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Post by Sunflora Azumarill on Mar 11, 2011 21:53:30 GMT -5
MAZURI Description: "Exotic wild animals are a frequent sight near this village built on reddish-brown soil."
Music Notes: The Mazuri day theme from Sonic Unleashed plays throughout the hub during the daytime. The Mazuri night theme from Sonic Unleashed plays throughout the hub during the nighttime.
Looks like we've made it to Mazuri, which is a location taken from in Sonic Unleashed and is based off of the African savanna. The hub happens to be the same as in the Xbox360 and PS3 versions of Sonic Unleashed, but with an additional section to explore. This is, however, still a small hub, and a description for what's here is taken from mostly the nighttime (which it is regardless of the time of day in the last hub) to explain what's going on. Upon arriving here, Tails will explain that he's going to deliver the fusion cannon to Prof. Oak and that he'll be back the next day. Once he leaves, you won't be able to leave the area until you clear the Tribal Stronghold stage. Once again, here's a description of each of places you can find in each area of the hub:
"Treeshade": This is the same shop from Sonic Unleashed and run by the same person (--------). However, (s)he'll explain that they used to sell food here as well, but since a food stand has opened up elsewhere in the village, (s)he now only sells souvenirs. Here's what you can buy from the Treeshade:
Treeshade Photo Frame (Mazuri): 500p Miniature Flag (Mazuri): 500p Equine Carving: 500p Earthenware Pot: 750p Sharp Spear: 500p Tribal Bracelet: 250p Dashiki: 750p Rhythmic Drum: 500p
There are several people (these are the same people that were in the Xbox360 and PS3 versions of Sonic Unleashed) that explain that the village elder Gwek and a Pokémon professor that was visiting the village were taken captive by a large group of people wearing black outfits. If you go to the middle-right end of the area, you'll find a new path that leads into an area of more huts. This is the new area of the hub that you'll be able to visit. Among the locations in this section are the Pokémon Center, Poké Mart, a food stand, and a hotel. Here's a description of each place you can go to here:
Pokémon Center: If you go down the path to the left upon entering the area, you'll find the hub's Pokémon Center (whose motif goes well with the village). However, the Nurse Joy at the counter will tell you that all the rooms available are currently occupied, meaning you can't use one to change the time of day. However, once the Tribal Stronghold stage is cleared, you'll be able to rest here.
Poké Mart: If you head down the main path upon entering the area, you'll find the Poké Mart on the right (the motif goes well with the village). Unlike the Pokémon Center, you're still be able to buy any items you desire at the Poké Mart. Here's the inventory for this particular Poké Mart:
Poké Mart Potion: 100p** Super Potion: 250p** Burn Heal: 150p* Antidote: 150p* Chesto/Persim Juice: 150p* Eye Coffee: 150p* X Health: 200p X Attack: 200p X Defend: 200p X Speed: 200p X Jump: 200p Foresight Scope: 300p** Hindsight Scope: 300p** Gravity Scope: 300p** H2-SO4 Scope: 300p** * -Stored in your inventory until either selected or status condition that the item cures afflicts the chosen character (in which case it's used automatically). **-Stored in your inventory until selected.
Exotica Hotel: At the far end of this area of the hub happens to be a Mazuri-style hotel called the Exotica Hotel. However, if you go inside at this point in the game, the man at the front desk (Mumba) will tell you that there's a bit of a problem with setting up the bug nets over the hotel that prevent bugs from getting inside at night and that the hotel's closed for the night. After clearing the Tribal Stronghold stage, the hotel will be open and you'll be able to go to Room 36 whenever you need to go change the time of day.
Mambi's Goods: If you go down the path to the left of the Exotica Hotel and go down the left curve, you'll eventually find a food stand called Mambi's Goods. Mambi will explain that once served food over at the Treeshade, but they changed a few things in the village and now you can come here if you're hungry. Here's the list for what you can buy at Mambi's Goods:
Mambi's Goods Broiled Ibanga: 300p Melloyam: 300p Dondora Fruit: 150p Caqueo: 200p Strawberry Cake: 300p Cookie: 100p Chili Dog: 250p Grapes: 200p Sweet Yams: 300p Apple: 150p
If you go down the path to the left of the Treeshade, you'll end up in the area where you were able to enter the hub's stages in the Xbox360 and PS3 versions of Sonic Unleashed, except there's no loading or screen transitions. The first thing you may notice upon coming here is the hub's Upgrade Shop. Starting at this point of the game, you'll be able to purchase Chaos Drives to enhance your stats with. If you're tight on cash, you can wait until you've cleared the next stage, since that stage shouldn't be too hard to clear. Here's a list of what you'll now be able to buy at any Upgrade Shop:
Upgrade Shop Green Chaos Drive: 200p; increases user's jump height/distance slightly (this includes Liza's R button superjump). When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Red Chaos Drive: 200p; increases user's speed slightly. When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Purple Chaos Drive: 200p; increases user's attack power slightly. When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Blue Chaos Drive: 200p; increases user's total HP slightly. When all 16 are bought, user's total HP is doubled (up to 16 can be bought). Yellow Chaos Drive: 200p; increases user's defense slightly. When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Red Program: 1500p; increases the amount of damage you do to enemies while homing attacking by 10%. Yellow Program: 1500p; increases the amount of damage you do to enemies with slide attacks by 10%. Green Program: 1500p; increases the amount of damage you do to enemies in Mach Speed Mode by 10%. Blue Program: 1500p; increases the amount of damage you do to enemies while hydroplaning (skating along water) by 10%. Violet Program: 1500p; increases the amount of damage you do to enemies with basic punches by 10%. In addition to this, any character-exclusive items belonging to any character you've unlocked so far are also available.
