left and enter a downward-slope hall with some more moving lasers to get past and Dash Panels to help out. At the end of the hall is a set of doors leading into a large, wide hall with hexagon-sloped walls and no floor below. Here, there are three large platforms on tracks that we’ll need to take. Use the spring on the end of the walkway you enter on to bounce to the left one, and all three will start moving. This here is a platform sequence where you will need to navigate the three platforms while dodging lasers and walls along the way. First up, we’ll come to three laser walls, each taller than the last. While the first can be jumped, the second and third must be gotten over using two Venomoth Drones (3) on the middle platform path. Once you’re over the lasers, you’ll have to deal with large laser walls blocking safe access on all but the left platform, so jump to that one and watch out for three Tenta Searchers (2) as well. Next up will be a long, horizontal path of lasers and a solid path that goes over them that starts on the right platform. Get to there and jump onto the path, which goes straight, left, right, left, and left into a spring that will bounce you over the lasers and onto the left platform, but wait until the platform is past the lasers before you bounce to it, or you’ll fall to your death. Along the path are 3 Skuntank Treaders (2) and two Starmie Spinners (3), but also three X Speeds and a Hyper Potion. Next up happens to be a setup of large laser walls blocking some of the platforms, and you’ll have to jump to the safe ones at the right time. From the left one, first jump to the right one, then the middle one, stay on the middle, one then jump onto the right one, then go all the way to the left one. Along the way are five Tenta Searchers (2), so be careful. At the end of the platform paths, you’ll come to a laser fence that spans the whole hall. Jump to the right platform and you’ll be able to homing attack two Venomoth Drones (3) and also a Tenta Searcher to reach the balcony with a set of doors leading out of the hall. You’ll enter a normal-sized hall next with seven Galactic guards (2 MG, 1 RB, 2 SHL, 1 GA 0, 1 w/shield) to defeat before a downward slope. On the slope jump over laser fences while being weary of scanner-equipped cameras, the which send in several Skuntank Treaders (3) (first), several Exeggutor Totems (2) (second), and a Venusaur Tank (2), (third). Once the slope stops, you’ll reach a set of doors that leads into a room with 2 Timerunners, one on the left with a 420-groove silver track, and one on the right on an 840-groove silver track. It’s best to take the one of the left since that’s the right one.
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Post by Sunflora Azumarill on Feb 24, 2008 23:51:30 GMT -5
[Far Past]: Now back in this timeframe, you’ll enter a dead-end hall, so head backwards to find a door leading into the room you were just in, and you’ll now find a Spacerider to the right. Get into it to take a trip to another side of the station. Upon entering another room, head through the doors to enter a long hall with Dash Panels that will send you through the hall at high speeds, but you’ll need to jump some laser fields and also watch out for missile-firing cameras as well. At the end of this hall lies a set of doors leading us into a gravity hub. You will need to homing attack two Tenta Searchers (2) to reach the gravity switch, which will send you falling into another switch that sends you to the right and into one more that sends you to the right again and down a hall with laser-firing cameras. You’ll go through a set of doors and into a hall going to the left. Here, take out six more Galactic guards (2 LC, 1 SHL, 1 GA –180, 1 GA +180, 1 w/shield) to drop the laser wall that blocks the other half of the hall. Here, there are up to six scanner cameras that can either teleport in several Skuntank Treaders (3), several Bronzong Cylinders (3), or several Starmie Spinners (3). At the end of the hall lies a pair of doors to lead you into a hall going to the left, and that means a shaft for you. There’s a rocket locked in a Galactic Cage here, and you’ll have to defeat two Venusaur Tanks (2) to open it. Once that’s done, rocket up to ANOTHER hall going to the left that you can head through the doors into, but this one is short, but it contains a Metagross Walker (2) and a holo-scanner Venomoth Drone (3) behind it. If it does catch you, it doesn’t summon more robots, but will instead activate several blue-and-violet moving lasers in the hall. Defeat the Walker to open the doors and reenter the gravity hub. Back here, use the springs at the end to boost straight into a switch and you’ll be set on normal gravity, but you’ll have to homing attack a Venomoth Drone (3) to reach the walkway leading to another set of doors. In the next hall, there’s a checkpoint, an X Defense, and a Hyper Potion to use. You’ll come to large Galactic mark doors that will open up into a large arena with no floor, but 5 large platforms instead. As soon as you enter here, Mars will fly down in a new and improved Galactic Ship, and will tell you that she’s ready for more! This happens to be another boss battle for us.