VIRTUAL ON: MARZ (PlayStation 2) SEGA®/HITMAKER, 2003 ################################################################## # C Y B E R T R O O P E R S # # # ######## ######################################## ### # ### # ### ######### ###### ######### ### ###### ################################################## # ## ######## ############ ######## ##### ## ## ## # # ## ## ## ## ## # ## ### ### # ## ## ## #### # # #### ## ## # ## ## ## ## ## # ####### ## ### ## ### ## # # ## ### # # ## ## #### ## # # # ## ## ## ## ## # # # # ### # # ## ## ### ## # # # # # # ### ### # # ### ## # # ## ## ## ### # ####### #### ### ## ## # # ## ## ## # # ## ## # ## ## # ######## ### ### ## # ## ## ### # ## # # #### ## # ## ################# # ####### ################## ################# ######## ######## ######## ####### ## ## ################################## # ## ## # ## ## ## ## ## # # # ## # ## # #### ####### # ####### ## # ## ## # ### ## ### ### ### # ## ## ## #### ## ## # ## ########## # # ### ### # # ## # ## ####### #### ############ ############# ####################### #### ## # ## ## # ## # ## ## # ## # ## #### # Highlight the ASCII art above and/or look from a distance to appreciate. ASCII art copyright Eizaz Azhar, 2003. WARNING: As with all my FAQs, this FAQ is best viewed in 1024 x 768 pixels. Sorry for any inconvenience caused. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= LEGAL INFO _legal_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= As with all FAQs, this section must be included to avoid any legal complications. ___________________________________________________________________ This FAQ is written by Eizaz and is copyright ©Eizaz Azhar, 2003. No form of reproduction of this FAQ is allowed and it may not be distributed in any way without the author's content (me). For the time being, only http://www.gamefaqs.com has my authorization to post this FAQ on its page. Violating this rule can and will induce serious legal action, so you might not want to do anything rash. You may print/download as copy of this document for your personal use, but selling it or using it to make profit in any is strictly prohibited. (That part's reserved for me.) ___________________________________________________________________ STERN WARNING: Okay people, I have spent hours upon HOURS making this FAQ, and I certainly DO NOT appreciate it if you leech off info or concepts from my FAQ without my permission. Just ask me, and we'll talk things over, kapeesh? There. Sorry, but it had to be said. (BTW, does anyone actually read this crap?) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= UPDATES/VERSION/HISTORY _log_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= . . . . . . . . . - FAQ Updated to Version 1.5 - # Grahh! Allrighty then, with my exams over and done with, I'm able to concentrate fully on completing this FAQ. Added an enourmous amount of stuff, which explains why the size of the FAQ skyrocketed! I've got all VRs unlocked, explained the ranking system, added a walkthrough for Dramatic Mode, added VR weapons and effects, frame-cancels (yes, they are in MARZ... I'm perhaps the first person to notice this) and a whole lot more! Update started on 1.35 AM, Thursday, 12th August, 2003 (5 1/2 hours after exams, and after a month's time of layoffs) # Update completed on 2.35 PM, Thursday, 21th August, 2003 - the biggest update yet. . . . . . . . . . - FAQ updated to Version 1.4 - # Made the "Abbreviations" section a bit more user-friendly, fixed some errors, added Apharmd T Type F Alpha Commando, added Joe Special Force, added some special moves. NOTICE! This may be the last update for a while, as I have an enormous exam come August 11th - which may determine my future. In the meantime, other FAQs should be complete by then... So see them while I work my brain. Update started about 2.00 PM, Thursday, 3rd July, 2003. # Update completed on 12.32 PM, Saturday, 5th July, 2003. . . . . . . . . . - FAQ udpdated to Version 1.3 - # Finished all weapons/effects for the standard VRs in Versus Mode, changed the FAQ format a bit, changed the ASCII art, added a small walkthrough/enemy list - more coming soon, added a BGM section, created my own "Abbreviations and Terms", and changed the "Updates" title to "Updates/Version/History" (did anyone notice that?) Update started on 3.16 PM, Saturday, 28th June, 2003. # Update completed around 10.47 PM, Sunday, 29th June, 2003. . . . . . . . . . - FAQ updated to Version 1.2 - # Added some special moves, fixed some errors, added "Questions & Answers", added some ASCII art, added "Pros & Cons". Update started on 12.01 AM, Tuesday, 24th June, 2003. # Updated completed on 8.57 PM, Tuesday, 24th June, 2003 . . . . . . . . . - FAQ updated to Version 1.1 - # Fixed number of total VRs in "VR Collection" - There are 39, not 37. Unlocked one of the Sisters of The Rose, Jennifer Poison (Charlotte), added the SLC Dive/Wave Rider attacks for Myzr (How could I forget those...), added some Special Force (SF) VRs. Update started on 1:56:19 PM, Sunday, June 22nd, 2003 # Update finished on 11.38 PM, Monday, 22nd June, 2003. . . . . . . . . . - First version of FAQ (1.0) - # Work on FAQ started around 7:25:54 PM, Thursday, May 29th, 2003. # FAQ completed at 10.30 PM, Sunday, June 15th, 2003. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= FAQ INDEX _index_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= I've implemented an index section and corresponding keywords, as this FAQ is getting too big to handle. To find a certain topic, press Ctrl+F on the keyboard, and type in the keyword (if you're lazy, just copy the bloody word), indicated by an underscore (_) at the beginning and end of it. Find the keyword twice, and you'll arrive at the topic that you seek. This is only available on the main topic; for subtopics, you'l have to search for them (which are listed below.) Topics are displayed in a pair of brackets [] and subtopics are displayed using a slash \. Makes it easier for everybody, right? ___________________________________________________________________________________ | | | [- TOPIC -] [-KEYWORD-] | |___________________________________________________________________________________| | | | [Legal Info]................................................. _legal_ | | | | | | [FAQ Index].................................................. _index_ | | | | | | [Introduction]............................................... _intro_ | | \- Game Introduction | | | | | | [Story]...................................................... _indecipherable_ | | | | | | [Abbreviations And Terms].................................... _terms_ | | \- Long-Range Terms | | \- CC Terms | | | | | | [Controller Options!]........................................ _control_ | | \- Automatic | | \- Twin A | | \- Twin B | | \- Type A | | \- Type B | | \- Edit | | | | | | [Basic Controls/Commands].................................... _bas_ | | \- Lock-On Target | | \- Regaining The Target | | \- How Do I Attack? | | \- Walking/Standing Attacks | | \- Jumping Attacks | | \- Dashing Attacks | | \- Crouching Attacks | | \- Turbo Attacks | | \- OTG Attacks | | \- Changing/Selecting The Target | | \- Radar Display | | \- Repair Disc/Rescue Dash | | | | | | [Close-Range Combat]......................................... _cc_ | | \- Guarding | | \- Dashing CC Attacks | | \- Air Dashing CC Attacks | | \- Uppercut CC Attacks | | \- Ground Smasher CC Attacks | | \- OTG CC Attacks | | \- Turbo CC Attacks | | \- Linking Combos | | | | | | [Advanced Controls/Commands]................................. _adv_ | | \- Thrust-Vectoring | | \- Watari Dashing | | \- Frame-Cancels | | | | | | [Dramatic Mode].............................................. _drmode_ | | \- Items And Power-Ups | | \- Enemy List/Tips And Hints/Boss FAQ | | \- Mission Ranking System | | \- Pilot Ranking System | | | | | | [Dramatic Mode Mission List]................................. _drmguide_ | | \- Operation 1: Mars Central Area | | \- Operation 2: Jupiter | | \- Operation 3: Moon | | \- Operation 4: Earth | | \- Operation 5: Mars Polar Area | | \- Operation 6: The Tangram Crisis | | \- Operation 7: Oratorio Tangram | | | | | | [Challenge, Versus and VR Collection Mode]................... _misc_ | | \- Challenge Mode | | \- Versus Mode | | \- Virtuaroid Collection | | \- System/Options/Settings | | | | | | [Virtuaroid Roster].......................................... _vrs_ | | \- VR Unlocking Guide | | \- Legend | | \- Angelan | | \- Apharmd Series | | \- Apharmd The Hatter | | \- Bal d Meora | | \- Fei-Yen | | \- Guarayakha | | \- Myzr Delta | | \- Sisters Of The Rose | | \- Raiden Series | | \- Temjin Series | | \- Temjin 747 Type a8 "White Knight" | | \- VOX Series | | | | | | [BGM List]................................................... _bgm_ | | \- Virtual On: Operation Moongate | | \- Virtual On: Oratorio Tangram | | \- Virtual On: "4" Force | | | | | | [Questions And Answers]...................................... _qanda_ | | | | | | [Tak Puas Hati Corner]....................................... _geram_ | | | | | | [Virtual On: On The Web]..................................... _www_ | | | | | | [Credits].................................................... _terima_kasih_ | | | | | | [Contacting Me].............................................. _apa_khabar_ | | | | | | [Legal Info 2]............................................... _legal2_ | | | |___________________________________________________________________________________| |___________________________________________________________________________________| +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= INTRODUCTION _intro_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= G'day, everyone! It's me, Eizaz! You may recall that I wrote a FAQ on the game Virtual On: Operation Moongate, and this time I'm doing one for the latest installment of the series (at time of writing), Virtual On: MARZ. I've written one for the first game, so might as well write one for the next, right? I've been playing the VO series since I was 10, way back in 1996, when the arcade version of Operation Moongate first came out in Malaysia - so I proabably know a thing or two about the game. This FAQ is an in-depth walkthrough for Dramatic Mode, covering a list of VRs in the game, their attacks/special moves, how to unlock them, and almost everything else. A must-read for beginners, and perhaps you veterans out there could use this for referance. If you liked the first one, you'll probably like this one too... I hope. I don't mind if you use this FAQ on your page, as long as you ask my permission for it, and you give me credit, and if you have any tips/hints/glitches, comments, anything about this game or the FAQ, or even about me (yikes!) drop me an e-mail at: ztwc2@doramail.com Alternatively, come to my site at www.vogz.cjb.net And post your questions in the forums, where I shall reply to them. NOTE: The FAQ is nearing its completed stage, now to wait for the US release of MARZ... Contribute something useful, and I'll put your name in the FAQ with proper credits. ----------------- GAME INTRODUCTION ----------------- In 1995, a new machine for arcade junkies was released in local arcades throughout the world. Titled Virtual On: Operation Moongate, the game was a hit for players who preferred a new bash-em-up game, where strategy, tactics, and even a player's location counted to your victory - or defeat. This was one of the first games which allowed interaction between objects in the arena and the player. There were 8 virtuaroids (mechs, if you will) in the game to choose from, and each had its own special abilities. The Virtual On era had started... Soon afterwards, in 1998, SEGA came up with a sequel, named Virtual On: Oratorio Tangram. In my opinion, nothing compared with the graphics and gameplay of this one. It was truly a contest of skill and tactics. An experienced player would almost always win over a newbie player; players new to the game would stand no chance. This was the game which spawned numerous Virtual On fans worldwide, and is still a joy to play even after all these years. The gameplay was exactly like Operation Moongate's but much, much more advanced. For example, the turbo buttons affect your weapons. Different turbo/weapon combinations produced other effects, and the game took some time to master, unlike Operation Moongate (which was simple, really). In 2001, a new game of the series was produced by Hitmaker, unlike the previous series which were produced by SEGA. Virtual On: "4" Force, as it was named could only be found in Japan, so not much is known about it. The gameplay is said to be very different from Operation Moongate and Oratorio Tangram, according to those whgo have played it. The game was special from other series because of it co-operative mode - i.e. Player 1 and Player 2 join forces against Player 3 and Player 4. Now, in 2003, SEGA developed the latest installment in the series for the PS2 called Virtual On: MARZ. Developed based on the Virtual On Force system in Japan (with the exact game engine), the game allowed 2 players to go head-to-head against another team of 2. Yes, long-range VRs played their part here, by helping their partners who went into close combat. Many, many veteran players complained (including myself) as the gameplay was too easy, as most of the functions available in Oratorio Tangram were missing, and that there was nothing skilful about this game. Of course, skill was still involved, as it retained some of the Oratorio Tangram functions, and there were much more VRs to choose from (39, to be exact). My verdict: Okay. MARZ is literally Force for the home, with very little variety to choose from, unlike its arcade counterpart. If you're new to the series, or have only played Operation Moongate before, then by all means, give it a try. If you're a hardcore Virtual On fan, who plays Oratorio Tangram like crazy, and collects everything VO, chances are that you've given this game a try, and hated it a lot. It may not stay loyal to the series, and you may hate it, but it is, after all a sequel... Sorry, but you'll have to bear with this until Hitmaker (ever) listen to our whines. Whether you like it or not, is of course, entirely up to you, but personally, I wouldn't stop playing this for the world - no matter how bad it is. In fact, after a few months while working on this FAQ - surprisingly, I'm starting to get rather fond of it. That said, let's continue... NOTE: For more flames about the game, visit the Tak Puas Hati Corner. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= THE STORY! _indecipherable_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Unfortunately, the story in in Japanese, and I can't speak a word of Japanese, neither can I read katakana writing. Sorry, but this'll have to wait till the US version of the game is released. From what I can tell you, the game was released to fill in the missing parts of the previous chapters, like Counterpoint, One Man Rescue, Operation Moongate, Oratorio Tangram, and so on and so forth. These are all previous chapters in a long story - Virtual On. The US release will be in November, at which point I will finish up the FAQ. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ABBREVIATIONS AND TERMS USED IN THIS FAQ _terms_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Here are a list of abbreviations that I will use in this FAQ of mine, and some that are used all over the world by VR pilots. All these are performed with your VR standing still on the ground, unless stated otherwise. I created most of these specially for MARZ, as there is no standard format - so ask me if you want to use them! ------------------ LONG-RANGE ATTACKS ------------------ LW....................... Left Weapon; standing RW....................... Right Weapon; standing CW....................... Centre Weapon; standing FW.LW/RW/CW.............. Forward LW/RW/CW; walking BW.LW/RW/CW.............. Backward LW/RW/CW; walking SW.LW/RW/CW.............. Sideways LW/RW/CW; walking FWDG.LW/RW/CW............ Diagonal LW/RW/CW; walking, forward BWDG.LW/RW/CW............ Diagonal LW/RW/CW; walking, backward TbLW..................... Turbo LW TbRW..................... Turbo RW TbCW..................... Turbo CW CR.LW..................... Crouching LW CR.RW..................... Crouching RW CR.CW..................... Crouching CW CR.TbLW................... Crouching Turbo LW CR.TbRW................... Crouching Turbo RW CR.TbCW................... Crouching Turbo CW JP.LW.................... Jumping LW JP.RW.................... Jumping RW JP.CW.................... Jumping CW JP.TbLW ......... Jumping Turbo LW JP.TbRW ......... Jumping Turbo RW JP.TbCW ......... Jumping Turbo CW FW.dLW/Rw/CW.............. Forward dashing LW/RW/CW BW.dLW/RW/CW.............. Backward dashing LW/RW/CW SW.dLW/RW/CW.............. Side dash (left/right) LW/RW/CW FWDG.dLW/RW/CW............ Diagonal dash (FW) LW/RW/CW BWDG.dLw/RW/CW............ Diagonal dash (BW) LW/RW/CW FW.AdLW/RW/CW............. Forward air dash LW/RW/CW BW.AdLW/RW/CW............. Backward air dash LW/RW/CW SW.AdLW/RW/CW............. Side air dash (left/right) LW/RW/CW FWDG.AdLW/RW/CW........... Diagonal air dash (FW) LW/RW/CW BWDG.AdLW/RW/CW........... Diagonal air dash (BW) LW/RW/CW -------------------- CLOSE-COMBAT ATTACKS -------------------- LWCC...................... Left Weapon; standing RWCC...................... Right Weapon; standing CWCC...................... Centre Weapon; standing FW.LW/RW/CWCC............. Forward LW/RW/CW; walking BW.LW/RW/CWCC............. Backward LW/RW/CW; walking SW.LW/RW/CWCC............. Sideways LW/RW/CW; walking TbLWCC.................... Turbo LW TbRWCC.................... Turbo RW TbCWCC.................... Turbo CW JP.LWCC................... Jumping LW JP.RWCC................... Jumping RW JP.CWCC................... Jumping CW FW.dLW/Rw/CWCC............ Forward dashing CC LW/RW/CW FWDG.dLW/RW/CWCC.......... Diagonal dashing CC (forward only) LW/RW/CW FW.AdLW/RW/CWCC........... Forward air dash CC LW/RW/CW FWDG.AdLW/RW/CWCC......... Diagonal air dash CC (forward only) LW/RW/CW [Now the format here is that it will be in the form of a movement, in capital letters:] FW............... Forward BW............... Backwards SW............... Sideways (left or right) DG............... Diagonal (Forward-left/forward-right (FWDG), Backwards-left/backwards-right (BWDG). JP............... Jumping [And then the Turbo/Dash button if necessary:] Tb............... Turbo Btb.............. Both Turbo triggers (Twin A/Twin B; for others, press Change Target) d................ Ground Dash Ad............... Air Dash [And finally, the CC, if it is to be done in CC range.] CC............... Within CC range There! User-friendly, easy to remember, and short. Note that CR.CC (crouching CC) attacks are no longer in MARZ, and you can't execute a Turbo weapon attack while dashing (you'll cancel your dash.) NOTE: All air dash variants remain the same unless stated otherwise. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= THE CONTROLLER OPTIONS! _control_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= For those of you who are used to the Twinsticks, you're out of luck. The Twinsticks are not available yet, and nobody knows for sure if it will ever be released. Until then, you can either make your own (you could make a pair for the Dreamcast, but the PS2 version will have to wait a while), or just make do with the PS2's Dualshock 2 controllers. Here are a list of controller configurations to choose from. It's quite okay, really... I'm starting to like it, in fact! Now, what's my Right Trigger again... Oops. Huh? Argghh! No! NOOOOOOO!!! - GAME OVER - --------------- MOVEMENT LEGEND --------------- FW.................................. Moves the virtuaroid (VR) forward. BW.................................. Duh, moves the VR backward. Left................................ Moves the VR left. Right............................... Moves the VR Right. Turn (L)............................ Turns the VR to the left. Turn (R)............................ Turns the VR to the right. Dash................................ The name says it all. Jump................................ See above. Guard............................... Okay, this only works when there is a VR near you. More explained later. Repair Disc/Rescue Dash............. Use this to revive/heal a teammate, or yourself. The change-view function has been taken out of this game, and you're stuck with only one view of your VR, unlike in Operation Moongate. Anyway, who actually uses the pilot's view? To dash, hold the dash button and go whichever way you want to dash. While dashing, virtually all attacks will miss except if you dash straight into them. You can also cancel your dash by pressing the dash button again, called a dash-cancel. You can also dash and turn, excecuted by turning during a dash. Note that you can only cancel/turn your dash while dashing and not firing anything! ---------------- AUTO (AUTOMATIC) ---------------- New to the game? Never played any version of the series? Or do you think that controlling a giant, 20-metre tall, 8000+KW robot made of solid steel is tough? Well then, these are the controls for you, mate! Like the name states, the CPU will automatically analyse the current playing conditions, and chooses a suitable attack for you. Very simple and recommended for beginners, but will get in the way during advanced play. Oh yeah, the AUTO function will guard against close-combat attacks for you, wherever possible. R1...................... Change target L1...................... Change target Select.................. Repair Disc/Rescue Dash D-Pad................... Moves the VR FW, BW, and so on. Left Analog Stick....... Moves the VR, like the D-Pad. Right Analog Stick...... Turn Square.................. Light attack Triangle................ Heavy attack Circle.................. Faces opponent VR. Hold to jump, release to jump-cancel. X....................... Dash. -------------------- TWIN A (TWINSTICK A) -------------------- The closest thing to owning a pair of Twinsticks. For seasoned players who want to get the feeling of Twinsticks, these should work fine, albeit a bit of getting used to. Use the two Analog Sticks like you use the Twinsticks, and you'll enjoy the similar controls of the arcade version on the PS2... Until the real Twinsticks come out (if ever.) I myself use this controller configuration. Left Analog............. Left Stick Right Analog............ Right Stick L1...................... Left Turbo R1...................... Right Turbo L2...................... Left Weapon R2...................... Right Weapon Select.................. Repair Disc/Rescue Dash L Turbo + R Turbo....... Change Target -------------------- TWIN B (TWINSTICK B) -------------------- Why anyone would use this is beyond me. The button setup is ridiculously placed, and awkward to handle. Only use this if you want to give yourself a handicap to an opponent, if your analog controls are spoiled, or just to laugh out loud at Hitmaker for actually placing this configuration in here. I'd rather use Automatic than this, frankly speaking. On second thought, NEVER use this at all! It's evil...! D-Pad................... Left Stick Square.................. Left on the Right Stick Triangle................ Up on the Right Stick Circle.................. Right on the Right Stick X....................... Down on the Right Stick L1...................... Left Turbo R1...................... Right Turbo L2...................... Left Weapon R2...................... Right Weapon Select.................. Repair Disc Rescue Dash L Turbo + R Turbo....... Change Target If you are new and insist on using the Twin A/Twin B config, here are the controls. WARNING: More ASCII art ahead. FW........... Move both joysticks forward. BW........... Move both joysticks backward. Left......... Move both joysticks to the left. Right........ Move both joysticks to the right. Jump......... Split both joysticks outward (Move one left, and move one right) NOTE: If you move to the side while jumping (i.e jump and hold both sticks to the side) you may be able to evade most projectiles thrown at you. Only applies to light VRs. Heavy VRs can do this, but chances are your opponent's projectiles will hit you. __ __ Pull to the left <- \ \ *JUMP* / / -> Pull to the right \ \ / / \ \ / / \ \ / / Left Stick Right Stick NOTE: You can move a bit when in the air, especially for Myzr Delta and Bal d Meora. . . . . . . . . . Guard - Move both joysticks inward (Opposite to jump) Also used to cancel a jump in mid-air, called a jump-cancel. __ __ Push to the right -> / / \ \ <- Push to the left / / *GUARD* \ \ / / \ \ / / \ \ Left Stick Right Stick WARNING: You will experience a brief moment of freeze time after a dash attack, or after landing from a jump - so will your opponent(s), so use this to your advantage. --------------------------- TYPE A (Dreamcast Config A) --------------------------- If you're used to the Dreamcast version of Oratorio Tangram, then you may as well use this. The controls are quite similar to those of the SEGA Dreamcast, and if you're used to this, you'll be fine here. If you're a Marvel VS Capcom/any 2D fighting game fan, this is the config to go with. D-Pad................... Move VR. FW, BW... You know, right? Left Analog............. Move VR too. Right Analog............ Turn Square.................. Turbo Triangle................ Jump Circle.................. Change Target X....................... Crouch/Jump-cancel/Guard L1...................... Left Turbo R1...................... Right Turbo L2...................... Left Weapon R2...................... Right Weapon Select.................. Repair Disc/Rescue Dash L Turbo + R Turbo....... Change Target --------------------------- TYPE B (Dreamcast Config B) --------------------------- And if you don't like the controls above, here's another alternative: D-Pad................... Move VR. FW, BW... You know, right? Left Analog............. Move VR too. Right Analog............ Turn Square.................. Change Target Triangle................ Jump Circle.................. Turbo X....................... Crouch/Jump-cancel/Guard L1...................... Left Turbo R1...................... Right Turbo L2...................... Left Weapon R2...................... Right Weapon Select.................. Repair Disc/Rescue Dash L Turbo + R Turbo....... Change Target --------------------------------- EDIT (Custom Controller Settings) --------------------------------- Okay, okay. So you absolutely HATE all the controller configurations given. Nothing seems to satisfy you, huh? Oh well. Looks like you have no choice but to set your own bloomin' keys. Note that you can only change the keys in the main menu, or in the Dramatic Mode main menu. In-game, you can only choose the controller type, not set the controls. What you use here is entirely up to you; They are, after all, your keys, not mine! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= BASIC CONTROLS/COMMANDS _bas_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= By now, you should realise that this game is somewhat like a 3D shooter. Projectiles fly about and hurt you, destroy your opponent(s) and you win. Here's what you'll need to know to play the game. -------------- LOCK-ON TARGET -------------- You may wonder, "How the heck do I aim?" Well, the game incorporates something called a lock-on target. When the target is on your opponent, your attacks will aim in the general direction of your opponent. If you lose the target, your weapons will run haywire or go straight, except for specialised homing weapons like Fei-Yen's Heart Beam/Myzr Delta's Homing Beam. *In CC range, the lock-on target will change to a double lock-on, indicating that you are in CC range. --------------------- REGAINING THE TARGET --------------------- There are a number of ways to regain the target. Here are a few: -= Jumping When you jump, you have a bird's-eye view of the arena. You will regain sight of the enemy, and the target will lock on. Note that your VR needs enough time to turn to the direction of the enemy, so if you cancel it too quickly, you may not see your enemy at all, and when you land, you will freeze for a moment. -= Jump-cancel The most common way of regaining sight of the enemy and the lock-on target. All you need is a short jump to regain sight. Be warned though: If you jump-cancel too quickly, not only will you NOT regain sight of the enemy, but you are also allowing your opponent to counterattack you, as a jump-cancel has a freeze time. -= Do a dash attack When you do a dash attack, you will regain sight of your opponent and the target will lock on. Simple, quick and easy to execute, but be careful not to dash in the direction of the enemy, as you may get punished... Eating Lasers won't do your life gauge any favours. -= Turning This has to be the worst way of regaining sight of your opponent and the lock-on target. When you turn, it takes a really long time. And to regain the lock-on target, your sight has to be in a straight line with your opponent. Of course, there's dash turning, but then again... ---------------- HOW DO I ATTACK? ---------------- Use the Left Weapon/Right Weapon/Centre Weapon. All weapons are indicated by the gauges on screen, respectively. LW is on the left, RW on the right, and CW in the middle of both. You cannot fire your weapons continously as over time, your weapons will overheat/run out of batteries/recharge (you have infinite bullets, though - don't ask why) in which case a huge, red X will appear, overlapping your weapon gauge. Some weapons have a much faster recharge time than others, and some charge as slow as hell. A fully charged weapon will flash with the digits "100%", which means that your weapon gauge is full, and ready to use. Some weapons can be used while the gauge is less than 100%, or still charging, and some need the full 100% from the gauge to fire. Weapons charge automatically, even while firing. Knowing how to ration your weapons may lead to your survival... ---------------------------- WALKING OR STANDING ATTACKS ---------------------------- A very simple attack, it may be good or bad depending on the type of situation. Just hold the directional buttons to the right or left, and fire your weapons. Or, you can stay still and fire your weapons. Some weapons take a lot of startup time, while some take very little, depending on both the weapon and the VR. All walking and standing attacks can be cancelled into a dashing/crouching attack. ---------------- DASHING ATTACKS ---------------- You can dash and attack at the same time. This wil make up a major part of your attacks. To do it, dash (left, right, front, back, any direction), then press the desired weapon. The VR will then dash and fire his/her weapon. Dash attacks are different from walking/standing attacks, and walking/standing attacks can be cancelled into a dash attack. ---------------- JUMPING ATTACKS ---------------- When jumping, you can also fire your weapons, but only after the jump has reached its maximum altitude. Jumping attacks differ from other attacks, where VRs fire their weapons in a different way. Also used to counterattack your opponent or to throw his weapons off course (as in miss by a mile). You can also dash while jumping. ----------------- CROUCHING ATTACKS ----------------- Most attacks can be done while crouching, and you can only crouch while firing a weapon. To do this, press GUARD and fire the desired weapon. This produces special effects, according to the weapon and VR you use. Crouching attacks can be cancelled into a dashing attack, and unlike Operation Moongate, you can fall while doing a crouch attack. There are no more crouching CC attacks... I wonder why? ------------- TURBO ATTACKS ------------- Turbo attacks consist of pressing the turbo button and firing a weapon. Most turbo attacks can only be done while standing. Anyway, turbo attacks power up your weapon, but consume more energy, and usually take a longer startup time. They do more damage and have special effects, so experiment! NOTE: Unlike in Oratorio Tangram, the Left Turbo does no longer exist, neither does V-Armour. ----------- OTG ATTACKS ----------- What are OTG attacks? OTG stands for Off The Ground, a term where Marvel Vs Capcom/KOF/GGXX players should be able to relate to. When your opponent falls down, he is officially Off The Ground, where you can attack him/her while your opponent's down. You can only hit one or two OTG attacks at a time, and OTG attacks are severly weak, another thing you 2D fighting fans should know... But sometimes, it's just perfect for getting rid of that itsy-bitsy pixel of life. ----------------------------- CHANGING/SELECTING THE TARGET ----------------------------- In MARZ, you can and will fight against more than one opponent by yourself. To choose which opponent you want the lock-on target to be on, you will have to press the "Change Target" button, or in Twinstick mode, press both turbo buttons. You have to be neutral in order to use this mode, which means you must not be firing ANY weapons while doing this - you can't change targets while in a gunfight with one opponent. To know what type of VR you are aiming at, look at the top-left corner of the screen. The name of the VR itself should be in Japanese, but riddled with enough English for you to know what VR it is. Of course, some VRs have their name completely written in Japanese, so take a wild guess. ----------------- THE RADAR DISPLAY ----------------- During gameplay, you may notice a simple radar on the bottom-right corner of the screen. Simple, but it gets the job done. Don't expect any terrain options here; this radar only tells you the location of stuff, enemies, and your VR partner, if you have one. Here's what all the symbols and colors mean: Green dot......................... Item to pick up. Red dot........................... Enemy out of radar coordinate range Red triangle...................... Enemy Red triangle (with fill).......... Enemy that you/your partner are currently locking on to Red triangle (without fill)....... Free enemy; not being locked-on to by anyone Blue plus (+) symbol.............. Yourself Blue triangle..................... Your partner Blue X............................ Your partner with fully depleted life bar, a.k.a dead. So basically, everything RED is out to kill you, GREEN is stuff to pick up, and BLUE is your ally. The direction that the triangle's point is pointing towards represents what direction your enemy is facing. Use this to your advantage, if you don't know what's going on behind you, assuming that the enemy is in the radar coordinate range. ----------------------- REPAIR DISC/RESCUE DASH ----------------------- Of course, you probably can't take out 8 Z-Gradts and expect to live, with your life bar being brought over - so SEGA made these thingies... The Repair Discs! Repair Discs come in CDs, and you can carry a maximum of 5 discs, represented at the bottom-left corner of the screen. Each disc heals approximately 1/3 of your present health, at the price . These will not always be there to bail you out, so use them wisely! As for the Rescue Dash, when your partner falls, use this to auto-dash towards your partner and revive him if he's dead, at the cost of some health, depending on how much health your partner's lost, and all your weapons. The Rescue Dash can only be used in Challenge and Versus mode. NOTE: During the Rescue Dash, you cannot be locked-on to. All attempts to lock-on to you will fail, that includes jumping and dash attacks. You will jam the opponent's radar completely, and if you reach your friend, both you and your friend's life will be split equal. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= CLOSE COMBAT (CC) _cc_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= For close combat to occur, a certain VR must be close enough for one of its (or maybe all) weapon gauges to turn yellow. Pretty easy to spot, because a weapon gauge's color is blue by default, and a double-lock on target will appear. Anyway, when a weapon is in CC (close combat) mode, use it and your VR will unleash some cool looking attacks, that do major damage. There is also a move called a "Circular Slash", which means that your VR will circle around the opponent VR at top speed, and attack from behind. To execute this, in CC mode, go to the diagonal-up direction (left or right, your choice) and press your relevant CC weapon. This is basically it, though I've listed a whole bunch of other types. Here they are: NOTE: Crouching CC attacks have been taken out of the game. I wonder why... -------- GUARDING -------- All CC attacks do a lot of damage (Some doing more than 1/2 life) but can be blocked, which brings us to the topic above. In CC range (Yellow weapon gauge), hold both joysticks inwards and your VR will hold up his/her weapon, like trying to block an attack. When a CC attack is blocked, you will recieve very little damage, but can kill you if you only have a pixel of life left. Actually, your guarding point extends further that your actual CC range, and you can do it anytime a VR is near you, regardless of where the lock-on target is. ----------------------------------- DASHING CLOSE COMBAT ATTACKS (d.CC) ----------------------------------- Dashing close combat attacks are done by front dashing towards your opponent, and pressing the BW direction and your CC weapon. If done correctly, the VR will slice/bash/punch/kick the opponent while dashing. Very useful, but prepare to be punished if you miss. Make sure you press the correct CC weapon, and note that different CC weapons have different effects. Also known as the "Dash-slash". Combine it with a curve dash and you get an attack with a huge radius. Very useful. ---------------------------------------- AIR DASHING CLOSE COMBAT ATTACKS (Ad.CC) ---------------------------------------- Did you know that you can execute CC attacks while air dashing? Oh, yes. Follow the same steps as above, only while air dashing. Jump, forward air dash, and press BW + your CC weapon. This move can hit opponent(s) on both land and air, depending on which weapon you use. Only certain VRs can do this, for example Myzr Delta and some of the Temjin series. As usual, different CC weapons have different effects. ------------------------------------- UPPERCUT CLOSE COMBAT ATTACKS (UP.CC) ------------------------------------- While in CC range, press BW + your CC weapon. Your VR should hit an uppercut from down to up. Unless your opponent is on the air, and this being a great finisher, I don't see any reason to do this. Bad startup time, but works if your opponent tries to evade the attack by jumping. This move is only available with the left and right weapons. The attack may hit twice in a row, and the opponent takes twice the usual damage. Only sometimes. ------------------------------------------- GROUND SMASHER CLOSE COMBAT ATTACKS (GS.CC) ------------------------------------------- While in CC range, press jump + your CC weapon. The VR should jump up, then come down with its weapon engaged, hitting your opponent from above. Quite useful for evading your opponent's CC attack, and hitting him/her at the same time. If he jumps to evade it, he'll still get hit by the attack! Then again, if he dashes away and attacks you, you're in trouble. Slow startup time. You can, however use this simple method: Dash into your opponent, and when the weapon blinks (in CC mode), cancel the dash into an GS CC. Evil, no? This move is only available with the left and right weapons. Also known as the JumpCC. --------------------------------- OTG CLOSE COMBAT ATTACKS (OTG.CC) --------------------------------- You can take cheap shots at an opponent while he is down. To do this, go close until your LW/RW blinks, and hit the trigger! Your VR should rush forward and punch/stab/stomp your opponent while he's down. Be warned though; there is no way to cancel the attack once activated, so if it misses, prepare to lose a lot of health. Some VRs can excecute this easier than others. ---------------------------------- TURBO CLOSE COMBAT ATTACKS (Tb.CC) ---------------------------------- Aha! An unblockable CC attack. Replacing the crouching CC attacks in VOOT, comes a turbo CC attack (which was also in VOOT, so nothing new here.) These attacks do a lot of damage if unblocked, and do little damage if blocked. Either way, your opponent will fall, regardless if he/she blocks or not. Lousy startup time, but every once in a while surprise your opponent with this. There's no cancelling this once executed. -------------------- GUARD REVERSALS (GR) -------------------- A Guard Reversal is a move that allows you to attack instantly after a block. In OM and OT, these were lightinig quick but seem to be rather slow in (like everything else.) A Guard Reversal can only be done with the RW.CC and LW.CC. To execute, you must be in your guard animation, and press the LW/RW. Serves as a quick counter against blocked CC moves. -------------- LINKING COMBOS -------------- You can link CC attacks to form a combo of some sort by pressing the Turbo version of the CC attack after the original attack, cancelling it into an unblockable attack, i.e. RWCC, when it hits, cancel into Tb.RWCC. Normal CC attacks can also be cancelled into on overhead CC, or an uppercut CC. Oh, you can cancel your dashes into a CC attack, which can be used to deadly effect, i.e. dash into opponent, opponent tries to slice you but cancelled into GS.CC. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ADVANCED CONTROLS/COMMANDS _adv_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------------- THRUST-VECTORING/DASH VECTORING ------------------------------- What on Earth? Anyway, in simpler terms, this literally means "Strategic Dashing Attacks". For example, Temjin does a side dash attack. If you want to attack him during his dash, doing a side dash attack will be of no use, unless he gets stuck in a corner and you can hit the crap out of him, as your attack will usually miss. The correct way to dash is to dash forward, and attack. When dashing forward, your VR will face your enemy directly, thus chances of your projectile hitting are much higher than with a side dash. Timing is the key here, because if your timing is bad, your attack will miss. Too slow and your opponent will have recovered from his freeze time, and will probably jump to evade your attack. Too fast and your attacks will also miss. Another example: If your opponent dashes forward and attacks, do a side dash attack. Why? Because when he/she does a front dash attack, he can't move to the side, and you have him in a straight line. By the time you fire your weapons, it'll be too late for him to do anything and BAM! They'll never know what hit 'em! You can also jump and fire away, but it's too slow, and is likely to miss. So, remember these rules (although you don't necessarily have to follow them): Opponent side dash...... You front dash Opponent front dash..... You side dash Opponent back dash...... Opponent made terrible mistake. Easy! -------------- WATARI DASHING -------------- Watari dashing was introduced to Oratorio Tangram, and was very effecient. A bit more subdued in MARZ, but another addition to your array of tactics. In VOOT, this was performed in the middle of a dash, and during the dash, hit the Twinsticks at a 90' angle of your dash. If you side dash, you can Watari it into a front dash. If you front dash, you can Watari it into a side dash. This is a bit slower in MARZ, but still, it may come in handy. Use this with thrust-vectoring, and you have a lethal mixture of both, as you can change the direction of your dash in an instant. You can also change the dash at a 135' angle. The dash itself was named after the creator of the Virtual On series, Juro Watari, who first introduced it. NOTE: The Watari dash can also be combined with an air dash. ------------- FRAME-CANCELS ------------- Allright, this is new. I didn't know these could be done until very recently. Frame cancels refer to the process of cancelling out an animation frame, thus speeding up certain attacks. In OM and OT, these were performed by pressing GUARD, which would bring your VR to a standstill, cancelling out the animation frame and leaving you free to move around. In MARZ, these are somewhat different; You need to move instead of standing still. Here's how: 1) Fire a weapon. Temjin's Beam Rifle works the best here. 2) When you see the firing animation, walk in any direction, and hold it. 3) If done correctly, after the VR fires the weapon, the walking animation should cancel out the reloading animation. 4) Once you see the VR walk, halt! 5) The VR comes to a standstill, and you are free to do anything you want, i.e. fire another shot. 6) Repeat for rapid fire! NOTE: I haven't tested these with other VRs yet; but Temjin works especially well, and certain weapons cam be cancelled by pressing Guard - i.e. 747 a8's CW. Yes, it's cancellable by pressing Guard, that's why he seems to be able to slash 4 beams in rapid succession. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Now that we know the basic controls, let's put them to good use. When you first start the game, you will encounter different game modes on screen. Here's what they are: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= DRAMATIC MODE (RANK, GUIDE, ENEMY LIST) _drmode_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Let's start with Dramatic Mode. Dramatic Mode will send you through the entire MARZ story. You take on the role of a VR pilot, and fight your way through a series of missions. Sort of a cross between VO and an RPG, if you may. You can choose 4 difficulties, namely Normal, Hard, Very Hard, and Ultimate. Before you start a mission, you can only choose 1 VR for the mission, a measly Temjin 707. Well, not that it's bad or anything, but you aren't exactly spoiled for choice here. You may notice that all the other VRs in Versus Mode are missing here; you have to unlock them before you can use them in Dramatic Mode. There are certain VRs that are neither in Versus Mode, or in Challenge Mode. These VRs can also be unlocked here, and once you unlock them, you can use them in either Dramatic Mode, or Versus Mode. In certain missions, another VR may come out to help, making your job easier. ------------------- ITEMS AND POWER-UPS ------------------- During your missions, you may encounter some stuff, that you can pick up. I've listed all of them down here, and you can also unlock new stages and new color schemes to be used in Versus and Dramatic Mode. -= Crates Crates are... Well, crates. Boxes that open when you touch them, they probably contain some Repair Discs, Database Discs, or power-ups. -= Repair Discs Something like CDs, Rescue Discs are either obtained by destroying an enemy, or picking them up from a crate. Either way, you can have up to 5 Rescue Discs in your inventory. Heals about 1/3 of your life bar. Repair Discs not only heal your health, but also your partner's. -= Database Discs Think Repair Discs with a cover. These add to parts of the story, which you can access in the mission menu, and give you information throughout the game/on VRs, not to mention double as a Repair Disc. -= Power-ups There are a number of power-ups in the game. Power-ups look like the MARZ logo (the letter A with a dot) and come in different colors. These power-ups last for a limited time, and you can check on your VR's status below your health bar, on the top-right corner of the screen. In time, the status will blink, indicating that the effect is about to wear off soon. The faster it blinks, the less time you have! Power-ups consist of: Blue........... Speed. Makes your VR twice as fast. Useful for slow VRs like Raiden. Green.......... Protect. All weapons do 1% or 2% of damage on you, even Raiden's Lasers. Cool! Red............ Attack. Boosts your attack power by a huge amount! Yellow......... Lucky. I'm not sure what this does. Perhaps most attacks aimed at you will miss, and your attacks hit more frequently, and boosts your speed, guard and attack power by a bit. Note the "perhaps". Purple......... S.A Protect. If I could choose one power-up, this'll be it without a doubt! Makes your VR completely invincible for a certain period of time. All attacks will not do damage; and you cannot fall down. Maroon......... Fake. What does this do? Beats me. Apart from making your weapons a bit weaker, this doesn't seem to do anything else. I think this one is the opposite of Lucky, where it reduces your speed/armor/attack by a bit. I'm not sure, still. NOTE: All items are represented by a green dot on the radar, enemies by a red dot, and partner by an X. You are represented by a blue plus smybol (+) in the middle of the radar, in the bottom-right corner of the screen. ------------------------- ENEMY LIST/TIPS AND HINTS ------------------------- In this section, I'll list down all the various enemies you'll meet in Dramatic Mode - VR or not, I'll cover them all, what attacks they have, and tips/hints on how to defeat them. A walkthrough can be found below. [NON-ATTACKING UNITS/STRUCTURES] -= Enemy Buildings Buildings with a satellite dish on its top. Appear in the "Destroy Enemy Buildings" mission, on Earth. -= Missile Launch Site A small missile launch base that you have to destroy, in the 5th Mars Polar Area mission, where you have to get past the maze. -= Enemy Trucks Trucks belonging to the enemy... 'Nuff said. Appear in the "Destroy Enemy Trucks" mission, on Earth. [ATTACKING UNITS/STRUCTURES] -= Land Mines Mines that look like Raiden's G-Bomb, these only surface when you tread on them. Land Mines are only found in the 3rd last Mars mission, and do a lot of damage. Mines are detectable by standing still, and after 3 or 4 seconds, areas that have mines planted will flash pink; move an inch and they dissappear again (you can turn, though.)Try not to activate any mines, and try to keep your partner with you at all times - makes things much easier. Note that mines also damage the enemy VR, so you can use them to your advantage! -= Diamond Turrets Think a combination of green orbs and an enemy building. These buildings fire Homing Beams at you, but shoot at regular intervals. Timing is key. -= Z-Gradt's Cannon Z-Gradt's Cannon will block the entrance in the mission "Heaven's Thunder". Destroy this to win the mission. Forget about the orbs surrounding you; Lock-on to the cannon, and shoot at it. The cannon will NOT take any damage unless your shot hits the cannon directly in its barrel, and your shots won't reach that far. You have to aim so that your shots hit the barrel, and use VRs whose shots have infinite range - Temjin 747J's Turbo RW, for example. As for the orb shots, just time your jump, and fire the Turbo weapon. -= Diamond Orb A green orb, like a printed circuit board that fires 3 long Lasers at you. Weak armor, slow, but come in packs. Encounter in the middle of the Earth missions, where your electronics will go out, and when you finish off the VRs, the orb comes out. The Lasers come out at intervals, so time your attacks and you'll be fine. -= Normal VRs All the VRs in the VR list. You'll encounter most of them along the way, and these appear at random. -= Shadow VRs The exact opposite of the White Knight, these VRs are VRs from the list above that appear in black colors, like a shadow. Faster, stronger and more armor. -= The Sisters Of The Rose You'll meet these gals a few times in the game, namely: [Mission 3, Jupiter] [Mission 4, Earth] [The Tangram Crisis] It's a 3-on-1 fight here, so focus your firepower on one till she gets killed, and take out the other 2 the same way. Always keep an eye on your radar, and try to know what the others are doing behind your back! -= The SHBVD Raidens These speedy Raidens are like any ordinary Raidens; but as fast as a 707J. Really! Meet them at Mission 6 of Mars Polar Area, and at the Tangram Crisis. They will gang up on you; The blue one attacks you from long range, while the yellow/orange one will try to CC you to death. Take out the blue one (Gill) first; then the yellow one (Jon) shouldn't be tough. -= Apharmd Ha-T Encounter him after the Mars Missions, where he will fight you in a 1-on-1 battle. Defeat him to get a triangle piece, which will make your life a bit easier. He isn't blue and white like the Hatter you've seen, but red and navy instead. He can't shoot you, so he'll try his best to hit the Tongfers on you. Keep out of range and take him out from long range. Check VR list for more info. -= 747 Type a8 "White Knight" Encounter him in the middle of the Moon Missions. Hide behind a crate, and wait for him to forward dash RW. When he does, and his attacks get absorbed by the crates, go out and FW dash Beam Rifle him back! Keep this up, and use the crates to your advantage. I've found an easier way: Use Raiden, and engage him in CC. Yes, it sounds like suicide, but trust me on this one. Here's a step-by-step guide: 1) Engage him in CC 2) When he attacks, jump. 3) Wait for his attack to finish, then cancel your jump. 4) Dash back, and fire Lasers. 5) He tries to give chase, and punish you with his FW.dRW, but your Lasers absorb the shot and hit him instead! 6) He should fall down; engage him in CC again. 7) Evade all his CC attacks by jump-cancelling until Lasers charge to 100% 8) Repeat step 4. Alternately, complete the game under Ultimate Mode and give him a taste of his own medicine using the a8. -= MLTNs (plural; singular MLTN) A scaled-down Z-Gradt, these float about the arena while unleashing a barrage of attacks. There are 4 types altogether, as listed below: - TF: Missile Packs. Tons and tons of missles flying towards you! - FP: Homing Lasers. Thin Lasers that home in on you. - CF: Lasers. Huge Lasers that go straight, and do a lot of damage. - FF: Mini-Laser Cannon. Twin Laser Cannon shots, even more damage. All these variants can fire green Energy Shots, and turn gold while doing so. If you get their life gauge down to 50% or so, they start firing purple Energy Shots, which will ban all your weapons if they hit, and do a lot of damage! Try to evade these at all costs. You can CC them, unlike the real Z-Gradt, and they take the same amount of damage, gold or not. They aren't that tough; just keep away from their weapons. Oh, and when charging up their energy shots, all frontal long-range attacks will be absorbed by the shot. -= Z-Gradt If you've finished Operation Moongate, you should be familiar with him. Z-Gradt hasn't changed much over the years; during "Worthless Lead Mode" (grey) attacks do very little damage; during "Expensive Gold Mode" (gold) he takes more damage than usual; here's your chance! Don't get his by the Laser Cannon... You'll encounter him in the mission to rescue Hutter. And don't even bother trying to CC him; your CC weapons won't work here. His weapons are: - Double Ring Lasers - Laser Cannon - Floating Mines (They hit this time, unlike in Operation Moongate.) - Hyper Phalanx - Pulse Lasers. When his Laser Cannon is activated, Z-Gradt becomes a huge cannon, with a barrel about the diameter of Raiden. Fires a huge beam at you, and turns so that it covers a large area. The best thing to do when this happens is to go really close to Z-Gradt so that his ratio of turning is lessened, and avoid it completely while attacking. If you don't, it shall be very tough to evade, although still possible. Now, use this opportunity to fire your weapons, as he changes from "Worthless Lead Mode" to "Expensive Gold Mode", during which he turns gold in colour, and his armor is weakened by a lot. To evade the Pulse Lasers, keep dashing around him until he stops firing them. The Double Ring Lasers? You'll eat a shot or two here, as these are nearly impossible to evade (note the "nearly" - it's possible). They don't do much damage, thank Sega for that. In the episode "W-FrenZ", you'll have to fight 2 Z-Gradts simultaneously, so kill one first, then use its battered body as a shield against the other one's weapons. -= Diamond Arm A long, snake-like enemy made up of many green orbs. The Worm will float around the arena, shooting little purple shots at you, similar to Specineff's RW, in a long wave. Easy to evade, but watch out for its Orb Charges, where it releases dozens of little brown orbs that explode upon impact with you, or an obstacle. Keep dashing around and evade his attacks while attacking yourself... That should do it. Don't even think of CCing it; it'll keep spinning around, using its body to attack you - you won't stand a chance. Note that after a while, the Worm will emit another Diamond Orb, which will add to your difficulties. -= Diamond Worm Like the Arm, this too, is made up out of many green orbs. The snake has different weapons, but a similar strategy. This time, it fires 6 long Lasers in a row, and when it's done, it will fly about, shooting those annoying pink shots. Use the same strategy as the Worm, but always keep an eye on it, lest it fires its Lasers and taking 1/4 of your life. Before firing its Lasers, it will strike a snake-like pose, and fire. Beware! -= Ajim/Guerlain After finishing off the Orbital Elevator, you'll go to the Crystal Room, guarded by Ajim and Guerlain. You will start automatically locked on to Guerlain. She'll fire these 3 shots: - Pink crystals, - Striped orbs (Black & White) - Big violet crystal The pink crystals are tough to evade, and slow you down while doing damage. The striped orbs are just projectiles, and the violet crystal goes through obstacles, and will ban all 3 weapons if they hit, not to mention a knockdown. After a while, Ajim and Guerlain will come together in the centre of the arena, and start spinning at high speed, eventually turning into a huge crystal, shooting Lasers towards you - at which point your attacks will do damage. Once you get their life gauge to 50% or so, the Lasers will reflect across multiple crystals that spray them about the arena. Just keep evading their Lasers and counterattacking, and you'll be fine. -= Jaguarandi Oh, boy. Remember him? In Operation Moongate, Jaguarandi (ol' shovelhead, as we called him) came out when you spent too much time in the missions. In MARZ, he appears in the middle of the Earth missions. Bigger, badder and ever frustrating, Jag's weapons consist of: - Energy Shot - Hyper Fireball - Octal Lasers The Energy Shot is huge, purple in color and will ban all your weapons if it hits. The Hyper Fireball is really fast, has exceptionally good himing ability, and takes away a huge amount of life, and the Octal Lasers spray fast-moving Lasers in 8 directions at once. Really tough, this one. Try your best to evade his weapons, especially the fireball. You may have to eat a few Repair Discs, so make sure you have some! -= STRATS (singular/plural) Looks like Z-Gradt, without any gold mode. There are 2 variations to this: -Variation 1: Fires Pulse Lasers -Variation 2: Fires 4 thin Lasers that sweep the entire arena. Encounter these in the 2nd final episode - "Solid Style Armament". The have these weapons in common: CD Lasers, Pulse Lasers, Floating Mines and Stun Prisms. The CD Lasers are Ring Lasers that look like CDs; Floating Mines/Pulse Lasers are like normal, and Stun Hexagons are long, thin rectangles that will electrocute your VR if they hit. In the first room you fight a Variation 1, the second room a Variation 2, and in the 3rd room, both variations at the same time. They are as tough as Z-Gradt with his armor; but a chance comes when it reveals its orb to attack you. Variation 1 fires Pulse Lasers in multiple directions, so be quick on your feet! Variation 2 fires 4 thin Lasers that turn and cover the entire arena. You can jump here, so make the best of it! By the way, if a Z-Gradt dies, you can use its battered body as a shield against projectiles. Try to evade their Stun Prisms by air dashing away. That should be enough... Off you go! -= Tangram The final boss. Encounter in the episode "Final Sphere" - and perhaps the easiest in the game! Tangram's weapons consist of: - Laser Cannon - Complex Ring Lasers - Energy Wave - Burst Lasers The Complex Ring Lasers are Ring Lasers joined together, no threat. The Burst Lasers are 9 thin Lasers in a pack, but easy to evade. The Energy Wave is a wave of destruction that sweeps across the ground - evade by jumping, and the Laser Cannon is a powerful Laser, Z-Gradt style! Where do I start... In this stage, gravity works two ways. If you're jumping, and are biased towards the ceiling, you will end up standing on the ceiling. If the jump is closer to the ground, you'll land on the ground. During "Ceiling Mode", when you're on the ceiling, the Left and Right directions are reversed - so get familiar! Okay, next we have Tangram. Tangram can't die; every time you kill it, it reincarnates after a while. Instead, you have to smash the crystals lying about the corners of the arena, which supply Tangram's energy. There are 6 altogether; 3 on the floor, 3 on the ceiling. Temjin's TbCWCC works wonders on these - so here's what: Kill Tangram, smash 2 or 3 crystals, kill Tangram again, and smash the rest. End of discussion. ---------------------- MISSION RANKING SYSTEM ---------------------- In Dramatic Mode, after you complete a mission, you will be awarded your rank, how well you peformed in the mission, which in turn, is determined by your battle points (BP). Battle points not only determine your rank, but BP also serves as "experience points". The more XP you get, the higher your level goes. Your BP is determined by 3 factors: Time Taken: Complete the mission fast and you get more points. Life Gauge: Your life remaining will also be taken into consideration! Difficulty: Well, the tougher the mission, the more points you get. Battle points will be deducted if you use one Repair Disc, by 25000 (twenty-five thousand) BP, which is quite a lot. So literally, it's TIME + LIFE + DIFFICULTY = Rank. There are 8 ranks available for missions, as listed below: . . . . . . . . . SS: Whoa! The highest rank available, usually obtained by finishing the mission with perfect health, and in the least time possible. Wicked! S: One rank below SS, you probably missed out on a few thousand points here. Very good. A: Above average. Good! B: Regular, but with some practice you'll get it! C: Hmm. A bit below par, so the mission must be bloody tough, or you're not experienced. D: Desperately need more practice, you do. Practice harder... E: Egad! What the hell did you do, use up 20 Repair Discs!? . . . . . . . . . -------------------- PILOT RANKING SYSTEM -------------------- Yes, you, the pilot, also have a rank. Meet a certain BP criteria to get promoted. Your rank is shown by the MARZ medal, in the "Pilot Data" option. Look closely at the medal. It should be either green, blue, or red, and there should be a metal rivet on top of it, set in either steel or gold trim (the outline.) Those rivets stand for stars (i.e. 3-Star General, 4-Star, etc), so you'll have to earn your rank! Here are a list of them: GREEN MEDAL; Steel Trim Green..................... Green Background: 1 Star (rivet) Apprentice................ Green Background: 2 Stars Rookie.................... Green Background: 3 Stars BLUE MEDAL; Steel Trim Regular................... Blue Background; 1 Star Experienced............... Blue Background; 2 Stars Veteran................... Blue Background; 3 Stars RED MEDAL; Gold Trim Elite..................... Red Background; 1 Star Ace....................... Red Background; 2 Stars Godlike................... Red Background; 3 Stars There you go. I have yet to confirm the BP requirements for the ranks, so wait... Oh, and to unlock certain VRs, you need to be at a certain rank and defeat them. More explained in VR section. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= MISSION LIST/FULL WALKTHROUGH _drmguide_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Okay people, this is what you asked for, so this is what you'll get. A complete list of missions in Dramatic Mode, and a guide to help you get through. There are a few terms you need to know about here; Mission Objective...... States the goal of the mission. Number of VRs.......... States the number of VRs in a mission. Type of VRs............ States the type of enemy VR combinations - may be random or fixed. Time Limit............. States the time limit set within a mission, wherever possible. Partner................ Yes indicates you'll be doing this mission with a partner; No means... Well, no. Continue............... Certain missions can be "continued", i.e. you die in a certain sector, you can restart back from the same sector without having to play the mission again. Life will be regenerated, as will the time. Sectors................ How many sectors/sections a certain mission has. STRANGE STUFF: The paranormal mysteries of the game that I have encountered, or just happened to come across are collected here. NOTE: Things that I write in a bracket "()" are additional things the game doesn't tell you about, and if a certain mission doesn't need explaining, I won't explain it - too simple. ------------------------------ OPERATION 1: MARS CENTRAL AREA ------------------------------ PLANET DATA: Diameter (Equatorial).......... 6794km Escape Velocity................ 5.02km/second Distance From Sun.............. 227.941 million km Orbital Period................. 686.980 days Moons.......................... Phobos (Fear), Deimos (Terror) Quickie Fact: Mars is named after the Roman god of war, Mars. Apparently the Romans called this planet by that name as it is red in color... Angry-looking. Mars is red due to the huge amount of iron on its crust. It has some air on its surface, 95% of it which is carbon dioxide, 3% nitrogen, and 1.5 percent argon, along with minute traces of water, oxygen and helium. No life is known to exist on Mars, experiments are now underway. . . . . . . . . . - [Mission 1] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 1 Type Of VRs: Vox L-48 Lee Time Limit: No Limit Partner: No Continue: No Sectors: 1 Okay, the first mission in Dramatic Mode. You encounter a Vox Lee - take it out and move on, you haven't got all day here, do you?! . . . . . . . . . - [Mission 2] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (3) Type Of VRs: 2x Vox Lee, 1x Dan Time Limit: 255 seconds Partner: No Continue: No Sectors: 1 This isn't so tough. Take 3 VRs out, and you win. Note that if the VRs manage to get within their force fields, another enemy VR will appear, and this will continue until you kill 3 of them. The BGM "In The Blue Sky" plays here. . . . . . . . . . - [Mission 3] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 3 Type Of VRs: 1x Lee, 2x Bob Time Limit: 285 seconds Partner: No Continue: No Sectors: 3 Meh, nothing tough here. Destroy the VRs, 1 per sector and that'll do. . . . . . . . . . - [Mission 4] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 6 Type Of VRs: 4x Temjin 10/80 adV, 2x Temjin 707J Time Limit: 265 seconds Partner: No Continues: No Sectors: 1 Your first challenge. 6 Temjins will come out via platforms raised on a crate, located at the 4 corners of the arena. Time your attacks so that they reach the enemy right after he surfaces. Note that while the enemy is still surfacing, no damage is done, and if you fire too slow, he'll escape. . . . . . . . . . - [Mission 5; FINAL] - Mission Objective: Destroy Enemy VRs (Optional: Rescue Hatter) Number Of Enemy VRs: 1 Type Of VRs: Z-Gradt Time Limit: N/A Partner: No Continue: No Sectors: 1 Z-Gradt from Operation Moongate makes his first appearance here. You will see an Apharmd locked onto a triangle that somehow resembles a cross, and Z-Gradt comes out. Now, Z-Gradt will try to kill Hatter, and if it suceeds, Hatter won't be with you during some of the Jupiter missions. To defeat Z-Gradt, see Enemy List above. -------------------- OPERATION 2: JUPITER -------------------- PLANET DATA: Diameter (Equatorial).......... 142,984km Escape Velocity................ 59.6km/second Distance From Sun.............. 778.328 million km Orbital Period................. 11.862 years Moons.......................... 4 major (Io, Europa, Ganymede, Callisto) but 12 altogether Quickie fact: Jupiter has about 1/1000th the mass of the Sun. If it were 80 or 90 times more massive, the temperature and pressure at its centre would soar, and nuclear fusion could begin - making Jupiter a star instead of a planet. When the Romans named this, they had no idea how suitable it was. Jupiter was the Roman name for Zeus, or king of gods - and Jupiter certainly is the king of the planets, being the biggest of them all. Just look at its escape velocity... . . . . . . . . . - [Mission 1] - Mission Objective: Destroy Enemy VRs (Get past enemy resistance; make it to next area) Number Of Enemy VRs: N/A (5) Type Of VRs: 2x Apharmd J Type A, 3x Apharmd J Type C Time Limit: 290 seconds Partner: Yes (Apharmd J Type C) if Hatter died in the last mission Continue: Yes Sectors: 3 Your first experience with a partner here! Makes things much easier now. If Hatter got destroyed in the previous mission, he'll be replaced with an Apharmd J Type C. On with the mission. Kill the Apharmd in your way, and move on to the 2nd sector. There will be 3 doors blocking your way; There is no right or wrong way here. You need to destroy the enemy Apharmd in order to advance to thenbext sector. If you don't, you'll have to break open all 3 doors, but if you kill the Apharmd you can bust open any door to get to the other sector. In the 3rd sector, get rid of the 2 Apharmds, and you win the mission. . . . . . . . . . - [Mission 2] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 6 Type Of VRs: 2x Vox Dan, 4x Specineff Time Limit: 270 seconds Partner: Yes (Previous mission) Continue: No Sectors: 1 Take out the 2 Dans in the way, followed by 2 Specineffs. After that, another 2 Specineffs will come out, so be on your guard. . . . . . . . . . - [Mission 3] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 3 Type Of VRs: Sisters Of The Rose (Myzr Delta FairBianca, Evelyn, Charlotte) Time Limit: 150 seconds Partner: Yes Continue: No Sectors: 1 Your first meeting with the Sisters Of The Rose. They come along, talk some crap and begin to fight you. Okay, it's an unfair fight here but not tough. Once you take out 2 of them, a cutscene comes out and the 2 that you destroyed use their repair discs, and try to kill you again. At one point, you may see Hatter getting SLCed to death by the 3 of them; Don't let it distract you, just focus on taking them out. If you win, you will be rewarded with a Diamond Fragment, given to you by Jeniffer Poison. . . . . . . . . . - [Mission 4] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (10) Type Of VRs: 6x Myzr Delta, 2x Apharmd T Type F, 2x Apharmd T Type D. Time Limit: N/A Partner: Yes (Random: Myzr Delta, Vox Dan) Continue: Yes Sectors: 5 Okay, you've got a long way to go here, so be patient. Make your way through all 5 sectors, and destroy everything in sight. Simple. Oh, note that the "Continue" function is here, so if you finish a sector, your life will be replenished. Also, if you want to go for speed, at the last sector, hit "Retry". This will reset your mission time to zero, so it's easier to get an SS here. Evil, no? . . . . . . . . . - [Mission 5; FINAL] - Mission Objective: Destroy Enemy VRs (Optional: Try to survive) Number Of Enemy VRs: N/A (1. Well, 2. On second thought, 1. Bah, they're the same thing anyway.) Type Of VRs: 1x Ajim, 1x Guerlain (Pronounced "Gelan", no relation with Angelan) Time Limit: N/A Partner: Yes Continue: No Sectors: 1 Here, you meet Ajim and Guerlain, guarding the Crystal Room. See "Enemy List" for more details. ----------------- OPERATION 3: MOON ----------------- MOON DATA (It isn't a planet!): Diameter (Equatorial).......... 1740km Escape Velocity................ 2.4km/second Distance From Sun.............. N/A (From Earth: 40,000km) Orbital Period................. 31 days Moons.......................... N/A (apart from some moon probes) Quickie Fact: The origins of the moon are unknown, though some believe it was created because of the impact between 2 planets. According to this theory, a twin planet, similar to Earth (dubbed Orpheus) crashed into Earth hundreds of millions of years back. The impact caused a huge amount of debris to be flung into outer space, orbiting Earth - which gravitational force attracted each other and the moon was born. Take this with a healthy amount of doubt though; it is, after all only a theory. . . . . . . . . . - [Mission 1] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 2 Type Of VRs: 1x Apharmd J Type C, 1x Apharmd J Type C Time Limit: 160 seconds Partner: No Continue: No Sectors: 1 The first mission of the moon. Nothing much here, just take them all out and you're done. . . . . . . . . . - [Mission 2] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 4 Type Of VRs: 3x Apharmd J Type C, 1x Vox Loo Time Limit: None Partner: No Continue: No Sectors: 1 The second mission; for walkthrough, see above. (That's right, very easy stuff.) . . . . . . . . . - [Mission 3] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 1 Type Of VRs: Random, Shadow: Vox Lee, Vox Loo, Vox Dan Time Limit: 200 seconds Partner: No Continue: No Sectors: 1 Well, here you meet a Shadow VR. He's faster, has more armor and is more powerful than an ordinary VR. If you notice, all Shadow VRs have some kind of energy wave spurting out from underneath (like when you take a power-up), causing the effect. . . . . . . . . . - [Mission 4] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 4 Type Of VRs: Random: Fei-Yen, Vox Dan, Vox Loo, Vox Lee Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . - [Mission 5] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (6) Type Of VRs: Random: Vox Dan, Vox Jane, Vox Loo, Vox Lee, Apharmd J Type C, Apharmd T Type F, Fei-Yen Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . - [Mission 6] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 2 Type Of VRs: Random, Shadow: Raiden 51E12, Vox Dan, Fei-Yen, Apharmd J Type C, Apharmd T Type F Time Limit: Infinite Partner: Yes (747 a8 "White Knight") Continue: No Sectors: 1 Here you come across 2 Shadow VRs; random machine type. Kill one of them and the 747 a8 will come and help you out. Pretty tough here, but just try to stay alive until the White Knight arrives, and when he does, he'll attack from close-range. Back him up with long-range shots. When (if) you win, you get a Shadow Disc, which replenishes your Repair Discs to maximum value, 5. . . . . . . . . . - [Mission 7] - Mission Objective: Destroy Enemy VRs (Optional: Try not to destroy your PS2 in frustration) Number Of Enemy VRs: N/A (1) Type Of VRs: Temjin 747 a8 "White Knight" Time Limit: 140 seconds Partner: No Continue: No Sectors: 1 The toughest mission yet, this pits you against the White Knight. Yes, I know it's bloody frustrating, but keep trying! The White Knight will go bloomin' crazy at you, and every mistake you make will be punished with one of his FW.dRW, and does an incredible amount of damage! In CC it doesn't get any better, as it's nearly impossible to win. Ther CPU uses the a8 to the limit, giving you no chance here. See Enemy List for more info, where I exploit his FW.dRW technique. The White Knight's theme plays here. . . . . . . . . . - [Mission 8] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 1 Type Of VRs: Random, Shadow: VOX Dan, Fei-Yen, Angelan, Raiden 51E12 Time Limit: Infinite Partner: Yes (White Knight) Continue: No Sectors: 1 All battles from now will be against Shadow VRs; and this time, you have the White Knight to help you. Yahoo! Unfortunately, the White Knight as your partner has a CRAP AI. In fact, he's so stupid that he actually died in a fight against a VOX Dan! Why, oh why must Hitmaker torture us like this...! If the White Knight was even half as aggressive when you fought him, this'd be a breeze. Win and get a Shadow Disc. STRANGE STUFF: At one point, I retried too many times, and when the White Knight defeated me, the mission ended there. . . . . . . . . . - [Mission 9] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (2) Type Of VRs: Random, Shadow: Angelan, Raiden 51E12, Fei-Yen, VOX Dan Time Limit: Infinite Partner: Yes (White Knight) Continue: No Sectors: 1 Get a Shadow Disc if you win. . . . . . . . . . . . . . - [Mission 10] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 3 Type Of VRs: Random, Shadow: VOX Jane, Specineff, Fei-Yen Time Limit: Infinite Partner: Yes (White Knight) Continue: No Sectors: 1 Now you see the idiotic White Knight in action. 3 on 2 and he's as foolish as ever. Bah, you'll have to take them all on your own, I guess. Another Shadow Disc when you win. . . . . . . . . . . . . . - [Mission 11] - Mission Objective: Destroy Enemy VRs (Optional: Focus on the enemies, not on swearing and cursing the a8) Number Of Enemy VRs: 4 Type Of VRs: Random, Shadow: Apharmd (all types), Raiden 51E12, Temjin 10/80 adV, Fei-Yen Time Limit: Infinite Partner: Yes (Stupid White Knight) Continue: No Sectors: 1 Guess what... You're gonna have to take them all out on your own. Chances are, that brainless buffoon, the White Knight will be too busy trying to evade the opponents' attacks and getting himself killed than helping you, and note that you have 4 Shadow VRs to deal with. Use up the Repair Discs; they'll get replenished afterwards (thanks to the Shadow Disc that you get after you win.) . . . . . . . . . . . . . - [Mission 12] - Mission Objective: Destroy Enemy VR (Optional: Stop swearing at the a8, for God's sake!) Number Of Enemy VRs: 1 Type Of VRs: Your VR, Shadow (Any VR you pilot will be in Shadow form here, which you have to fight.) Time Limit: Infinite Partner: No (@#%^&$o White Knight!!!) Continue: No Sectors: 1 Once again, the White Knight shows that his stupidity has no limit, and that he wants to get you killed for a change, after being killed so many times. What he did this time? When the round begins, he floats around the arena (Nirvana), watching you fight. (I've never seen a VR do that before, mind you.) He has a life bar, but cannot get injured. Okay, now for the opponent. No, not the White Knight. Why, if I could lock him on, I'd... Anyway, this particular Shadow VR behaves like the White Knight as your opponent. He loves to use the FW.dRW to punish your mistakes! Stay calm, he's nowhere as quick as the a8 (unless you're using the a8 as your VR.) If you're in control, and avoid making silly mistakes, this shouldn't be tough. See enemy list for more info, under "747 a8". They behave the same way. Okay, when you win, the White Knight goes back to where he came from (Hell, hopefully!) and you'll be on your way. NOTE: When I first played the game, Z-Gradt came out instead of a Shadow VR. . . . . . . . . . . . . . - [Mission 13] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (3) Type Of VRs: 2x Temjin 707J, 1x Diamond Orb Time Limit: 120 seconds (though you can't see it) Partner: No Continue: No Sectors: 1 In the mission briefing, some strange guy pops out, that looks suspiciously like a Diamond Orb. Has a deep voice, and laughs the crap out of everbody. Meet Diamond. Yes, this chap here is the source of all your problems. In the mission that follows, your display will go bust, from the lock-on system to the life gauges. Nothing's available. You can only guess who you're aiming at, so destroy the 2 Temjins and a Diamond Orb should follow shortly. There's a crate on one of the obstacles, containing an Attack power-up. . . . . . . . . . . . . . - [Mission 14] - Mission Objective: SDestroy Enemy VRs Number Of Enemy VRs: 6 Type Of VRs: 6x Diamond Orbs Time Limit: 200 seconds Partner: No Continue: No Sectors: 1 In this mission, all your long-range weapons are banned, and your weapon gauges are replaced with a symbol of the Jolly Roger (A skull with crossbones, popularised by pirate films.) You can only attack the orbs using CC attacks. So, here's what: Pick the Guard power-up nearby, and go bonkers! . . . . . . . . . . . . . - [Mission 15, FINAL] - Mission Objective: Destroy Enemy VR Number Of Enemy VRs: 1 Type Of VRs: Diamond Arm Time Limit: Infinite Partner: No Continue: No Sectors: 1 In the final mission of the Moon operations, you have to battle with a Diamond Arm. Very simple; just dash about the arena evading its puny Laser shots (they aren't so puny when they hit!) and counterattacking. See enemy list for more info. ------------------ OPERATION 4: EARTH ------------------ PLANET DATA Equatorial Circumferance....... 