Anyway, you'll notice a shrine in the back of this area. This happens to be the hub's Alpha Gate. Simply head on in whenever you're ready to tackle a stage.
Alpha Gate: This happens to be the Mazuri Gaia Gate seen in the Wii version of Sonic Unleashed, except with a few differences near the back. For one, there's now a large Giratina statue overlooking the lower part of the shrine and second, there's now three doors instead of just one as well as an octagonal symbol in front of the second door that will activate once the boss for this Episode is defeated. Since it is nighttime right now, you're able to head through the first door, so do so.
Hub Missions: Here's a list of the missions for the Mazuri Hub:
Paris's Exhibition: Once you've cleared the Paris's Exhibition mission in Shamar, you'll find Paris and her Lopunny at the Treeshade. Paris happens to be wearing an African-style dress and Lopunny is wearing a Farfetch'd-style outfit. Paris says that her next line of Pokémon and human fashion is the Farfetch'd Hunter, which is a Farfetch'd-style safari outfit. If you're playing as a female character whose listed age is anywhere between 14 and 28, then you'll be able to partake in a mission where you and your Pokémon wear the Farfetch'd Hunter. This mission puts you in the Savanna Citadel stage where you have to attain at least 50,000 points by the time you reach the Goal Gate. Once you've cleared this mission, Paris will consider the Farfetch'd Hunter a success and depart for the next part of her World Exhibition tour.
BOSS BATTLE: Bugsy When fighting Bugsy, the Vs. Character boss theme from Sonic the Hedgehog '06 plays. When Bugsy is defeated, the Town Mission Clear music theme from Sonic the Hedgehog '06 plays.
BOSS BATTLE: Misty When fighting Misty, the Vs. Character boss theme from Sonic the Hedgehog '06 plays. When Misty is defeated, the Town Mission Clear music theme from Sonic the Hedgehog '06 plays.
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Post by Sunflora Azumarill on Mar 11, 2011 21:58:24 GMT -5
Tribal Stronghold Description: "An ancient fortress of unknown origin, now home to many wild Pokémon. Team Dim Sun has Prof. Carolina and the village elder captive here. Can you rescue them?" Objectives: -Make your way through the structure -Defeat the Team Dim Sun guards -Destroy each of Dim Sun's Miniremo Units -Shut down the Dim Sun Barrier -Find and protect Prof. Carolina and Gwek -Escape the citadel
Voice Notes: Prof. Oak and Prof. Carolina use their voices from the anime. The Team Dim Sun guards use generic voices. Background Music: The Mazuri Savanna Citadel night theme from the Xbox 360/PS3 versions of Sonic Unleashed plays throughout the stage. When fighting a group of enemies, the night battle theme from Sonic Unleashed plays.
Now this is interesting, as we're thrown into a night stage from the get go. We happen to be taking on Team Dim Sun here, an organization that hasn't been seen in any pervious Pokémon Peace Squad installment. Anyway, this a set of stages from Sonic Unleashed--but only the Xbox 360 and PS3 editions of the game (Mazuri was still visited in the Wii version of the game, but all you did there was a boss battle). The night stages from the Xbox 360 and PS3 versions of the game make up the entirety of this stage. This includes not only the stages that appear on the discs, but also the downloadable content. Some of the terrain has been modified slightly to allow the stage to be completely traversed without having to physically change your form, as well as to make up for abilities Sonic possesses but humans lack. In this stage, you're introduced to movable crates and also turntable levers. This is also the first stage where you'll face off with Dark Flowers (robotic versions of the same enemies from the Xbox 360 and PS3 versions of Sonic Unleashed) and also Gamyga (a giant mask sitting on a tall multi-level base; a Subspace enemy from Super Smash Bros. Brawl). Both such enemies are produced by Team Rocket. Now when it comes to Team Dim Sun, much like Cipher, Snagem, and the Turks, they use contract robots, but unlike those teams which have the reputation of using robots pertaining to Teams Magma, Aqua, Flora, and Plasma, Team Dim Sun utilizes robots pertaining to Teams Galactic, Draco, Rocket, and the Go-Rock Squad, meaning you're up against foes pertaining to those teams (we haven't even seen robots from Team Galactic or Team Draco yet). Of course, your main objective is to take down any Team Dim Sun guards in the stage, but there's also the problem of Miniremo Units they've placed throughout the area (Miniremo Units are more compact, laptop-shaped versions of the Gigaremo Units). Not too far into the stage, after taking down some Dark Flowers and Dim Sun guards, you'll find a crate that you need to push onto a switch to open a door leading into a brawl consisting of Dim Sun guards and more Dark Flowers. You then need to use a turntable lever. Turn the lever to make the platform at its highest and use another crate to jump onto it and push a second crate onto another switch. You'll come to your first Miniremo Unit, where a swarm of Zubat and Golbat will attack you. The only way to get them to disperse is to destroy the unit. It takes a few attacks despite its size, so keep at it. Along the way to a door that you'll have to lift open afterward, be careful of a Hover Turret. On the other side is another brawl, but a robot enemy that keeps regenerating is a Toxicroak Fighter (a Team Galactic robot) that you need to stun or disorient (try spitting), then grab and throw into a switch on the other side to activate a platform you can use to jump to the other side and continue onward. Not far is another turntable lever and movable crate deal that you'll have to get past. After getting past a path of moving platforms where a Hover Turret hounds you, you'll find the next Miniremo Unit and a group of Murkrow, Zubat, and Sandshrew will attack you until you destroy the unit. Next up is a series of poles, a path of