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GALACTIC COMMANDER MARS Health: 520 Attack 1: Platform Cannon - The mech will fire out a platform with a propeller and four cannons underneath it. The cannons will fire streams of gunfire while spinning around. Attack 2: Homing Bomb - Mars will fire a few octagonal bombs from the ship’s cannons that home in on you. If they impact you or the ground, a shockwave will run across the ground. Attack 3: Countdown Laser - Mars will charge up the ship’s laser cannon, which takes 10 seconds to fire, but sends out a large number of lasers once it does so. Attack 4: Jet Missile – Mars will discharge one of the ship’s wings at you, which follows you like a missile and will fire small missiles from the jet engine as it chases you. Strategy: We’ve faced Mars before, but this time, she’s even more prepared! This time around, we don’t get the luxury of a single arena, but instead, five platforms to jump across. Not only that, but this time, she’s too high for us to jump to! She brings back two attacks from out first bout with her, but also packs two more. When she does the bomb routine, jump from platform to platform to keep them off your tail. After she’s done, she’ll discharge a familiar platform from one of the jet engines. If you remember you battle with Tiffany, you need to jump onto this platform and ride it up to Mars. From there, you’ll be able to attack her. However, after your assault, you’ll have to get ready for a multi-laser attack. So wait until only a few seconds before they fire, then start jumping to other platforms to avoid them. Also, for every fifth of Mars’s health gone, you’ll need to jump onto one additional platform to reach her. When half of Mars’s health is gone, she’ll pull an unusual tactic; firing one of the ship’s wings at you, which then proceeds to fire missiles while following you. The wing will go back the ship after several seconds. If you’re low on health, there is a Super Potion on each outer platform for you to collect. Once Mars has taken enough damage, she’s done for good. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
After Mars ejects from the Galactic Ship before it explodes, she’ll tell you that while she’s fallen, her “master” won’t. She’ll give you a key to her “master’s” room before leaving at this point, the base’s OS system comes on again with this message; “WARNING! WARNING! STATION HAS DRIFTED OUT OF POSITION IN 180 FUTURE! STATION MUST BE REPOSITIONED TO PREVENT CONTINUUM DESTRUCTION! I REPEAT! WARNING! WARNING! STATION HAS DRIFTED OUT OF POSITION IN 180 FUTURE! STATION MUST BE REPOSITIONED TO PREVENT CONTINUUM DESTRUCTION!” Along with an alarm, this message will repeat itself every 30 seconds, so let’s get going! There’s a set of doors on the other side of the room to jump to and continue on. In the next hall, get ready to defeat five Galactic guards (2 MG, 1 LC, 1 GA +180, 1 w/shield). After they’re done, you’ll come to two doors, one to the right and one to the left. If you take the one to the right, you’ll enter a small maze will laser fences that leads to a one-of-a-kind item known as a Max Revive. Once you grab it, it will be stored until needed while remaining in the same stage you picked it up in; however, if a stage consists of multiple portions (such as the Main Objective and Final Arena in this one), the Max Revive is only good in the portion you picked it up in. If the Max Revive is in storage, whenever your HP hits zero or if the you fall out of the stage, instead of losing a life and returning to the last checkpoint you crossed, you are instead restored to full health and placed on the last safe spot you were standing on, using up the Max Revive from storage (you can only use a Max Revive once). This is good, because the number of healing items from here on in is reduced. Head back into the hall and take the left door to enter another hall with three Bronzong Cylinders (3) to get past before you reach another set of doors that enter a room with a Timerunner on a 240-groove teal track. Use it to head forward.
[Past]: Now closer to the present than you were previously, you’ll enter a hall going to the left with three Galactic Grunts (2 DL, 1 GA +420) to get past, but there’s also a scanner camera here, which if spotted by will bring in several Exeggutor Totems (3) into the hall, so avoid it and jump the laser fence at a 90-degree right turn to come into an area with glowing tiles on the floor, but this time, they’ll “move” from one tile to another, making getting past them difficult. After this hall, you’ll come to asset of doors that lead into a long, wide room going to the left with large crated like the one you were in near the beginning of the stage. There are laser fences on both sides on the metallic path, which goes straight and then turns left. They can bt jumped, however, and you can find an X Attack, an X Speed, and also a Gravity Scope among the crates. Over the path happen to be two Tenta Searchers (3), three Galactic guards (2 CL, 1 MD), and also a Venusaur Tank (2) right before the doors leading out of the room. Defeat it to open those doors and enter a hall making a 45-degree left turn and with moving lasers to hinder your progress. Get by them and at another 45-degree left turn, defeat three Skuntank Treaders (3) to open the doors leading back into the gravity hub. Simply get onto the walkway here and bounce up the spring to hit a gravity switch and fall upside down past four Venomoth Drones (3) and land on another walkway. Head through the doors here and into another hall. There happens to be a checkpoint here for just in case since next up happen to be three holo-scanner cameras, each of which activate laser fences to make things harder if one were to catch you. When the hall makes a 45-degree left turn, you’ll have to get past four Starmie Spinners (2) before you reach another set of doors. You’ll enter another platform tunnel, but fortunately, they are on the same gravity level as you.