40,000km Escape Velocity................ 11.9 km/second Distance From Sun.............. 150 million km (1 astronomical unit) Orbital Period................. 365 days Moons.......................... 1 (Moon) Quickie fact: Earth is the only planet in the Solar System which conditions are suitable enough to harbour life. The Earth is well protected from space radiation, thanks to its thick atmosphere, which is the reason why you're still around to read this. :) . . . . . . . . . . . . . - [Mission 1] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 3 Type Of VRs: Random: Apharmd J Type C, Bal D Meora Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 2] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 6 Type Of VRs: Random: Apharmd (all types), VOX Dan/Lee/Loo, Temjin 707J, Specineff Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 3] - Mission Objective: Destroy Enemy Communications Number Of Enemy VRs: N/A (Infinite) Type Of VRs: Apharmd (all models), VOX Dan/Bob Time Limit: 300 seconds Partner: No Continue: No Sectors: 1 Here's your first experience with an infinite-on-one match. There are more of these, so beware. See that building with a satellite dish on top? That's your target. Evade all enemy projectiles, and concentrate on taking out the building. Here's a tip: Jump onto a crate and fire from long range. The CPUs will try to take you out via close combat, but they can't because you're higher than them, and all their attacks will miss. Or, you can just go gung-ho and smash everything in sight. Either way, just take the structure out to win. . . . . . . . . . . . . . - [Mission 4] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 3 Type Of VRs: Sisters Of The Rose Time Limit: 140 seconds Partner: Yes Continue: No Sectors: 1 Of all the people to meet... The Three Stooges. Come for another beating, I suppose? Thought so. They came, they talked crap and they got squashed. :) Anyway, defeat one of them and Hatter will come out, spinning wildly in a somersault screaming (!) Or so it seems. Hatter will be your partner for the rest of the missions now - provided he stays alive when you win. I strongly reccommend this: failure to do so will result in some very tough solo missions. So if Hatter dies anytime during the battle, save yourself the trouble and press Retry. It's worth it, I tell ya! Win this battle and Jenniffer gives you a Wild Crystal. . . . . . . . . . . . . . - [Mission 5] - Mission Objective: Destroy Enemy Vehicles Number Of Enemy VRs: N/A (Infinite) Type Of VRs: Apharmd (all types), VOX Dan/Bob/Joe, Temjin 707J / 10/80 adV Time Limit: Infinite Partner: Yes (Hatter) Continue: No Sectors: 1 Your first mission that requires you to destroy the enemy vehicles. These come out of force fields, and their objective is to enter the corresponding force field at the other side. Your mission is to destroy them before they get there; or you lose the mission. There are 3 altogether, and the enemies will keep regenerating, so be quick! Doing this alone is quite tough, that's why I asked you to bring Hatter along with you. There will be 2 enemy VRs protecting the truck at all times, so take them out from long-range. Aim for the trucks alone; once one is destroyed the VRs will dash towards the other truck to protect it. . . . . . . . . . . . . . - [Mission 6] - Mission Objective: Defend Friendly Tower Number Of Enemy VRs: Infinite Type Of VRs: Apharmd (all types), Raiden 512E1, Temjin 707J / 10/80 adV Time Limit: 180 seconds Partner: Yes (Hatter) Continue: No Sectors: 1 This time, you need to protect your own structure. The enemies are infinite; and come in groups of 2-by-2. Note that the building can take a few whacks; it's very hardy. If you need to, use the building as a shield against the enemy's projectiles. Also, your projectiles can pass through the building, but not the enemy's. Use this to your advantage, which is a very big one indeed! . . . . . . . . . . . . . - [Mission 7] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 4 Type Of VRs: Random: Specineff, Angelan, Apharmd (all types), VOX Dan/Bob Time Limit: Infinite Partner: Hatter Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 8] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 6 Type Of VRs: Random : Specineff, Angelan, Temjin 707J Time Limit: Infinite Partner: Hatter Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 9] - Mission Objective: Destroy Enemy VR Number Of Enemy VRs: N/A (1) Type Of VRs: Z-Gradt Time Limit: N/A (Infinite) Partner: Yes (Hatter) Continue: No Sectors: 1 In this mission, you and Hatter team up against Z-Gradt. His first Laser Cannon will be aimed at the ground; no harm there, but afterwards Z-Gradt will aim straight. After you defeat him, Hatter departs by jumping up the cliffs, while mumbling in rapid Japanese. No more Hatter... You're on your own. . . . . . . . . . . . . . - [Mission 10] - Mission Objective: Defend Friendly Trucks Number Of Enemy VRs: N/A (Infinite) Type Of VRs: Apharmd J Type C, T Type F, VOX Dan/Bob, Temjin 707J / 10/80 adV Time Limit: Infinite Partner: No Continue: No Sectors: No Remember the mission where you have to destroy the trucks? Well, this is the reverse process. There are 3 trucks, which have to get to the other side. You need to escort them there in one piece or lose the mission... Single-handedly. The enemy VRs will try their best to destroy the truck, and a few whacks from their Tongfers and it's over. Don't try guarding them from a distance; it'll end up in pieces. Try to use the trucks to distract the enemy; while they're hacking at it, hack them back! Alternately, try to distract their attention from the trucks until the truck arrives. . . . . . . . . . . . . . - [Mission 11] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (8) Type Of VRs: Random: Temjin 707J, Apharmd J Type C, Apharmd J Type D Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 12] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (4) Type Of VRs: Raiden 51E12, Apharmd J Type C, Type A, Specineff Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 13] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (6) Type Of VRs: VOX Dan/Bob/Lee/Loo Time Limit: Infinite Partner: No Continue: No Sectors: 1 . . . . . . . . . . . . . - [Mission 14] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 1 Type Of VRs: 1x Jaguarandi Time Limit: Infinite Partner: No Continue: No Sectors: 1 Here, you meet ol' shovelhead, or better known as Jaguarandi. Depending on how you played your previous missions, you will either meet a single Jag, or 2 of them at once. Yes, this is tough. He'll keep you under a huge amount of pressure with his shots and speed, so don't crack! See enemy list for more info. NOTE: I've heard that if you die too many times, the White Knight comes to help. I haven't experienced this before, but I'll try to find out if it really happens. . . . . . . . . . . . . . - [Mission 15] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 3 Type Of VRs: 2x Raiden 51E12, 1x Diamond Orb Time Limit: 120 seconds Partner: No Continue: No Sectors: 1 Here, your transmission gets jammed again, like the last mission you played. Your display goes bust, and all other indicators cease to function. Grab the Guard power-up above the crate, destroy the 2 Raidens, and wait for the Diamond Orb. Smash it and move on. . . . . . . . . . . . . . - [Mission 16] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 6 Type Of VRs: 6x Diamond Orb Time Limit: 200 seconds Partner: No Continue: No Sectors: No In this mission, you are banned from using long-range attacks, like the one on the Moon. Guess what: There's a Guard power-up nearby, just like the last mission. Grab it and take the orbs all out. . . . . . . . . . . . . . - [Mission 17] - Mission Objective: Destroy Enemy Structures Number Of Enemy VRs: N/A (Sector 1: 2, Sector 2: 6, Sector 3: Infinite) Type Of VRs: 2x Bob, 6x Diamond Orb, Temjin 707J, 2x Diamond Towers Time Limit: 500 seconds Partner: No Continue: No Sectors: 3 This mission is divided in 3 sectors: Sector 1 - Two VOX Bobs await. Get rid of them and the door opens. Sector 2 - There are 6 Diamond Orbs. Take them all out and move on. Sector 3 - An infinite number of Diamond Orbs and Temjin 707J will appear. What you want is at the end of the sector; the Diamond Towers. You can't lock on to them from a distance; you need to be close to it, and have it in your sight. Just dash away from the Temjin 707J towards the towers, and destroy them ASAP, before the Temjin arrives! Don't bother killing the Temjin and/or the Diamond Orb; they'll just regenerate. Watch out for the Diamond Tower's Homing Beams! . . . . . . . . . . . . . - [Mission 17: FINAL] - Mission Objective: Destroy Enemy VR Number Of Enemy VRs: 1 Type Of VRs: Diamond Worm Time Limit: Infinite Partner: No Continue: No Sectors: 1 In the final Earth mission, you meet a Diamond Worm. Bah, he's a pushover once you get to know his atacks! See enemy list for more info. ---------------------------- OPERATION 4: MARS POLAR AREA ---------------------------- PLANET DATA: See Mars Central Area. . . . . . . . . . . . . . - [Mission 1] - Mission Objective: Protect Friendly Buildings, Destroy Enemy VR Number Of Enemy VRs: Infinite Type Of VRs: 1x Bal d Meora, Hand bits Time Limit: 360 seconds Partner: Yes Continue: No Sectors: 1 If you've reached this point, you're halfway through Dramatic Mode. Keep it up! Okay, for the first 180 seconds you need to protect the buildings for being destroyed. A swarm of Hand Bits will surround you and destroy the buildings if left idle. Keep this up for the first 180 seconds, and help arrives in the form of a Temjin 707J. Once he arrives, gather up your guts and find the Bal d Meora that caused this bloody mess in the first place, and terminate him. If you try to do that before the 707J arrives, Bal will have armor more powerful than Z-Gradt, making him virtually impossible to defeat. . . . . . . . . . . . . . - [Mission 2] - Mission Objective: Destroy Enemy Telecommunications Number Of Enemy VRs: 10 Type Of VRs: Specineff Time Limit: 500 seconds Partner: Yes (Your VR) Continue: No Sectors: 2 First, let me tell you a bit about your partner. He will go with whatever VR you select, i.e. you select a Temjin 707J, he takes a Temjin 707J. You take a Raiden, he does too. You take the White Knight, and he follows suit. Got it? Okay, in this mission you take on a huge maze. Sector 1 - There are 6 rooms altogether. Head right, and enter the first 2 rooms. Destroy the communication buildings there and head out towards Sector 2. Sector 2 - There are 8 rooms here. I've forgotten the order, so you'll have to find this for yourself... Sorry! Anyway, with every wrong room you choose there will be an enemy Specineff waiting, so beware! STRANGE STUFF: Your partner's voice changes with the type of VR you select. If you select Temjin, a male voice appears. Select Fei-Yen or Angelan and his voice switches to a girl's. . . . . . . . . . . . . . - [Mission 3] - Mission Objective: Destroy Enemy Buildings Number Of Enemy VRs: Infinite Type Of VRs: Apharmd (all Alpha Commando types) Time Limit: 720 seconds Partner: Yes (Your VR) Continue: No Sectors: 3 In this mission, you have to seek and destroy all Diamond Towers in the area - this is a huge map. Sector 1 - Start off by looking for the two Diamond Towers blocking the exit, and destroy them. Once you accomplish that, all enemy reinforcements will cease. Sector 2 - Finish off the Diamond Tower in front of you, and proceed towards the other two near the exit. Sector 3 - Another Diamond Tower appears in front of you; destroy it, and search for the last two towers near the exit. Ignore all enemy units unless absolutely necessary, and you'll be fine. . . . . . . . . . . . . . - [Mission 4] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (14) Type Of VRs: Random: VOX Dan/Bob, Temjin 707J / 10/80 adV Time Limit: 600 seonds Partner: Yes (Your VR) Continue: No Sectors: 2 Be quick on your feet here; there are many land mines scattered throughout the area. These pack a huge punch for their size, so try to avoid them. Sector 1 - Make your way through the land mines and encounter a VOX Dan SF. Kill it and go ahead. Here, you meet 6 VRs, randomly selected from the list above. Sector 2 - Something like Sector 1, you encounter a Temjin 707J along the way. When you reach the end, take out the final 4 VRs and end the mission. In this mission, try to keep with your partner at all times; makes things a bit easier. Also note that land mines will damage the enemy VR as much as you do! You can view land mines by standing still for 3 seconds or so - all land mines in the area will be shown as a pink circle. Move and the circle dissappears again (you can turn, though.) STRANGE STUFF: Just before the final 6 VRs in Sector 2, your partner may get stuck in a bunker. I've tried everything to get him out, but nothing worked. Just take on the 6 VRs on your own, and your partner will somehow find his way out. Alternately, bring the enemy VRs to your partner. . . . . . . . . . . . . . - [Mission 5] - Mission Objective: Destroy Missile Launch Base Number Of Enemy VRs: N/A (6) Type Of VRs: Apharmd J Type C, T Type D, Bal d Meora, VOX Dan Time Limit: 500 seconds Partner: No Continue: No Sectors: 1 Okay, we've got a huge map to explore. Your mission is to search and destroy the enemy Missile Launch base, located on the extreme NorthWest of the map (when you start, you're facing North.) Okay, go to the first arena (north.). Squash the VRs there, then take a LEFT turn. (Your perspective and sense of direction are tested here, or you'll get lost.) The left turn should eventually lead North. When you see that, take the first LEFT you see. From now, it's a direct route to the next arena. Again, destroy the VRs lurking there and make your way to the right - there's no other exit! Once there, head North, left, and North again. You come to a junction. Should you move up or move right? Move up. The right path takes you deeper into the maze; no sense going there. Now, there should be a direct path towards a T-junction. Take the left path to meet the Missile Launch Base, and end the mission. What happened to your partner? Beats me. . . . . . . . . . - [Mission 6] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (10) Type Of VRs: 5x SVT Raiden (gfk) 512E1, 5x 512E2 Time Limit: Infinite Partner: Yes (Your VR) Continue: Yes Sectors: 5 This mission has 5 sectors, each sector containing an SVT Raiden (GFT), the SHBVD Raiden with the mobility of a Temjin 707J. Shouldn't be that tough, right? In the final section, you meet Gill and JON (Is that the correct spelling?) of the SHBVD, and engage them in combat. If your partner dies here, Hatter jumps out, and sort of threatens the two Raidens, and they flee. . . . . . . . . . . . . . - [Mission 7] - Mission Objective: Destroy Enemy VR Number Of Enemy VRs: 1 Type Of VRs: Apharmd The Hatter Time Limit: Infinite Partner: No Continue: No Sectors: 1 Hatter returns specially for this mission. His target: You. For some reason, Hatter goes nuts and starts attacking you. Hatter, clad in RNA colors this time (Red/Navy) will be your enemy for this mission. See enemy list for more details. Win this fight an earn a Diamond Fragment. . . . . . . . . . . . . . - [Mission 8: FINAL] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (4) Type Of VRs: 1x MLTN FF, 1x CF, 1x TF, 1x FP Time Limit: Infinite Partner: Yes (Your VR) Continue: No Sectors: 4 The final Mars Polar Area mission. When you start, a huge lantern-shaped object appears. There are 4 rooms: North, West, South and East. Each room contains a set of obstacles, and a MLTN at the end of it. Destroy all MLTNs to end the mission. Here they are, one by one. North Room: You start facing this room. This room contains 6 Laser Sentries, which fire Lasers similar to Raiden's