Vibrava Drones (a Team Draco robot) to homing attack, throwing a Sandslash Wheel (a Go-Rock Squad robot) into a switch, and a series of Team Rocket saws that you need to get past. After a brawl consisting of Dim Sun guards and Dark Flowers is a puzzle consisting of two turntable levers, a movable crate, and your first Gamyga in the middle of the area, which you need to destroy to open the Rocket Cage holding the crate. The third Miniremo unit is locked in a Dim Sun Cage, which will only open up if you defeat four waves of Dim Sun guards and robots. During the brawl, small amounts of Zubat, Golbat, and Murkrow make things more difficult. Upon reaching the next area, you'll see a short cutscene of a Dim Sun Barrier (which consists of indigo colors) teleporting onto a ledge where the fourth Miniremo Unit sits. Next up happens to be some tightrope walking, with two Dim Sun Emblems along the way. Next up happens to be a series of platforms, some which fall when you land on them. Making things a bit more difficult here are several Hover Turrets and you must also grab the last Dim Sun Emblem. Once you get to the other side, the Dim Sun Barrier should self-destruct, but a Gamyga will teleport onto the Miniremo unit, meaning you have to defeat it while enduring endless Zubat, Duskull, Murkrow, and Cubone. Next up, you'll come to yet another turntable lever that you'll need to turn to make poles come out of the wall and make your way across them until you reach yet another lever to make a door back at the start of the area open and backtrack. On the other side is the next Miniremo Unit you need to destroy, and swarms of Zubat, Duskull, and Murkrow will hound you. After using another lever to make platforms rise and get past several Hover Turrets that move right and left, you will come to another brawl. Defeating all your foes will open a Dim Sun Cage holding another lever (this stage's full of them) that will allow you to make poles rise up that will allow you to reach another brawl. Be careful, as the final pole has spikes that rise up occasionally and there's a flame jet you need to be weary of at the final pole. Defeating this group of enemies opens a large Dim Sun Cage holding Prof. Carolina and Gwek, the village elder. However, now's not the time for talking as you'll need to escort both of them out of this place. If either drops to zero HP, you fail the mission. You'll exit the citadel itself and come to an area of treetops and pathways. You'll find out that the hammers that were in this stage normally have all been removed (one of the things done with this stage is each section has been made a bit easier). After a series of platforms with several Auroros to watch out for, you'll reach the final Miniremo Unit you need to destroy (with Zubat, Golbat, Duskull, Murkrow, and Honchkrow, to fight while you're at it). Now there's the matter of getting our guests out of the stage. Due to all the platform hopping and pole swinging, you'll put Prof. Carolina and Gwek on a small lift only big enough for two people. This will ferry them to a point after an area of Vibrava Drones you need to homing attack. When you reach a brawl, they'll be locked out of the area, preventing them from getting hurt. Not too long after this brawl is another one you'll have to get past. Once this brawl is done, the Goal Gate will teleport onto an upper ledge. Go get Prof. Carolina and Gwek and put them onto another small lift that takes them to the Goal Gate. Once all three of you pass through, this mission is finally cleared.
Cutscene: We go back to the Mazuri hub, where it is now daytime. The villagers are happy to see their elder back. Gwek decides to thanks the chosen character and brings up that he's a Gate Guardian charged with looking after the area where the Shadow Plate is kept. He goes on to explain that after the events of Sonic Unleashed, something happened with the interior of the shrine as new doors were revealed as well as a large statue having risen in front of them. Among the things was that the passage leading to the Shadow Plate was opened up. Gwek explains that when "those people in black outfits" came and stole the Shadow Plate, he tried to fend them off, but failed. They took him and Prof. Carolina hostage in case anyone in the tribe would try and do something. Prof. Carolina brings up that the organization you had just seen was Team Dim Sun, who caused trouble in Almia some time ago with their Gigaremo Units, but were defeated by a group of Pokémon Rangers. They came here to Mazuri in search of the Shadow Plate, but the main reason they needed it was for some mysterious employer that said he would give their leader back control of Altru Inc. if they helped said employer out. At this point, Prof. Oak comes in on the hand radio and explains that Tails had delivered him the fusion cannon dropped from Team Rocket's Dark Raven jet and he himself is shocked to find out that such a weapon exists. Prof. Oak brings up that Tails then came back towards Mazuri and should come back shortly. Prof. Carolina talks to Prof. Oak and tells him that she's all right after her ordeal with Team Dim Sun. Prof. Carolina turns back to the chosen character and tells him or her there's still the problem of more Miniremo Units and also getting the Shadow Plate back, but that she knows he or she can do it.
Once the cutscene ends, you'll be back in the hub. Starting now, you can call Prof. Carolina from a Pokémon Center videophone if you need to talk to her for any reason. She usually tells you what Plate you need to find next. Also, you can now check into the Pokémon Center and the Exotica Hotel whenever you want to change the time of day. Another way to do so is find a man (Junga) wearing a tribal mask who'll ask you if you want to dance with him until night or until morning (depending on the time of day). Also, Tails is now back at the entrance to the hub if you ever want to go back to any previous hub, but for now, head back to the Alpha Gate for the next stage if you desire.