Take the Jump Ramp onto the middle platform and start them up. Laser walls over the platform paths form a maze here that you’ll need to get through, but with the only ground you have being the platforms and that you can’t really make out the walls will make this maze difficult to get through. Shortly after the maze begins, jump to the right platform, then after passing the first wall, quickly jump all the way to the left platform, but watch out for a Venomoth Drone (3) near the middle path. When you come to a laser wall blocking your progress and a path to the right, the platforms will start to move back a little, allowing you to take a backwards path in the maze on the middle path, but where another Venomoth Drone (3) resides, the platforms will start moving forward again, so jump to the right platform and just one more jump to the middle platform afterward will get you out of the maze. At that part, you may also jump to the left platform for a 1UP, but be careful. After the maze ends, there is a horizontal field of lasers with a path over them, so jump onto the path from the right platform and head across it as it goes left, right, left, and right, watching out for four Bronzong Cylinders (3) along the way. At the end of the path is a spring that will bounce you to a balcony at the end of the tunnel, but you’ll have to defeat a Metagross Walker (2) on the balcony above to open the doors. You’ll enter a hall that makes a 45-degree left turn and has some “moving” glowing tiles on the ceiling you’ll have to watch out for. After the tiles, you’ll have to take down seven Galactic guards (2 MG, 1 DL, 2 MD, 1 GA 0, 1 w/shield) before you reach a set of doors leading into a gravity hub. Simply jump into the gravity switch above you and you’ll fall forward into another switch that will set things right side up on a balcony in front. Head through the doors to enter another hall with five Skuntank Treaders (3) and a number of missile firing cameras to be careful of. At the end of the hall are two doors, one to the right and one to the left. If you take the left door, which can only be unlocked if you’re playing the Wii version, you’ll enter a long, wide room with a high-tech conveyor belt raised above the floor leading into what can best be described as an incinerator. There's a special data disk riding along it. It's long, but it's fast moving. You'll need someone capable of at least 55 feet per second to jump onto the conveyor belt by the incinerator and run along the conveyor belt, against the motion, until you pick up the disk. Again, Aeris-K comes to mind, since with the Speed Tank from episode 12, her starting Speed will be 57.75 feet per second. The next fastest would be Maylene (base 9.5 with gender bonus), but with an adjusted starting speed of only 49.875 feet per second, you'd need at least 4 X Speed to move against the conveyor. If you’ve gotten the disk, head back into the hall and go through the other set of doors to enter a room with three Spaceriders, the left one on a 360-groove teal track, the middle one on a 240-groove silver track, and the right one on a 600-groove teal track. Let’s go on the left one so we can reach the time period we’re looking for.
[Future]: Now that we’re in the Future again, we enter in a hall going to the left with three Galactic guards (1 LC, 1 RB, 1 GA 0) to defeat and also three laser-firing cameras to avoid. At the end of this hall is a set of doors leading into a long, upward sloping hall with Dash Panels and also laser fences. Use the Panels, but be careful not to run into any lasers. After the lasers, there will be a section of blue tiles, but they don’t “move” here. However, there is a large number of holo-scanner cameras here, and if one picks you up, it’ll teleport in several Skuntank Treaders (3) or Bronzong Cylinders (3) or fill the hall with several moving lasers. Once you reach a set of doors at the top of the hall, head inside to enter a room with a Spacerider you can use to reach another part of the base. Once you reach another hall, check the room for an X Defense, but don’t use the Timerunner that’s also in here to the right since it’s on a 600-groove silver track and we’re already where we need to be. Head through the doors to enter a hall and get ready to fend of six Galactic Grunts (2 DL, 2 LC, 2 MD) before finally reaching a set of doors you can head through to enter a room similar to the one you were in when you have to activate the shields. The floating TV in the center of this room states “POSITIONING CONSOLE”. If you got the data disk from the conveyor belt, look for an access terminal. Once the access terminal has been entered into, you'll be told of a reward waiting in the Rewards section of the menu. Anyway, head up to the main console and access the central panels to use the “stick shift”. Man the shift by using the action button, then you'll need to reposition the globe matrix over the right position to move the base back into position. On the DS, you'll need to move the globe with the stylus on the bottom screen. On the Wii, you'll need to use the normal forward, backward, and turning motions to turn the globe. Once the globe's back in the right place, the base will then move back into position, the alarm and message will finally stop, and another data tape will appear. Pick it up to find it’s from Jupiter, who wants to face us again but that she’s in the time period furthest in the future, so let’s head out the rough the doors on the other end and we’ll enter a hall sloping down with a Hyper Potion waiting for you as soon as you enter, since health items are more scarce now.
Be careful while going down this hall, as there’s several laser-firing cameras here as well as four Tenta Searchers (3) to watch out for. At the end of the hall is a set of doors that lead into another platform hall. Defeat 3 Galactic guards (1 SHL, 1 GA –420, 1 w/shield) before using the springs at the end to jump onto the right platform, starting them up. First up, we’ll have to jump laser fields as well as dodge the attacks of three Bronzong Cylinders (3) before we get to a path over a long laser setup starting on the center platform path. Jump onto the path and make your way past three Starmie Spinners (3) before you reach the end. The lasers continue here, but the left platform path is clear of them. Next up, there are laser walls that can’t be jumped over or weaved around, but there are paths over the platform paths that have switches on them that will drop the lasers. When you see the first path, jump to it and hit the switch at the end to drop the first set of lasers, then get onto the right platform to reach the path with the second switch. Hit that one to drop the lasers again and for the final switch, jump onto the middle platform and jump onto the path on the left, but here, you’ll have to defeat three Skuntank Treaders (3) to open the Galactic Cage holding the switch. The platforms will slow down for a moment here, so don’t worry too much. Once those lasers are gone, get onto the left platform and at a laser fence, homing attack 3 Tenta Searchers (2) to reach the balcony leading out of here. You’ll enter a hall sloping down and with five Galactic guards (2 DL, 1 SPL, 1 GA 0, 1 w/shield) to defeat and also a Venusaur Tank (2) at the end that must be defeated to open the doors leading into a room with 5 Timerunners. The lower-left one has 360 grooves and is on a silver track, the upper-left one has 180 grooves and is on a silver track, the lower-right one has 240 grooves and is on a teal track, the upper-right one has 600 grooves and is on a silver track, the center one also has 240 grooves and is on a teal track. The one we need to use is the lower-right one, so get on it and go further into the future.