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Post by Sunflora Azumarill on Mar 11, 2011 22:01:43 GMT -5
Savanna Citadel
Description: "The extensive savanna, treetops, and citadel of Mazuri. Remember to slow down for Miniremo Units!" Objectives: -Race across the savanna
-Defeat the Team Dim Sun guards -Destroy each of Dim Sun's Miniremo Units -Escape the Rocket Crusher -Escape the Rocket Sawcutter -Defeat Ice (if he appears) -Reach the overview of the solar station
Voice Notes: Prof. Oak uses his voice from the anime. The Team Dim Sun guards use generic voices. Ice uses an original casting for his voice. Background Music: The Mazuri Savanna Citadel day theme from the Xbox 360/PS3 versions of Sonic Unleashed plays throughout the stage. When fighting Ice, a remix of boss music from Pokémon Ranger: Shadows of Almia plays.
Now that we rescued Prof. Carolina as well as the village elder, it's time to get into the more fast-paced daytime stage! Like with how the Tribal Stronghold stage was done, the day stages from the Xbox 360 and PS3 versions of Sonic Unleashed make up the entirety of this stage. This includes not only the stages that appear on the discs, but also the downloadable content. Some of the terrain has been modified slightly to make up for abilities Sonic possesses but humans lack. The main objective is to defeat any Team Dim Sun guard you come across, so pay attention to the Enemy Radar. Once you reach the actual citadel is when you'll run into the first Dim Sun guards of the stage and then enter a 2D-esque section with a few Roturrets, Venomoth Drones (Team Galactic version), and Sandslash Wheels. After going back to normal view, be careful of several Glires moving back and forth as well as some Toxicroak Fighters. When you start running along a wall, you'll need to quickstep past some more Glires as well as avoid Hover Turret fire (you'll only fall if you slow down too much). After hitting a set of springs in the trees and then grinding a rail, you'll enter another 2D-esque section. Once you hit a spring, you'll have to get onto a platform behind you because of a Gamyga on top of the edge. After exiting the 2D section, watch out for Ground Turrets along the path and don't forget about several Dim Sun guards along the path as well. When prompted to do a QTE, perform it because there's no human enemies on the path below. When you make your way up the tree, you'll notice that it's hailing and everything's iced over and slippery, this is because of a few Dragonair Controls (Team Draco robots) that are generating icy weather. Fortunately, only one side of the tree is frozen. At one point, you'll need to homing attack some Vibrava Drones to progress upward. You'll be prompted to perform a QTE to reach where the first Miniremo Unit is. Watch out for Farfetch'd that attack you while you do so. Once you destroy the unit, A Dim Sun Cage will open up containing a spring that bounces you to the Act 3 part of the stage (the Act 2 and Act 3 parts are done out of order to maintain consistency with going up the trees; also the lightning is consistent with the previous area). This entire part is done in a 2D view and one side of the tree is really hot due to Dragonair Controls generating strong sunlight. You shouldn't miss any Dum Sun guards here, but watch out for some Hover Turrets, Roturrets, and Tracking Bombs. On the second lap, there's one side of the tree with spring weather coming from some more Dragonair Controls. At the start of the third lap right before the rail is a Gamyga you need to get past and one side of the tree has electrical activity coming from more Dragonair Controls. Where the Goal Ring would sit is the next Miniremo Unit where both Farfetch'd and Doduo attack you. Destroying it will open a Dim Sun Cage holding a rocket that boosts you to the Act 2 portion of the stage. Here, Dash Panels have been placed to make the turns easier to make. When you get to the second lap, the screen will shift to facing your chosen character as something you encountered in San Diales makes a return, the Rocket Crusher. This time, you'll be alerted to bombs that have placed along the track, so quickstep to avoid them. After the second lap, the Rocket Crusher will hit a giant branch, but you now have Ariados Webs (robots belonging to Team Rocket) that will try to slow you down. After clearing the final lap, you'll be stopped by a barrier in front of the next Miniremo Unit. Destroy it while avoiding Farfetch'd, Doduo, and Gligar and a Dim Sun Cage holding a Barrel Cannon will open. Jump in to be sent into a Barrel Cannon sequence that sends you to the Act 4 portion of the stage. The start of this section is a 2D section lined with spiked bombs in some parts, so be careful. After hitting the second launcher here, you need to homing attack up some Fearow Jets (Go-Rock robots). Upon getting above more spiked bombs, there's a Gamyga to watch out for as you go to a lower section to hit a switch that turns off a flamethrower blocking your progress, wall jump your way back up, and go back to the split. At the top, homing attack a Vibrava Drone to get a Secret Item and keep going. You'll then have a launcher puzzle with more spiked bombs that you need to get past before you reach the path to where you go back to normal view and the final Miniremo Unit (Doduo, Gligar, and Tropius attack here). Destroying this one opens a Dim Sun Cage with a rocket that sends you to the Act 5 portion of the stage. Now at this part of the stage, where Sonic dealt with Aero Chasers, you'll deal with Scizor Crushers and Mecha Pinsirs (both are Go-Rock Squad robots). When you reach the next series of paths, you'll come to a 2D section and have some more Dim Sun guards to get past as well as hazards such as Hover Turrets, Tracking Bombs, and Auroros. Now when you reach the section where Sonic faced an Interceptor, the screen will shift to facing your chosen character as a new threat comes sown the path. This is a large, hovering craft near the ground that has two large poles up in front where you'll see giant, serrated laser saws form. This is called a Rocket Sawcutter, and it attacks much like the Interceptor did in the Wii version of Sonic Unleashed. It'll also launch large horizontal saws that shoot forward and medium-size vertical saws that move along the ground. There are no bombs here to watch out for, however (like with the previous stage, several parts of each stage were altered to be a good deal easier). After the Rocket Sawcutter hits a wall of spiked bombs and you're prompted to do a QTE (mess this up and you'll still hit a hovering spring), you'll reach a 2D section once again with hazards such as Glires and Roturrets, and a Gamyga to avoid. After you go back to normal view, you'll have another part with Scizor Crushers and Mecha Pinsirs. After getting past them, you'll reach the Goal Gate and finally finish this stage (this was the first stage where it was recommended you purchased Chaos Drives).
However, if you hear the words "How could you destroy all our Miniremo Units?!" shouted in an unfamiliar voice upon approaching the Goal Gate, that means you've triggered the small chance Sinis Trio member Ice is waiting! If he appears (he doesn't always appear), then you're going to have to fight him and defeat him to continue on. Ice is tougher than the guards, but one who knows what they're doing can get past him easily.
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Post by Sunflora Azumarill on Mar 11, 2011 22:19:42 GMT -5
Dim Sun Station Description: "A large solar station constructed in Mazuri by Altru Inc. as a subsidiary for the company. The place now serves as Team Dim Sun's base where the Miniremo Units are manufactured." Objectives: -Defeat the Team Dim Sun Grunts -Destroy each of Dim Sun's Miniremo Units -Defeat Lavana -Defeat Heath -Shut down the solar panel systems -Defeat Kincaid -Escape the plant in time
Voice Notes: Prof. Oak uses his voice from the anime. The Team Dim Sun Grunts use generic voices. Lavana, Heath, and Kincaid use original castings for their voices. Background Music: The Physis soundtrack version of the Artificial Sun theme from Mega Man Zero 4 plays throughout the stage. When fighting a group of enemies, the night battle theme from Sonic Unleashed plays. When fighting a Robo Rhydon, the night midboss theme from Sonic Unleashed plays. When fighting Lavana, Heath, or Kincaid, a remix of boss music from Pokémon Ranger: Shadows of Almia plays.
It looks like we made it to Team Dim Sun's hideout, which is a solar power plant like the one seen within one of the domes in Flora Biome in Pokémon Peace Squad 2. Regardless of the time of day it would be for this stage, the plant's solar arrays are discharing sunlight throughout the complex, making it seem like an unusually bright day. In fact, the sunlight is so intense that you're given a percentage meter like in the Artificial Sun stage in Mega Man Zero 4. Whenever you're in sunlight, the meter will rapidly rise and if it hits 100%, you'll start taking damage. You'll need to find areas with shade whenever you're out in the exterior areas. Along the way you have to defeat each Dim Sun Grunt you come across (they carry portable shields that block them from the extreme sunlight). Due to the brightness, you may have a hard time seeing. At first, the brawls you get into tend to be under covered areas but further into the stage some brawls have only an area of shade you'll need to get to before you fry. Right as you enter an interior area, you'll find your first Miniremo Unit you need to destroy (there are eight of them in this stage). Attacking you in the process are Kadabra, Sunflora, and Xatu. In the series of hallways here, while you don't have to worry about sunlight, several Hover Turrets move around in set patterns to make things more difficult, including an area where you have to swing across poles over a spike pit. After you head out of this area, you'll enter a 2D section with a series of walkways, some of which can shield you from the sunlight. Those that don't are made of glass allowing the light to shine through. Here happen to be a large number of Glires, Camerupt Tanks (Go-Rock version), and a few Gamygas. At the end of the section where the view goes back to normal is the next Miniremo Unit and with only one or two Sunflora at a time to worry about, but because of the extreme sunlight, they're really dangerous. Once you make it back inside, you'll face the next Sinis Trio member, Lavana. She's tough, but once defeated, you'll be able to continue with the stage. Next up is a series of hallways with no floor and instead spikes. At the start of this area is a switch that causes a series of floating platforms to teleport in for a limited time. Along the way, you'll need to hit more switches to keep the platforms from teleporting out until you get to the other end, and Hover Turrets and Mothical Drones (Team Rocket robot) don't make getting there any easier. After going up a shaft, you'll come to some rooms with glass ceilings where the sunlight shines through. Hit more switches (one switch requires you to throw a Toxicroak Fighter into it) to close up the windows for a limited time and get to the final room where the next Miniremo Unit is locked in a Dim Sun Cage. You'll have to take part in a brawl alongside Sunflora, Jumpluff, and Gloom attacking you and to top that off, hit a switch at times to close up the ceiling due to sunlight as well! After getting past here, it's time to head back outside at times you're going to have to homing attack some enemies to get over some of the expanses. A number of Shelgon Tanks (Team Draco robots) and Dragonair Controls that generate rain (which becomes steam in the sunlight) make things more difficult, and there's a brawl before you're able to get back inside. Once you do, destroy the fourth Miniremo Unit while avoiding Gloom, Venomoth, and Bronzor and you'll go into a fight with Heath, who is a little tougher than Lavana and is the last of the Sinis Trio. Upon exiting Heath's area, you'll go to a 2D view as you navigate hallways, some of which have glass ceilings, and dodge robotic enemies like Tenta Searchers (Team Galactic version), Scizor Crushers, and Vibrava Drones. There's also a few Roturrets to watch out for as well. Once you go back to normal view, you'll enter a room with a brawl, but at the end of this brawl is an enemy you haven't seen in this game yet, a Robo Rhydon, Team Rocket's largest and most powerful standard robot, and the largest and most powerful standard robotic enemy in the game, enough to rival and outdo midbosses! Hope