[Far Future]: Now in this timeframe, we’ve entered a hall going to the right. If you used the central Timerunner, though, you’ll end up in a dead-end hall with the stage’s Full Restore, so if you want, you can go for that first. Anyway, in this hall, defeat four more Galactic guards (2 MG, 2 MD) before reaching a downward slope with moving lasers to be careful of. There are also several laser-firing cameras here to make things even worse, so get by them and when the hall levels, you’ll find a checkpoint in front on a set of large Galactic symbol doors, and heading through them leads into a large, wide room, with no floor, but a wide bridge in the center. Head out onto the bridge and you’ll see the Galactic Jet from Return to Space Gadget fly down onto the end of the bridge, and Jupiter in it. She’ll tell you that soon, Team Galactic will be the biggest thing in existence. While you question the meaning on that statement, she says no more, other than prepare to see you end! We’ve got another boss battle!
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GALACTIC COMMANDER JUPITER Health: 540 Attack 1: Heavy Turrets – Jupiter will activate massive gun turrets on the wings of the jet, then fire them at you. The big rapid-fire bullets create explosion where they land. Attack 2: Air Missile – Jupiter will fire a large missile at you that travels fast. You’ll need to destroy it before it reaches you or else be knocked off the path. Attack 3: Paralysis Blast – Jupiter will fire several electric blasts from the jets smaller cannons that if hit by, not only do they damage, but they always paralyze you. Attack 4: Power Driver – Jupiter will launch a large drill-like object from the jet’s main cannon, if hit by this attack, you will suffer lots of damage. Strategy: As you may already expect, Jupiter’s tougher here than she was back in the previous stage. Once again, she’ll try to keep you as far back from her as possible with her attacks. Dodge the gunfire and reach the thingypit to once again do some damage. The same strategy with destroying the large missile before it reaches you also applies to this battle. However, a new attack Jupiter will use on you is dangerous due to the fact that if you get hit by any of these blasts, you’ll become paralyzed, and Jupiter follows this up with more gunfire. When half of her health is gone, she’ll start using a powerful drill device that damages you every second you get hit by it! You’ll need to dodge that attack as best as you can. If low on health you get one Hyper Potion at the start of the bridge you can use. Once you’ve damaged Jupiter again, she’ll be finished for good. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
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Post by Sunflora Azumarill on Feb 24, 2008 23:52:12 GMT -5
Once Jupiter escapes before the Galactic Jet explodes again, she’ll tell you that things are still not over yet, as you’ll have to face her boss later on. She’ll give you one of the keys to the boss’s room before leaving. At this point, the base’s OS voice comes on again with this message; “ATTENTION! ATTENTION! HISTORICAL EVENT OCCURING IN SECTION A763 IN 420 PAST! I REPEAT! ATTENTION! ATTENTION! HISTORICAL EVENT OCCURING IN SECTION A763 IN 420 PAST!” Well, we’ll now need to see just what is going on. Head to the end of the bridge to find a set of doors you can head through to enter a hall making a 45-degree right turn. Here, there are three holo-scanner equipped Venomoth Drones (3), and if any of them catch you, they’ll activate a set of “moving” blue tiles EACH, so don’t get caught by them. When you reach a 45-degree right turn, you’ll now have to contend with six more Galactic Grunts (2 DL, 2 LC, 1 GA –180, 1 GA +180) before reaching a set of doors leading into a gravity hub. On the walkway, you’ll have to destroy a Metagross Walker (2) guarding a Galactic Cage holding a spring that will bounce you into a gravity switch. Once you can use the spring and hit it, you will fall to the left into a gravity switch that will set you falling upside down into another switch that will set you falling forward past a field of three Starmie Spinners (3) and into one more switch that sets you falling to the left past two pairs of Venomoth Drones (3) and through a hall with moving lasers and a laser-firing camera before the doors leading into a hall going to the right. In this hall, take care of five more Galactic guards (2 DL, 1 MD, 1 GA 0, 1 w/shield) before you reach the doors leading into a hall that slopes upward, meaning a 45-degree right turn from the current gravity setting. Be careful of missile-firing cameras here and also five Bronzong Cylinders (3) as well. At the end of the hall is a set of doors leading into a room with 4 Timerunners, the lower-right one on a 420-groove silver track, the upper-right one on a 600-groove silver track, the lower-left one on an 840-groove silver track, and the upper left one on a 240-groove silver track, so take the lower-left one and head 840 years before here!
[Far Past]: You’ll enter this timeframe in a hall in a shaft going up, so jump over and slide under several laser fences along the way until you reach what looks up an upward-slope in your orientation. Here, get past six Starmie Spinners (3) and also some laser-firing cameras and you’ll reach another set of doors near a spring. Bounce off the spring to go through the doors and land on the wall where a Spacerider is, and now get on it and basically warp to another section of the station. In another hall, you’ll notice a set of doors below you, so jump into them and you’ll fall down a long hall with moving lasers, three Skuntank Treaders (3), and three Exeggutor Totems (3) before falling through another set of doors and into a shaft going down. Head down this shaft, watching out for three Venomoth Drone (3) along the way and you’ll hit a a Jump Ramp that shoots into a gravity hub and into a switch that will send you falling upward from your point of view and then into one more switch that sets gravity back to normal, placing you on a pair of rails that will shoot you straight into a set of doors that lead into a hall with a checkpoint for just in case and two X Speeds. In this hall, defeat four Galactic guards (2 SHL, 1 GA –180, 1 GA 0) and get past a few moving lasers after them. At the end of the hall is a set of doors that lead into a hall going to the right and sloping upward. In this hall, get ready to contend with some holo-scanner cameras that if one detects you, it’ll trigger either laser fields of glowing tiles (ones that don’t “move”) into the hall. At the top of the hall, go through a set of doors to enter a shaft with a Metagross Walker (2) guarding a Galactic cage holding a spring. Defeat it to open the cage and bounce up to a pulley that will take you up to two Venomoth Drones (3) that you’ll need to homing attack to reach the doors leading into another hall. In this hall, get ready to take down six more Galactic guards (2 DL, 1 MD, 1 GA 0, a w/shield) to open the doors that lead into another area similar to the shield and positioning rooms.