you bought all the Chaos Drives before you started this stage! Once it's down, you'll be able to head outside to where the fifth Miniremo Unit is. Sunflora and Xatu attack you in few numbers here. After dealing with the unit, you'll eventually come to a switch that teleports in several floating platforms both for you to cross and some you can take shade under. After the crossing, you come to an area with no shade, but two switches that teleport in platforms for you to stand under for a limited time. If you come back to this stage later with Magic Materia, you can jump onto one of the platforms to get a Secret Item. Once you finally enter the main complex, you'll have to avoid Hover Turrets with holo-scanners that teleport in Go-Rock, Galactic, or Draco robots as you make your way through some halls. Once you reach the center of the complex, you'll find the controls for the station's solar arrays. You'll have to hit each of the four switches before any one of them deactivates. Once all four have been pressed, you'll watch a quick cutscene of outside where the solar panels shut off and the sunlight starts to fade. Once you've turned off the solar panels, a Dim Sun Cage holding the next Miniremo Unit opens up and you'll have to endure Kadabra, Gloom, and Mothim in the room. After you destroy the Unit, Kincaid will come into them room shocked at what you did and you'll have to fight him. Once he's defeated, you'll reach a large shaft that leads to the underground area beneath the power plant. Upon reaching here, you'll see a quick cutscene of a Dim Sun Barrier appearing in front of the next Miniremo Unit. In this maze, you'll have to find three Dim Sun Emblems, the final of which you'll have to take on a Robo Rhydon to open the Rocket Cage holding it. Once you go up to the Dim Sun Barrier and shut it down, you'll have to endure a long brawl while avoiding Gloom, Masquerain, and Bronzor in the room. Once you've opened the Din Sun Cage holding the seventh Miniremo Unit and destroyed it, you'll enter an area where there's a door that only opens up after activating three switches. Upon entering this area, a computerized voice warns of a solar malfunction that has turned the solar systems on to full power and the sunlight being reflected is becoming so intense that it'll heat up the station to the point that a chain reaction will destroy the entire base! You only have five minutes to find each of the switches, destroy the eighth Miniremo Unit, and get out of here! If you can't do it in time, you'll watch a cutscene of the sunlight reaching the point where the plant explodes, and thus you fail the mission. Once you've opened the door, destroy the final Miniremo Unit while dodging Gloom, Kadabra, and Sunflora and you'll enter a large area with a helicopter with a large umbrella-like cover over it but under the rotors. Get into the helicopter to clear the stage once and for all.
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Post by Sunflora Azumarill on Mar 11, 2011 22:28:30 GMT -5
Note: During this cutscene, the boss, and the cutscenes after, it's always nighttime, regardless of the time of day when you cleared Dim Sun Station.
Cutscene: We go the area where the chosen character found the helicopter. The computerized voice warns that the danger coming from the solar panels aimed towards the center has become imminent and for everyone to evacuate. Before the chosen character can do anything, the helicopter starts up on its own as a screen appears on the windshield with Blake Hall. He accuses the chosen character of sabotaging the station by overloading the solar systems, but the chosen character replies that he or she had nothing to do with that. We watch as the ceiling of the room opens up and extreme sunlight starts pouring in, but the helicopter's cover prevents the sunlight from destroying it. The helicopter flies out of the area and goes over the power plant as the solar panels start to explode. The helicopter manages to get out of the area of the complex before the entire thing is blown up in a very bright explosion. After the base is destroyed, we watch as the sunlight starts to fade out, revealing that it's nighttime. Blake Hall tells the chosen character that he or she will meet him in person as the screen closes up.
Cutscene: We go to somewhere within the actual Savanna Citadel where the helicopter touches down. Here, Blake Hall is waiting and has the Shadow Plate with him. Upon seeing him for the first time, the chosen character states that he's Blake Hall, the former president of Altru Inc. This angers Blake a bit, as he states that he still is president of Altru Inc. and that the one who asked him to get the Shadow Plate will put Altru Inc. back in his hands. We watch as the helicopter starts back up and turns around so that its backside faces Blake and the chosen character. The cargo door of the helicopter then slides open to reveal a Rocket Cage, missing its symbols, that is shot out and lands on the ground. The cage then opens up to reveal a Darkrai was kept inside it. Blake Hall goes up to the Darkrai with the Shadow Plate and explains that Darkrai is once again his. The Plate and Darkrai both glow in a dark black color and the two bond and Darkrai easily triples in size. The result is Darkrai bonded with the Shadow Plate and glowing in a dark black color. Blake Hall then tells the chosen character that this will be the end of him or her.
BOSS STAGE: Fused Darkrai When fighting the Fused Darkrai, the Dark Gaia's Spawn boss theme from Sonic Unleashed plays. When the Fused Darkrai is defeated, the Clear Fanfare 2 music from Sonic Unleashed plays.
Much like with the Fused Heatran back in Episode 3, we're fighting Darkrai fused with the Shadow Plate and Blake Hall on the sidelines. This battle happens to be similar to fight with the Dark Guardian in the Wii version of Sonic Unleashed. Darkrai attacks by quickly moving all around the place in a shadowy fashion, vanishing, then doing a Faint Attack to you. You'll quickly discover that you can't attack it while it's in this form. What you need to do is locate unusual shapes along the ground. There are four of these shapes and if you attack one, that quadrant of the arena will be lighted up. What you need to do is lure Darkrai into such an area, then attack the shape to turn on the light, which stuns Darkrai, allowing you to attack it. Once the light goes out, Darkrai will teleport onto a high area in any one of the four corners on the arena and create a Dark Void that sends out multiple orbs that damage and disorient if one of them hits you. Once the void closes, the Fused Darkrai will teleport back onto the arena and you'll have to go and repeat the process. When a third of Darkrai's health is gone, it'll sometimes teleport into the air and launch Dark Pulses at you. Also, when moving along the ground, the Fused Darkrai will cause dark pillars to rise up that damage and block you. To make matters worse, when using Dark Void, the Fused Darkrai now makes two of them, making dodging the orbs more difficult. Once there's only one third of Darkrai's health left, it'll create Dark Voids while moving along the ground and also sends up dark pillars when it's in a corner of the arena where it would normally use Dark Void. Keep up the tactics and you'll bring down the Fused Darkrai once and for all.
Cutscene: We watch as the bond the Fused Darkrai has with the Shadow Plate is broken and the two separate, causing Darkrai to return to normal. Blake Hall then tells the chosen character that he or she can have this victory, but that he'll be back. He gets into the helicopter and programs it to fly him off. After the helicopter has left, the chosen character watches as it files off into the night sky. Back inside the helicopter, the screen comes back on the windshield as the mysterious figure and voice that spoke to Archie back in Episode 1 tells Blake Hall that he no longer needs him and good bye. Suddenly, we watch from a distance as the helicopter then explodes. The chosen character is shocked to see the helicopter blow up, and as a result, that Blake Hall is dead. (Note that even with this scene, it's not confirmed that Blake Hall is dead; he may come back some other time.) The chosen character tells Darkrai that it can go and takes the Shadow Plate with him or her.
Cutscene: Back in Giovanni's satellite complex, we see Giovanni watching the destruction of Blake Hall's helicopter on the hologram screen. ONNA walks up to him and asks why he killed Blake Hall. Giovanni replies that Blake Hall no longer served any purpose to him as did his station, which is why a satellite fired a signal at the solar plant to make it overheat and explode, thus indicating that Giovanni was the one who did that. He then asks ONNA if they managed to find any more of the Super Plates. As we see the hologram screen come up to display a map of the earth, she explains that the Green Plate is located in Adabat and that the Phantom Plate is located in Chun-Nan. Giovanni commands ONNA to send a Team Rocket regiment to Chun-Nan to go get the Phantom Plate and to have Team Flora go to Adabat to get the Green Plate. He then asks ONNA about how the operation Apotos is going. ONNA asks Giovanni to see for himself, changing what's on the hologram screen.
Cutscene: We go to Apotos, where missiles are bring fired from Team Rocket aircraft at the city and everyone is in a panic as Team Rocket forces being lead by Prof. Nanba make their way through the city. We go to the ice cream vendor famous for his Sundae Supremes, and a familiar trio, Jessie, James, and Meowth are getting Sundae Supremes from him. Upon getting their Sundae Supremes and a some talk from the vendor about them, the trio comments on how good they are, Meowth even thinking they should give one to the boss. Back with Prof. Nanba, he has just found Gregorios, the village elder, and demands that Gregorios opens the path to the Lime Plate in the shrine or else he'll have his squad of Robo Rhydons (we see a few of them behind Nanba) lay waste to the city. Gregorios realizes he has no choice but to give in to Nanba's demands and shows him into the shrine, where there is now a statue of Shaymin in its Sky Form at the doors. Using a lime-color chain of crystals, Gregorios makes the Shaymin statue sink into the ground to reveal the chamber where the Lime Plate is located. Upon the statue reaching the bottom, Nanba runs up to where the Lime Plate is and grabs it. He thanks Gregorios for "giving" him the Plate and tells Gregorios that Team Rocket will spare Apotos… for now. After coming out of the shrine with the Lime Plate in hand and pulling out a portable videophone, Nanba calls Giovanni on the success of getting the Lime Plate and that he's sending it to him right away. Giovanni brings up that he's sent out two more agents in order to get back the Shadow Plate.
Cutscene: Back in Mazuri, where it is still nighttime, we see a bright light shine over the village, making it seem like daytime. As it turns out, the light is coming from the bottom of the Dark Raven, and on the ground happens to be Attila with several Rocket Grunts (Hun is piloting the Dark Raven). One of the male villagers asks just who they are with Attila replying that they're Team Rocket, and that they're out to make a world that will span all worlds. A young boy in the village asks just what do they mean by that and throws a rock at Attila, but Attila manages to grab the rock before it hits him and tells the kid that he shouldn't play with rocks. At this point, the chosen character makes it back and along with him or her is Prof. Carolina. Attila sees the Shadow Plate with the chosen character and demands that he or she give him the plate or else he'll signal Hun to level the entire village. Prof. Carolina tells the chosen character that maybe this once, give Team Rocket the Plate so that no innocent lives may be lost. The chosen character refuses, saying that this "world that will span all worlds" thing may not make much sense to him or her, but that he or she won't give Team Rocket the Plate. Attila says that the chosen character has guts, but that he or she won't have any once he's done with him or her.
BOSS BATTLE: Attila When fighting Attila, the Vs. Character boss theme from Sonic the Hedgehog '06 plays. When Attila is defeated, the Town Mission Clear music theme from Sonic the Hedgehog '06 plays.