The floating TV in the center of this room states “TELESCOPE ROOM”, and as you may notice, at the large console near the windows is a telescope you can use to view the earth. Look into it, and you'll witness slave ships sailing the seas of the world. The point on this objective, I don’t know, but once you look into it, Saturn will appear on one of the console’s monitors, telling you that he’s 240 years from where you are currently and that you won’t get to him. Anyway, now we have to find Saturn again, so let’s head through the doors on the other side of the room and enter a hall that slopes downward. In this hall, we’ve got “moving” blue tiles along the floor, missile-firing cameras, and also laser grids to jump and weave under. It looks as things aren’t good here, but make it down this hall and where it levels, you’ll have to fight five Skuntank Treaders (3) to open the doors leading into another platform hall. This time, you have to defeat two Metagross Walkers (2) to open the Galactic Cage holding the spring to bounce you to the first of the platforms. Once you land, they start up and to start things off in this maze, we have to jump some laser fences, but next up happens to be a tall laser wall with another above it and a Venomoth Drone (3) that we’ll need to homing attack and then make it through the small opening through the fences. To make things worse, we’ve got to do it again with a taller fence and a Tenta Searcher (3). After making it to the other side, we’ve got a horizontal laser field, but the path that goes over it starts far after the lasers. In order to make it there, you’ll have to homing attack three Venomoth Drones (3) that are toward the right platform and land on the path there. Next up, defeat two Bronzong Cylinders (3) to open a Galactic Cage holding a switch that will shut down a laser wall to the left and from there, jump and homing attack two Tenta Searchers (3) to reach another path going forward. Nezt up, defeat two Exeggutor Totems (3) to open another Galactic Cage holding a spring to bounce you over the lasers and onto the left platform, but wait until the platform is past the lasers before you bounce to it. Now we’ve got a laser wall maze to contend with. Jump to the middle platform and after the first walls, jump to the right one. After these walls, you’ll reach what looks like a dead-end, but you’ll have to homing attack a Venomoth Drone (3) to the left to make it over that wall of lasers and land on the middle platform. Next up, jump to the left platform and homing attack a Tenta Searcher (3) to get over one more laser wall and then come to another horizontal laser field. For this one, homing attack a Venomoth Drone to reach a path going to the right and hit the spring at the end to bounce to a balcony where you’ll have to take down five Galactic Grunts (2 DL, 1 MD, 1 GA +180, 1 w/shield) to open the doors leading into yet another hall. Here, use Dash Panels to get past five Starmie Spinners (3) and reach another set of doors that lead into a room holding a single Timerunner, one on an 840-groove teal track. That means it’ll send us to the Far Future, so let’s get going.
[Far Future]: The Timerunner will arrive here, but will go onto a 600-groove silver track going to the right and that means we’ll instead head 600 years into the past from there, and thus, the Past. [Past]: Now 180 years before the present, you’ll end up in a hall with a ton of glowing tiles on the floor and moving lasers to get past. There are also three Venomoth Drones (3) in here with scanners, and if one does catch you, it’ll cause the tiles to start “moving”, so be careful. However, this hall is short, sweet, and to the point. After the traps, you’ll reach a set of doors that enter into another storage area. In this room, get ready for a melee of 20 Galactic Grunts (3 MG, 3 DL, 2 RB, 2 SHL, 2 LC, 2 SPL, 2 MD, 1 GA –420, 1 GA +180, 2 w/shields)! If needed, pick up 3 Super Potions in the room while for fight off what happens to be the last stand of Galactic Grunts in the stage. Once all of them are through, the doors on the other side will open up and you can head into a hall with a checkpoint and a Max Potion. Head through a set of large Galactic symbol doors on the other side to enter a large room with a typical floor in the middle and up-and-down hill-like tiers surrounding the lower area. Suddenly, from a huge door on the other end of the arena, we’ll see what looks like the Galactic Tank come out. In the thingypit, Saturn will tell you that you’re now getting on Team Galactic’s nerves and that you wouldn’t understand the legacy of their boss. Since you’ve come this far, Saturn will teach you a lesson. This is yet another boss battle.
----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// BOSS: GALACTIC COMMANDER SATURN Health: 560 Attack 1: Laser Stream - The cube will fire lasers from each of the sides that move back and forth while the cube rotates, making dodging the lasers difficult. Attack 2: Machine Launcher - Saturn will fire a number of small missiles at you machine-gun style from the upper turrets. These will explode on contact. Attack 3: Galactic’s Sword – From the lower cannons, large rail cannons known as the Galactic’s Sword as Saturn calls it will open fire on you, and they cause serious damage. Attack 4: Power Destroyer – Saturn will fire a big missile that flies upward, then comes down, creating what could be the biggest explosion of any attack in the game. Strategy: Saturn’s back, and he’s even tougher! In case you didn’t know, in your first battle with him, it was possible to attack the guns on the Galactic Tank to prevent them from firing, but this time, he’s on an upper area where you can’t reach him. Not only that, but the cube you need to attack is even harder to track since it can move up to where Saturn is and it now fires lasers instead of electricity. While you attack the cube, you should look out to the upper tier of the arena so you can see where Saturn is and watch out for his attacks. The rapid-fire missile attack comes back and he now uses the Galactic’s Sword attack earlier than before. Not only that, but when half of his (or the cube’s) health is gone, get ready for a missile so big that when it lands, you have to get to the furthest edge of the arena, or you’ll suffer MASSIVE damage. There happens to be three Super Potions within the arena you can use to heal yourself, and you may very well need them. Just keep attacking the cube for all you got and Saturn will once again fall to your tactics. /////////////////////////////////////////////////////////////////////// -----------------------------------------------------------------------
Once Saturn escapes the Galactic Tank before it explodes again, he’ll curse you out for once again defeating him, but that you’ll never know of his boss’s true plans. With that, he’ll give you the final key to the boss’s room and then leave, brining up that he’ll be back in the Present. At this point, you can head through another set of doors on the other side of the arena at the same level as you and enter a long, upward-sloping hall with Dash Panels to speed things up, but also laser fences to jump over and run under. Halfway up the hall, you’ll then have to contend with moving lasers before you reach a set of doors that lead into a room with a Timerunner with a 360-groove teal track. Get on and head to the Future.
[Future]: You’ll end up in another room with a set of doors leading into another upward-sloping hall, but this time with “moving” glowing tiles that you need to be careful of as you head up. After them happens to be both laser-firing and missile-firing cameras to get past before you finally reach a set of doors at the top that go into a room with a checkpoint and a Spacerider. Get on and this Spacerider will take you to the outside of the base and a Spacerider maze. The exterior of the base looks pretty cool here, with massive vertical glass girders out in the scenery and also much smaller, but still pretty big horizontal girders with arrow patterns pointing down. Anyway, you’ll enter the area on a long platform going forward. For this maze, I’m only going to describe the correct paths since there really aren’t that many special bonuses to be found here. Along this platform, watch out for 3 Skuntank Treaders (3) before you reach three Spaceriders at the end. Take the left one to reach another platform with two Starmie Spinners (3) and two more Spaceriders at the end. Take the right one to reach another platform with four Exeggutor Totems (3) to get past before you reach what looks like a gravity switch at the end. Hit the switch to fall forward into another switch and fall upside-down onto a platform that goes to the left. You’ll also notice that like in the gravity hubs, the arrows out in the scenery change direction with the gravity. Anyway, watch out for three Tenta Searchers (3) along this path and also two laser fences. Collect an X Attack and an X Defense at the end of the path and get on a Spacerider at the end. This one will send you into a gravity switch that sets you to the right and onto a platform in that direction. Along this path, get past two Venusaur Tanks (2) before you reach an area of five Spaceriders. Take the upper-right one here to get onto a short platform with a gravity switch that will set you falling to the right of where you are currently. Here, get through a big group of seven Bronzong Cylinders before you reach another Spacerider at the end that will send you through a gravity switch that sets gravity back to normal and deposits you on a platform. At the end of the platform, you’ll have to homing attack a Venomoth Drone (3) while being careful of laser fences coming from a pair of sideways platforms on the far sides of the gap. When you get past this Drone, another will appear after it and you’ll have to homing attack four more that appear one at a time while being careful of the lasers. There’s a gravity switch on the platform afterwards that will set you falling upside-down onto a platform going to the right with a Metagross Walker (2) to get past and a Spacerider at the end. Use it to go to another platform with a switch that sets gravity to normal and has you fall through a group of five Starmie Spinners (3) along the way. When you land on another platform, you’ll see a Timrunner on each side. Take the one behind you to go into an interior area with a Super Potion and a Timerunner on a 180-silver track that will lead you back to the Present, so get on it and head to the final part of the stage.