It looks as if we're thrown into another fight with a Team Rocket member! What's fortunate about this battle is that we don't have Hun to deal with as well. However, we have an endless cadre of Team Rocket Grunts instead! If you didn't notice in the cutscene before, Attila has a large pack on his back. This pack contains a ton of different kinds of weapons, a number of them taken from Perfect Dark Zero and past Pokémon Peace Squad games, as well as other games. The arena happens to be most of the central area of the Mazuri hub; whatever is under the lights of the Dark Raven. If you try to leave the lighted area, you'll hit what seems like a force field and get knocked back. Apparently, this is some sort of "barrier light" that keeps anyone within it from leaving. Attila's method of attacking is to pull out one or two weapons from his pack and use them as well as throw weapons to any nearby Grunts. The weapon arsenal is vast and consists of but not limited to, FAC-16 (assault rifle used in the first game that doubles as a grenade launcher), Mini Detonator Gun (slot launcher from the first game that fires mini detonators), Sniper Rifle (weapon from the first game that has a macro zoom scope and targeting computer), Laser Rifle (laser gun that was seen back in the first game), Laptop Gun (specialized gun from the first game that can double as a drone turret), Plasma Rifle (powerful weapon from the first game that comes with an invisibility cloak), Shockwave (gun from the first game that comes with an X-ray feature), Multi Rifle (elemental rifle that can inflict a status condition depending on the rifle), Plastic Launcher (launcher from the first game that fires C4 plastic explosives), Railgun (advanced weapon from the first game that fires a spiral shot). Piano Shockwave (weapon from the first game that sends out electrical shockwaves), Shield Launcher (rocket launcher in the first game that has a shield for blocking attacks), CMP 150 (sub-machine gun in the second game that has an advanced built-in hologram projector), Multimine (high-tech mine that when it explodes, absorbs the explosion for another use), and Flash Mine (a mine that emits a bright flash when it explodes). Attila always has his hands on a large weapon called the R360, which triples as a massive machine gun, plasma rifle, and rocket launcher. Now when it comes to this battle, only defeat the Grunts for stuff like healing since if you defeat a few of them, more will drop down, and focus on Attila. Things get tricky if Attila uses a plasma rifle, as he'll become invisible, or he uses a CMP 150, as it'll seem like there's two or three of him (if he's holding two of them). It's also dangerous if Multimines have been thrown during the battle, as they don't go away after exploding and you could trip one of them. When half of Attila's health is gone, the lights will separate into four and move around in various patterns. You can't move out of the sight of the lights so if you get cut off from Attila, you'll have to wait until you can get to him again. Keep up your methods of attacking until he falls.
Cutscene: After taking down Attila and his multi-weapon tactics, he'll tell the chosen character that he may be down, but that Hun isn't, and commands Hun to lay waste to the village. Gwek, various villagers, and Prof. Carolina gasp in shock as Hun prepares the Dark Raven for a full-on laser assault. However, we can see a blue flash that crosses the Dark Raven twice, doing some considerable damage to it. As it turns out, Sonic the Hedgehog has just come by to each Team Rocket a lesson about respecting the people of Mazuri. Since the Dark Raven's systems were damaged by Sonic's attack, Hun orders Attila to get onboard the hovercraft and leave the Grunts behind. The bottom of the Dark Raven opens up to bring down a rope ladder. Once Attila grabs hold of the ladder, it quickly rises up and brings Attila into the ship and the instant he's in, the Dark Raven takes off while it closes the door. Sonic tries to attack it again during the process, but is too late. He decides to deal with whatever Grunts are left instead.
Cutscene: We go to inside the Alpha Gate as the chosen character has an idea on where the Shadow Plate goes. Going up to the Giratina statue in front of the doors where you can enter the hub's stages, suddenly, the Giratina statue glows a black color and so does the Shadow Plate. The Giratina statue sinks into the ground and the chosen character is in the area where the Shadow Plate is supposed to be placed. The chosen character takes the Shadow Plate up to the pedestal and places the Plate onto it. Once the Shadow Plate is back in place, the chosen character heads back to the Giratina statue and takes it back up to the surface, sealing the path leading into the chamber.
Cutscene: We watch as any Team Rocket Grunts have been tied up by the villagers and the chosen character comes to Sonic to thank him for saving everyone. Sonic replies that Tails sent him an S.O.S. when he saw that Team Rocket attacked. Gwek comes up to the chosen character and thanks him or her for saving himself as well as the village from Team Rocket. Prof. Carolina also gives her thanks as well as says that she'll stay in Mazuri for the time being to research the Super Plates more. Sonic brings up that he'll make sure that these Grunts get put away while the chosen character goes off to wherever he or she needs to go next. Prof. Oak comes in on the hand radio to commemorate the chosen character for saving the village and also brings up that the next Plate is located in Adabat and to head there as soon as he or she can. The chosen character says he or she will do so.
Once you've regained control of the chosen character, you'll be right in front of the Treeshade (it's still nighttime here). The villagers will thank you for saving them if you talk to them and so will Gwek and Prof. Carolina. You can also talk to Sonic while you're at it. You can go back to the entrance to the hub to talk to Tails to head back to the World Map, but you should also stock up on whatever items you need for the road ahead. Anyway, when you're ready, go to Tails, talk to him, and select "I'm all ready!" to go to the World Map.
Back at the World Map, you'll be pointed in the direction of a new location, Adabat, which is the same location that it was in Sonic Unleashed. Since you're pointed there already, you can simply select Adabat to head there.
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