[Present]: Finally back in the Present, you’ll be in another hall with a Spacerider ahead of you to get on and head back out into another maze consisting of Spaceriders. This time, you’ll have to defeat enemies in order to progress through the maze. When you land, there’s a Galactic Cage holding a Spacerider ahead and two available Spaceriders on the left and right sides. Start by taking the left one to a long platform with three Skuntank Treaders (3) and three Exeggutor Totems (3) to defeat, then head back to the hub and take the right one to a similar area with three Bronzong Cylinders (3) and three Tenta Searcehrs (3) to defeat. Once all 12 enemies are gone, the cage will open and you can use that Spacerider to head forward. Here, jump over laser fences while being careful of five Starmie Spinners (3) along the way and you’ll reach two gravity switched locked in Galactic Cages that are guarded by a Venusaur Tank (2). Defeat it to open the cages and hit the left one to fall to the left into another switch that sets you falling backwards onto a platform going up. Here, defeat all six Venomoth Drones (3), bring careful not to get caught by the scanners of two of them, as they teleport in several Skuntank Treaders (3) or Bronzong Cylinders (3), and all enemies must be defeated to open the Galactic Cage at the end holding a Spacerider you can get onto. Take this one to a platform that goes to the right and has three Tenta Searchers (3) you can just pass on the way to three Spaceriders. Take the right Spacerider to head into a gravity switch that sets gravity to normal and lands you on a long platform with two Spaceriders locked in Galactic Cages on each side at the start. Head forward and defeat five Bronzong Cylinders (3) and a Metagross Walker (2) to open the cages and take the left Spacerider to a gravity switch that sets you falling to the right into one that sets you falling upward onto a Spacerider that you can take to a platform with five Spaceriders, the front one locked in a Galactic Cage. First, take the lower-left one to reach a platform with a gravity switch that sends you falling down onto a platform with three Skuntank Treaders (3) and two Starmie Spinners. Defeat them to unlock a Galactic Cage holding a gravity switch to send you back to the other switch and head back to the hub. Now take the lower-right one to go to an series of short platforms and three Venomoth Drones (3) and two Exeggutor Totems (3) to defeat. Be careful not to fall here. Now head back to the hub and take the upper-left Spacerider to a platform with laser fences, four Tenta Searchers and a Metagross Walker (2) must be defeated. After they’re done head back to the hub and take the upper-right Spacerider to reach a platform with a gravity switch that sets you falling to the left onto a platform with two Bronzong Cylinders (3) to defeat. After that, hit another switch to go falling to the left again onto a platform with a Venusaur Tank (2). Defeat it and hit another gravity switch to fall to the left yet again onto another platform with a Bronzong Cylinder (3) and a Venusaur Tank (2) guarding a Spacerider locked in a Galactic Cage. Get rid of them to open the cage and use the Spacerider to reach a platform with a gravity switch that gets gravity back up side down and has you fall onto the platform with the first Spacerider. Head to the hub and you can now take the main Spacerider through a gravity switch that sets gravity back to normal and brings you to the top of the base. You’ll come into a massive hall that has the basic layout for a palatial throne room. There are massive metallic and electronic pillars on both sides of the hall, huge Galactic symbols on both of the walls, and a wide metallic path in the middle. This hall is also very long, but leads to a set of HUGE doors with the Galactic symbol on each of them. Once you head up to the doors, they will slowly open and you can now head into where the boss of Team Galactic resides and the final battle of the game!
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Post by Sunflora Azumarill on Feb 24, 2008 23:55:05 GMT -5
----------------------------------------------------------------------- [-----------------------------Final Arena-----------------------------] ----------------------------------------------------------------------- You’ll enter what looks like an enormous room with all the walls entirely video screens displaying the Team Galactic symbol on them. There is no floor or ceiling here as you can tell and a large, square-shaped arena in the center. However, what you’ll notice in the center of the arena is Dialga and Palkia, both locked in massive cages and in between them, the leader of Team Galactic, Cyrus. Cyrus will first congratulate you for making it so far. He’ll then tell you that the universe has been wrought with chaos and disaster since the beginning of time and that by using Dialga and Palkia, he’ll be able to destroy and recreate the entire universe with himself as an absolute god. Your character will of course object to this statement, maybe even saying that no ordinary human can become god. However, Cyrus will then bring up that he has been able to control time and space and that his first act will be to erase the earth from existence! Shocked at this, your character will ready his or her Pokémon and tell Cyrus that he’s insane for thinking he’s capable of such an act! He’ll then bring up that it’s already begun, and all the screens will depict the earth becoming distorted in various places. He’ll then tell you that if you decide to stop right here and submit to Team Galactic, he’ll decide to spare you in his new world. However, your character still doesn’t give in and brings up that he or she will never do so. Since he can’t reason with you any further, Cyrus will bring up that he’ll show you the true power that he himself wields. At this point, a massive mecha that looks like a phoenix-cross between Dialga and Palkia will come down to the arena, and Cyrus will then climb into it. He’ll then tell you to witness the power of Team Galactic and in a bright flash of light, the entire area whites out. The final battle now begins! ----------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////// FINAL BOSS: GALACTIC LEADER CYRUS Health: 750 Attack 1: Energy Sphere – The Time-Space Phoenix will launch several large energy spheres all over the arena, each one causing an explosion upon impacting the ground. Attack 2: Target Blast – Eight targets will appear on the ground and a second after they do, powerful blasts will hit each of the targets. The targets will reappear and repeat. Attack 3: Power Slicer – Cyrus will have the Time-Space Phoenix’s wing send a large vertical energy wave towards you that if it connects, will knock you back. Attack 4: Space Cannon - Cyrus will charge up, then fire a huge blast of energy at you, that creates a large explosion upon impact. If you’re hit, you may become paralyzed. Attack 5: Darkness Bind – One of the Phoenix’s wings will fire a blast of dark energy at you that if it hits, will trap you. Now only will it damage each second, you need to break free. Attack 6: Laser Impact – The Time-Space Phoenix will fire a Power Laser-sized laser into the air that will come down at you, doing huge damage if it connects. Attack 7: Final Trigger – Cyrus will charge up a powerful cluster of electricity that he will then throw at you. Upon impact, the cluster sends out large shockwaves everywhere. Attack 8: Ultimate End – Cyrus will fire large lasers that will destroy the arena and never stop until the whole area is gone. Strategy: Now this is an interesting battle! The Time-Space Phoenix has the power to travel through time due to the fact that it has Timerunner technology built into it. He’ll use this feature to go between the five time periods you went through back in the main objective. If you get caught in the large cyclone Cyrus creates when he does this, you’ll go where he goes. If you don’t get caught, you'll have to use Timerunners yourself as well in order to keep up with him. In addition to his usual attack arsenal, Cyrus has one attack specific to each time period. In addition to that, the arena and strategies for defeating him in each of the timeframes is different, so I’ll give you a strategy on each of the time periods below. Present Strategy: There are Timerunners leading to the Far Past, the Past, the Future, and the Far Future along the sides of the arena. This arena is the same one you entered into. Cyrus uses the energy sphere attack in each time period, but he’ll only use the target blast in this one. When he sends out energy spheres, keep running to avoid them and when the Time-Space Phoenix comes down, quickly run to the back of it and homing attack up panels along the back to reach the thingypit and start damaging Cyrus. After that get ready to dodge his target blast attack by running. Far Past Strategy: This arena is four paths intersecting and there are Timerunners leading to the Past, the Present, the Future, and the Far Future at four of the ends of the arena. Here, you’ll have to dodge an energy wave Cyrus sends out at you and use springs on the other four ends on the arena to bounce up to the thingypit and damage Cyrus. After you land, dodge some more energy spheres. Past Strategy: This arena is a circular track on which Cyrus will fly over it. There are Timerunners leading to the Far Past, the Present, the Future, and the Far Future in the corners of the arena. In order to even be able to damage Cyrus, you have to first attack small panels in the back to make the Phoenix come down to the ground, then use homing attacks on the front to get to the thingypit and damage Cyrus some more. Be careful of the energy cannon he uses against you. Future Strategy: This arena consists of several platforms that you need to jump to. There are Timerunners leading to the Far Past, the Past, the Present, and the Far Future on the corner platforms here. As the Phoenix flies around the room, it’ll attempt to bind you in blasts of dark energy. What you may not know is that you need to attack the blasts and send them back at Cyrus to stun him and bring the Phoenix down to below the platforms where you can attack the thingypit with ease. Just be careful not to fall here. Far Future Strategy: This arena consists of two wide platforms strips on the left and right sides of the area. There are Timerunners leading to the Far Past, the Past, the Present, and the Future at each end of both of the bridges. Here, you’ll need to wait until after a few of the laser attacks before he’ll rise up and you’ll have to homing attack panels on one of the wings in order to reach the thingypit and do some damage. You’ll then land on the other bridge. Later Strategy: When half of Cyrus’s health is gone, he’ll add on a powerful electric cluster attack that is hard to dodge and does MASSIVE damage if you touch the cluster itself. Wait for it to land and doge the shockwaves afterwards. Finally, when only a fifth of his health is remaining, he’ll decide to “end it all” and as the screens making up the chamber go black and display static, Cyrus will fire four lasers that will move around the arena in a circle and destroy the arena as they move. The Time-Space Phoenix will slowly move down in the center of the arena, but you’ll have to wait until it’s low enough to attack it and attack it until it falls or else the lasers will destroy the entire arena and you’ll lose. If you can survive this, Cyrus will be defeated for good. /////////////////////////////////////////////////////////////////////// ----------------------------------------------------------------------- Once Cyrus has been defeated, your character will seal the deal by having all of his or her Pokémon attack the Time-Space Phoenix, thus destroying it. Cyrus will escape using a Timerunner inside of it before it explodes. We’re not done yet, as we now need to rescue hostages and then destroy this fortress once and for all! The arena will not consist of a cross leading to each Timerunner and will be this way in each time period. Star by taking the Timerunner to the Far Future, where you’ll find a cage in the center of the arena that holds a Pokémon coordinator from Sinnoh, Zoey. Once she's been let out, she'll thank you for letting her go. From there, take the Timerunner leading to the Far Past to find a similar cage holding another Pokémon coordinator from Sinnoh, Kenny. Once he's been let out, you'll be thanked for releasing him. Both cages require strong attacks to open. If you don't have access to one, you will in a bit. Now head to the Past, where you’ll find the large cage holding Dialga. There's a switch that you can press to let Dialga out of its cage. Once Dialga's been freed, if you haven't yet freed Zoey or Kenny, Dialga will use its Roar of Time attack before it leaves the scene. If Dialga used Roar of Time and you go back to the human hostages, you'll find that their cages are broken and they've been let out as if you did it yourself. You also need to free Palkia, who's locked in a cage in the Future. Like Dialga, Palkia also needs a switch to be let loose. Once Palkia's loose, it will either wait around (if you haven't yet freed Dialga) or Dialga will appear and take Palkia home (if you free Dialga after Palkia, Palkia will be gone if you return after freeing Dialga). Once you've freed all four captives, an abandoned Altaria orbiter, the only one made in a poison purple color, will appear in the center of the arena in the Future. You need to take it back to the Present, so look for the same cord you used on Regigigas and Heatran. Tie the Altaria orbiter to the Timerunner leading to the Present, and ride the Timerunner back to there. Once the Altaria Orbiter is back in the present, it's finally time to prepare to bring this base down! First, head to the Past and destroy the Timerunner that leads to the Far Past. Then go back to the Present and do the same for the one that leads to the Past. Once that's gone, all links to the past have been severed. For your final task, you need to set the base’s self-destruct motion into play. There's a switch that will start the 45-second countdown. Once you've started the countdown, board the Altaria Orbiter and a set of screens on one of the far walls will slide open to reveal a tunnel leading out of the base. You’ll fly out through the tunnel and into space. Fly the orbiter out of the blast radius (you'll automatically fail the mission if you're still in the blast radius when the countdown hits zero). Once you're out of the blast radius, you'll watch on as Team Galactic's orbiting base explodes in a blaze of glory! Congratulation, you’ve finally completed the final act of this adventure and can sit back for the ending!
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