at you. Get past them and destroy the MLTN FP. South Room: From the starting point, head back. The South Room contains 8 laser barricades, which switch on and off in a certain order. Timing is key here - if you hit the barricade, your VR gets electrocuted and moves one barricade back. Dash-cancelling works well here. Okay, I suppose you could use the barricades to knock you down, and during the moment of invulnerability, cross the gates as fast as you can. Destroy the MLTN CF at the end. East Room: The East Room's obstacles is another electric barricade, but this time with some floating mines (spiky-looking balloons.) The mines are destroyable, but they have great homing ability, and take out the MLTN TF. West Room: A more complex version of the barricades in the South Room, there are both vertical and horizontal gates, so use a combination of air dashes/cancels and ground dashes/cancels. Finish off the MLTN FF at the end, and go back to the huge lantern to end the mission. ------------------------------- OPERATION 6: THE TANGRAM CRISIS ------------------------------- Okay people! It's time for some nostalgia. Your objective in this operation is to collect all 7 Diamond Fragments, and opening the gateway to Tangram. There are 5 areas to choose from: Jupiter, Earth, Moon, Mars Polar Area and Mars Central Area. Each area has a random number of missions, 2 minimum and a maximum of 6. You can see the number of missions and the difficulty by highlighting a planet, andthere should be a number, varying from 2 to 6. Its difficulty is shown by the number of colored squares beneath the mission numbers. The more colored squares, the harder the mission. Each mission will take you back to any of the "Destroy Enemy VRs" mission that corresponds with the planet you've selected, some which you may have never seen before. Okay, at the final mission of each planet lies a boss. Bosses are selected at random, from the Diamond Arm/Worm, Z-Gradt, MLTN (all versions), Sisters Of The Rose, the SHBVD Raidens, and Apharmd The Hatter. Winning a fight from any of these bosses will earn you a Diamond Fragment; losing will deduct a Fragment from your inventory. The "%" (percentage) value up there refers to something really bad - but I don't know what. Every time you participate in a mission, the % rises slightly. If the % gets up to 100%, game over, so spare yourself the agony and make a save file before you start. Sometimes, it comes to a certain point where it is impossible to win, i.e. You only have 3 Diamond Fragments, but a % value of 99%. In this case, you can't win and you'll have to start from scratch. Wasted... ----------------------------- OPERATION 7: ORATORIO TANGRAM ----------------------------- Once you finish off the Tangram Crisis, you should have 7 Diamond Fragments, which will open the gateway to Tangram. There are 6 missions here, as listed below. . . . . . . . . . - [Mission 1, Forbidden Corridor] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: N/A (Sector 1: Infinite, Sector 2: 2, Sector 4: 3 Type Of VRs: 5x MLTN (CF, FF), Diamond Orbs Time Limit: Infinite Partner: No Continue: Yes Sectors: 4 You are now 5 missions away form the end of the game, so keep at it. This mission has 4 sectors: Sector 1 - There are 6 Laser Sentries guarding the door, 3 on each side. They shoot Homing Beams and Lasers alternately, so beware. Smash the door, but watch out for the sentries! Also note that the doors from now on are no ordinary doors; they seem to be reinforced, making them stronger, which means you'll have to hack them more than usual. Sector 2 - 2 mini-MLTNs will descend from the sky. (They're weaker than the original MLTN, which was a mini-Z-Gradt by itself.) Destroy them and move on. Sector 3 - Remember the electric barricades in the final Mars mission? Well, this is something like that, except that you have to air dash across the ridges to get to the door. If you fall down, head for the nearest teleporter to get back up. If you remain on the ground for too long, your VR gets electrocuted and you lose an enourmous amount of life! Sector 4 - 2 mini-MLTNs will ascend from the floor on the NorthEast and Northwest respectively. Once destroyes, a final MLTN wil appear in the middle of the arena. Defeat it to win the mission. . . . . . . . . . - [Mission 2: Full Metal Orbs] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: Sector 1: Infinite, Sector 2: 4 Type Of VRs: Diamond Orbs, 1x Diamond Arm Time Limit: Infinite Partner: No Continue: Yes Sectors: 2 From the title, you can tell that you'll see many more annoying Diamond Orbs here. Sector 1 - There are 4 Diamond Orbs here. Don't bother killing them; they'll just regenerate. Aim for the door, but remember that the door is solid. Make use of the Diamond Orb's regularly times shots here. Sector 2 - There are 3 Diamond Orbs waiting here. See those lines on the ground? Step on 'em and you'll get electrocuted. Smash them all, and a Diamond Arm should come out. Again, smash it to end the mission. . . . . . . . . . - [Mission 3: W-FrenZ] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 2 Type Of VRs: 2x Z-Gradt Time Limit: Infinite Partner: No Continue: No Sectors: 1 When you start, 2 Z-Gradts appear. You know what that means... Fight 'em solo. Okay, note that you can use a Z-Gradt's dead body to shield you from the other Z-Gradt's shots. And the Laser Cannon doesn't home in as well as it does in Operation Moongate anymore, so you can evade it by jumping away. (In OM, the Cannon would follow you everywhere; there was no escape, even by jumping. It just reads your movements and hunts you down.) See enemy list for more details. . . . . . . . . . - [Mission 4: Heaven's Thunder] - Mission Objective: Destroy the Laser Cannon Number Of Enemy VRs: Sector 1: Infinite, Sector 2: 1, Sector 3: Infinite Type Of VRs: Diamond Orbs, 1x Diamond Worm, 1x Laser Cannon Time Limit: Infinite Partner: No Continue: Yes Sectors: 3 Okay, when you start the mission (Sector 1), you find yourself fighting 8 Diamond Orbs. Take them out from range, and make use of their timed shots, and pick up the crates along the way. Drop and lose a lot of life, I'm warning you. Sector 2 - A Diamond Worm appears. Kill it and move on. Sector 3 - There are an infinite number of Diamond Orbs that keep reappearing here, and you may notice the Laser Cannon is in the middle; lock on to it (I've counted it for you: Press "Change Target" 3 times, from the beginning.) Now, the shots have to be aimed directly into the cannon barrel to do any damage, and the cannon will fire a huge laser at regylar intervals. You need to somehow evade the Diamond Orb shots, and fire into the cannon. Tip: Use Temjin's JP.TbRW (Jumping Turbo Beam Rifle.) It has infinite range, and you can evade the shots at the same time. Once the cannon is destroyed, a path is made and you end the mission. . . . . . . . . . - [Mission 5: Solid Style Armament] - Mission Objective: Destroy Enemy VRs Number Of Enemy VRs: 4 Type Of VRs: 4x STRATS Time Limit: Infinite Partner: Variable Continue: Yes Sectors: 3 In this mission, you have to take on 4 STRATS units, the last two simultaneously. Sector 1 - A STRATS appears. It fires multiple Pulse Lasers at you, and while doing so turns weak. Fire at it while walking, so that you can evade anything that comes your way quickly, and still be in control. Sector 2 - Another STRATS variation appears; this time firing 3 long, thin lasers, ala Z-Gradt's Laser Cannon. Don't forget that you can jump, as the lasers don't home like they did in OM. Sector 3 - There are 2 STRATS here, where you have to fight them both at the same time. One fires Pulse Lasers, and the other fires triple Lasers. When one dies, use its battered body as a shield against the other's projectiles. Finish them off, and end the mission. One more mission and you've finished Dramatic Mode! NOTE: If you are in critical condition, and have no repair disks while fighting the 2 STRATS, Hatter will come and help you out. STRANGE STUFF: Where does Hatter come from? The whole arena is enclosed in a room. . . . . . . . . . - [Mission 6: Final Sphere: FINAL] - Mission Objective: Destroy Tangram Number Of Enemy VRs: 1 Type Of VRs: 1x Tangram Time Limit: 200 seconds Partner: No Continue: No Sectors: 1 Allright, this is it. The final mission. Judging by the title, it should be something round, and huge. Oh, no. It's Tangram! The mission may look tough, but it really isn't. In fact, it's one of the easiest of the game! See enemy list for details. ----------------- MISSION COMPLETE! ----------------- Allright, man! You've completed Dramatic Mode! Your rank throughout the whole game will be displayed, with the music "Jupiter: Bringer Of Jollity" in the background. After that, you will be prompted to save your game, resulting in a completed save game file. This file saves your rank, so that you can use it to get a higher rank the next time you load it, and to unlock other VRs. Wicked! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VERSUS, CHALLENGE & VR COLLECTION _alt_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= -------------- CHALLENGE MODE -------------- You could call this "Start Game", in VOOT. A single-player game, Challenge Mode sends you through a series of missions. Mission 01, Mission 02, etc. You can select the difficulty (Normal, Hard, Very Hard) or you can go for the Time Attack option. This mode is just for fun, and I don't think you unlock anything here. When you start the game, you select your VR, and your support VR. So, it's a 2-on-2 mission mode, but for only Player 1. I wish you could have 2 players here... Anyway, you can use the Rescue Dash option in Challenge Mode, and note that you can only choose a preset VR as your partner here... No unlocked VRs allowed. Challenge Mode is meant to challenge the game, to see how fast it takes you to complete the game. You won't unlock anything here, except for bragging rights. Very similar to Versus Mode... See below for more info. ----------- VERSUS MODE ----------- Like the name says, you can go one-on-one with a human player or an AI, and you can go at each other 2-on-2, with either you having the AI as a partner, or a human. Personally, I like the human+human vs. AI+AI mode, but there's no way to change the difficulty. The AI's way too easy... Still fun, nevertheless. The game supports only 2 humans, and 2 AIs. Nothing more, unlike in Virtual On Force. To change an option, highlight the screen, and press Circle. You can change the stage, the number of rounds, and the time limit. To become a spectator and watch the CPUs battle it out, change all the players to AI, and the camera will zoom about by itself, giving you different points of view. Oh yeah, did I mention that different stages are also unlocked in Dramatic Mode? Okay, in Versus Mode, there are some in-game signals that don't appear in Dramatic Mode: LOCK-ON ALERT.......... Indicates that both opponents have set you as their target ENE1................... Enemy 1 has set you as his target ENE2................... Enemy 2 has set you as his target There are no Repair Discs, and no items to pocket. The game follows a "Leader" format; Kill the leader and you win the battle. If you're playing with a CPU as a partner, you will remain the leader. If you play with a human as a partner, the leader status will switch with every round. You can find out which VR you are locking on to, by looking at the opponent's life bar on your side of the screen. The thick life bar is the one that you're locking on to, and its Leader status is indicated by the word "LEADER" beside your opponent's life bar. The Rescue Dash is a special dash, activated by pressing SELECT by default. When the RD is activated, your VR will automatically dash towards your partner. During the Rescue Dash, you cannot be locked-on to. All attempts to lock on to you will fail, that includes jumping and dash attacks. You will disappear from the radar completely, and if you reach your partner, both you and your partner's life will be split equal. This can also revive your partner even after he gets destroyed, in which case you have to touch the energy ring surrounding him to revive him, RD or not. Here are a complete list of stages that you can select: Rentaria R-14 Arctic Base Rentaria B-72 Strong Point Rentaria C-08 Central City Rentaria L-32 Artificial Lake Unknown: Control Saucer (Secret Base) 1st Area Orbital Tube 2nd Area Descent Platform 3rd Area Rusty Mine Rentaria B-42 Canal Zone Rentaria C-56 Burned Residence Rentaria R-44 Abandoned Condult Dancing Under Lunatic Pockmarks Dancing Under Memorial 0 Fresh Refoe Windy Canyon Fresh Refoe Mother's Shelter TSC SBRV J's Sanctuary Underpass NOTE: I don't think you can change the color scheme of your VR here. ------------- VR COLLECTION ------------- If you're a fan of the Gran Turismo series, you could look up on the cars that you've bought in your garage, right? Well, same thing here. All the VRs that you've unlocked/default VRs in Versus mode are located here. You can choose which VR you want, by pressing Left or Right on the D-Pad. All unlocked VRs will also be shown, and locked VRs can be seen as a black silhouette. Press Circle to toy around with the unlocked VR, and press SELECT to turn the background black, to view the VR easily. Note that you can't do the same for a locked VR. You can also press L1 or R1 to view the different color schemes for a certain VR, wherever available. On certain VRs, the VR Collection will tell you how to unlock it. Here are the conditions that it tells you about: Some Japanese words* 00/50. This means to destroy 50 units of that certain VR to unlock it. *More Japanese words* 0000/3000. What?! Destroy 3000 VRs?! Nah, just kidding. This means that your total milage in Dramatic Mode must exceed 3000 km, to unlock the VR. Yes, apparently VRs have milage. I wonder if they get taxed by the government... *Even more Japanese words* ????. This means... I have no idea what this means. It stands for unknown, and it may well be "Destroy 30 of XYZ VRs with a CC attack", or "Collect 200 Repair Discs", to "Finish Dramatic Mode on Ultimate". ----------------------- SYSTEM/OPTIONS/SETTINGS ----------------------- It would be much simpler for them to call this "Options", in my opinion. Anyway, here you can change the controls, edit the buttons, change the sound system from Stereo to Mono, adjust the volume of the music/SFX, adjust the display, save game, load game, etc. As far as I know, there isn't any secret menu whatsoever... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VIRTUAROID ROSTER _vrs_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= This is a list of all the virtuaroids in the game, according to the VR Collection. There are 37 at first, but as I went along, there are actually 39, from what I've unlocked. I'll give all their weapons, strengths and weaknesses. The game manual is in Japanese, so I'm gonna make up or take some names from Operation Moongate and Oratorio Tangram - neither can I read the database on each VR. I'll make up for this in the US version... I promise! Here are a list of specs that the game uses, and what they mean. Everything is based on a 10/10 scale, 1/10 being the worst, and 10/10 the best. INFIGHT............. How good a VR is in close combat. SHOT (Short)........ How efficient a VR's projectiles are over short distances. SHOT (Middle)....... As above, medium distances SHOT (Long)......... As above again, only this time over long distances. MOBILITY............ How fast a VR moves. ------------------ VR UNLOCKING GUIDE ------------------ I made a mistake in the last version of the FAQ - it's not how many times you complete the game to get certain VRs, or the difficulty; but how high your rank is when you defeat them. The difficulty doesn't matter; so to make it easier, play on NORMAL. Of course, some VRs can only be unlocked by finishing Dramatic Mode under a certain difficulty, namely: NORMAL.......... Use this to unlock other VRs, and to get promoted HARD............ Unlocks Guarayakha VERY HARD....... Unlocks Apharmd The Hatter ULTIMATE........ Unlocks the 747 Type a8 "White Knight". -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+= [TA-17 B "Angelan WM"] +=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Remains almost unchanged since her Oratorio Tangram days, Angelan still retains most of her weapons. Good speed, good armor but very bad mobility on air. Her weapons do average damage, but for all you Fei-Yen/Angelan players out there, prepare to be surprised... UNLOCK: Unlock Angelan by collecting 200 repair discs throughout Dramatic Mode, and Angelan will automatically appear. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 7/10 MOBILITY............ 6/10 --------------------------- LEFT WEAPON: Diamond Shield --------------------------- Fires a diamond-shaped projectile that blocks most light projectiles. Does crap damage, but will protect you from harm. The standing Turbo version consists of 4 diamonds stitched together, and will block almost every projectile in the game, Raiden's Screw Lasers included! Goes through obstacles (sneaky, ho-ho!) and stuns your opponent if hit. Very good attack, and you can use the stun to inflict more damage on your opponent. CC Activation Range: 64 metres LW............... Fires a single diamond TbLW............. Fires 4 diamonds merged together CR.LW............ Crouches and fires a single diamond JP.LW............ Jumps and fires a single diamond FW.dLW........... Dashes forward and fires a singe diamond SW.dLW........... See above FWDG.dLW......... See above ---------------------- RIGHT WEAPON: Ice Beam ---------------------- Think little shards of ice. This attack is okay, does good damage. The standing Turbo version fires a laser beam that is fast, and does even more damage, but will not "eat up" enemy projectiles, neither will the normal version. CC Activation Range: 79 metres RW............... Fires an icicle TbRW............. Fires a thick, fast laser CR.RW............ Fires 2 icicles while crouching JP.RW............ Fires 3 icicles on air FW.dRW........... Fires 2 huge icicles; will knockdown SW.dRW........... Fires 3 icicles while dashing FWDG.dRW........... Fires 2 icicles while dashing ------------------------- CENTRE WEAPON: Ice Dragon ------------------------- Angelan summons an ice dragon that rams straight into your opponent. The Turbo version comes from above, so distract your opponent long enough, and hope that he/she won't pay any attention to it, until WHAM! and you can laugh till your sides hurt. CC Activation Range: 74 metres CW............... Summons dragon; goes straight TbCW............. Summons dragon; comes from above CR.CW............ Summons dragon; goes straight JP.CW............ Summons dragon from air; goes straight FW.dCW........... Summons dragon; comes from above SW.dCW........... Summons dragon; goes straight FWDG.dCW......... See above; while dashing diagonally ------------------------- SPECIAL MOVE: Angel Wings ------------------------- This move is excecuted by crouching, press both Turbo buttons and the CW (CR.BtbCW) for Twin A/Twin B/any controls that simulate the Twinsticks. For others, this will be crouch, change target and CW. When executed, Angelan sprouts wings from her back, and she becomes faster and her weapons do more damage. There's a catch, though - the move lasts for about 15 seconds, and will deplete 15% of your current life gauge. No, you can't kill yourself by doing this, as your life needs to be at least more than 15%. ------- OVERALL ------- Pros: Shield can be summoned at will, and Ice Dragon does all the dirty work while you run Cons: Bad air mobility, bad armor -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ [RVR-20-C "APHARMD J Type A"] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ An Apharmd with a single Tongfer, on his left arm. On his right, he carries an M-16 that can fire rapid shots. Like Temjin, Apharmd is also an all-rounder, but specialises in close-combat. A cross between a soldier and a VR, and comes complete with camoflauge paint scheme. UNLOCK: Unlock by defeating 25 VRs or more with a CC attack. ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 4/10 MOBILITY............ 5/10 ----------------- LEFT WEAPON: Bomb ----------------- A little round object that explodes upon impact, providing cover from most light projectiles. The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws a bomb just a little further than you, and the Turbo version kicks the bomb directly at the enemy, provided he isn't too far away. Lasts for a very short while. CC Activation Range: 85 metres LW............... Throws bomb in general direction of enemy TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a distance SW.dLW........... Throws bomb in a curve; explodes if it hits enemy/obstacles FWDG.dLW......... See above -------------------------------- RIGHT WEAPON: M-16 Assault Rifle -------------------------------- A weapon that Counterstrike players should know, the M-16 is a long-range weapon designed for the Apharmd J Type A. Unlike its looks, there is no automatic fire. The Turbo version fires 4 powerful shots that do more damage, and more range. This is more powerful than the UMP Submachineguns of the J Type C, but consume more ammo. CC Activation Range: 80 metres RW............... Fires a single shot TbRW............. Fires 4 huge shots; will knockdown CR.RW............ Fires 2 shots while crouching JP.RW............ Fires 4 small shots on air FW.dRW........... Fires 2 small shots; huge damage; will knockdown SW.dRW........... Fires 3 small shots; normal damage FWDG.dRW......... Fires 2 small shots; normal damage ------------------------- CENTRE WEAPON: Beam Kukri ------------------------- This variant of Apharmd carries a single, but huge knife on his left arm, rather than two Tongfers which most Apharmds are armed with. A bit slower than the twin Tongfers, and does less damage. The standing version slashes a spinning beam that does a pixel of damage, and the Turbo version throws the kukri scabbard at the enemy. CC Activation Range: 109 metres CW............... Slashes a sword-shaped beam in direction of enemy TbCW............. Thrown Kukri out from scabbard; Huge damage; will knockdown CR.CW............ Slashes sword-shaped beam while crouching JP.CW............ Slashes sword-shaped beam in air FW.dCW........... Slashes a sword-shaped beam in direction of enemy SW.dCW........... See above FWDG.dCW......... See above ------- OVERALL ------- Pros: An all-rounder... Cons: ...Well, almost. Gives the Temjin series a run for its money, but overall Temjin still wins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ [RVR-24-C "APHARMD J Type C"] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Your typical Apharmd, equipped with twin submachineguns, a bomb, and twin Tongfers. Based on the MBV-09-C Apharmd from Operation Moongate, which was a far cry from the modesl today. Good weapons, good speed, and powerful during close-range combat. Something like a Temjin that excels in close combat. Unlock by destroying 25 or more enemy units (any VR) with a CC attack, in Dramatic Mode. ------------- MACHINE SPECS ------------- INFIGHT............. 9/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 3/10 SHOT (Long)......... 1/10 MOBILITY............ 5/10 ----------------- LEFT WEAPON: Bomb ----------------- A handheld bomb that explodes with a chain of underground explosions upon impact with the ground or an enemy. The explosions will block/neutralise most light projectiles, and go through anything, as they start from under the ground. Easy to evade, as the gap between the explosions are quite far apart. Confuse your enemy with this to set him/her up for a trap, but that's about it. Slow chargeup time, and one Napalm consumes all your ammo. CC Activation Range: 84 metres LW............... Releases Napalm; explodes from underground and goes through anything TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles CR.LW............ Throws Napalm while crouching JP.LW............ Releases Napalm from air FW.dLW........... Throws Napalm for a distance; explodes like a bomb SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb -------------------------------- RIGHT WEAPON: UMP Submachineguns -------------------------------- Apharmd J Type C carries 2 UMPs/UZIs (If you're an avid Counterstrike player, you'll recognise these instantly.) on each hand, and both of them can be tuned for either rapid fire (standing, hold Right Trigger), or a single, powerful shot (Turbo version). Make your opponent dance with this one! CC Activation Range: 79 metres RW............... Fires a single shot; hold for rapid fire TbRW............. Fires a faster, smaller shot, but more damage; hold for rapid fire CR.RW............ Fires up to a maximum of 12 shots while crouching; amount fired depends on how long trigger is held, and ammo gauge JP.RW............ Fires 8 shots from air; very fast FW.dRW........... Fires 8 small shots from ground; will knockdown SW.dRW........... Fires 8 small shots while dashing; less damage than FW.dRW FWDG.dRW......... See above ---------------------------- CENTRE WEAPON: Twin Tongfers ---------------------------- Wahey! These Tongfers do deadly damage with one blow, and come out fast. The standing version slashes a spinning beam that does a pixel of damage, and the Turbo version slashes 5 beams at once, spreading in all directions. Extremely efficient during close combat. CC Activation Range: 110 metres CW............... Slashes 2 sword-shaped beams TbCW............. Slashes 6 sword-shaped beams; spread in all directions CR.CW............ Crouches and slashes 2 sword-shaped beams JP.CW............ Slashes 2 sword-shaped beams on air FW.dCW........... Slashes 2 sword-shaped beams SW.dCW........... See above FWDG.dCW......... See above --------------------------- SPECIAL ATTACK: Cannon Kick --------------------------- The Cannon Kick is a fast, air-to-ground, spinning flying kick-style attack - think Bruce Lee in a VR. The Cannon Kick does a huge amount of damage but depletes all your weapon gauges. Pretty cool, but don't expect this to hit an experienced opponent. Execute by air dashing forward and pressing the Centre Weapon. All weapons have to be at 100% in order to excecute, and this move depletes all your ammo to 0%. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: APHARMD J TYPE C ALPHA COMMANDO +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Well, an Apharmd with an extra mibility point and a crap color scheme. Otherwise, nothing different. ------------- MACHINE SPECS ------------- INFIGHT............. 9/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 3/10 SHOT (Long)......... 1/10 MOBILITY............ 6/10 ------- OVERALL ------- Pros: Excellent CC ability, 2nd to Apharmd Hatter Cons: Don't expect your weapons to reach very far -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ [RVR-36-F "APHARMD T Type F"] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Another variant of the Apharmd series, the Apharmd T models have no Tongfers; instead, they go into CC using their bare hands and feet. Achaaa...!!! Enter the Dragon! *ahem* These models are designed for long-range battles unlike the Apharmd J variants, which specialise in close to medium-range combat. The T Type F has a cannon on his shoulder, to prove the point. ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 4/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 6/10 MOBILITY............ 3/10 ----------------- LEFT WEAPON: Bomb ----------------- If there's anything left unchanged from the Apharmd J, this is it. Like all Napalms, this handheld bomb explodes with a chain of underground explosions upon impact with the ground or an enemy. The explosions will block/neutralise most light projectiles, and go through anything, as they start from under the ground. Easy to evade, as the gap between the explosions are quite far apart. Confuse your enemy with this to set him/her up for a trap, but that's about it. CC Activation Range: 79 metres LW............... Releases Napalm; explodes from underground and goes through anything TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles CR.LW............ Throws Napalm while crouching JP.LW............ Releases Napalm from air FW.dLW........... Throws Napalm for a distance; explodes like a bomb SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb ------------------------------ RIGHT WEAPON: Grenade Launcher ------------------------------ Somewhat like Raiden's Bazooka, the Grenade Launcher fires a missile directly at the enemy. The Turbo version fires a bigger shell that does more damage. Depletes your ammo gauge pretty quickly, so do try to keep some spare ammo... CC Activation Range: 74 metres RW............... Fires a single grenade shell TbRW............. Fires a bigger grenade shell; more damage CR.RW............ Fires 2 grenade shells while crouching JP.RW............ See above; while jumping FW.dRW........... Fires a single grenade shell; will knockdown, more damage SW.dRW........... Fires 3 grenade shells FWDG.dRW......... Fires 2 grenade shells; regular damage ------------------------------ CENTRE WEAPON: Shoulder Cannon ------------------------------ They replaced the great Tongfers with THIS? Oh well, he was designed for long-range combat anyway. The Shoulder Cannon fires a single missile at the enemy, and the Turbo version fires an even bigger one, obviously doing more damage than the normal version. Good homing capibility, and excellent range - but pretty weak overall. CC Activation Range: 89 metres CW............... Fires a single missile TbCW............. Fires a single missile; slower, but does more damage, and will knockdown CR.CW............ Crouches and fires a missile; goes over obstacles JP.CW............ Fires a single missile on air FW.dCW........... Fires 2 missiles SW.dCW........... See above FWDG.dCW......... See above +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: [APHARMD T Type F Alpha Commando] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Nothing much here, a slight facelift, a horrble color scheme and one extra mobility point. I can't see any visual differences in weapons. UNLOCK: Unlock by defeating 25 Apharmd T Type F Alpha Commandos. ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 4/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 6/10 MOBILITY............ 3/10 ------- OVERALL ------- Pros: Long-range, okay weapons Cons: Slow -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ [RVR-32-D "APHARMD T Type D"] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Another variant of the Apharmd series, the Apharmd T models have no Tongfers; instead, they go into CC using their bare hands and feet, with Kung-Fu moves. Enter the Dragon! *ahem* These models are designed for long-range battles unlike the Apharmd J variants, which specialise in close to medium-range combat. This particular model has a AK-47 and shoulder-mounted missile packs at the expense of the Tongfers. ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 6/10 MOBILITY............ 3/10 ----------------- LEFT WEAPON: Bomb ----------------- I'm only repeating myself here, so here goes... A little round object that explodes upon impact, providing cover from most light projectiles. The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws a bomb just a little further than you, and the Turbo version kicks the bomb directly at the enemy, provided he isn't too far away. Lasts for a very short while. CC Activation Range: 79 metres LW............... Throws bomb in general direction of enemy TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a distance SW.dLW........... Throws bomb in a curve; explodes if it hits enemy/obstacles FWDG.dLW......... See above --------------------------------- RIGHT WEAPON: AK-47 Assault Rifle --------------------------------- Exactly like the Type A's M16, the AK-47 fires a single blast, and the Turbo version fires 4 more powerful ones. Consumes ammo, so beware, trigger-happy pilots... CC Activation Range: 74 metres RW............... Fires a single shot TbRW............. Fires 4 huge shots; will knockdown CR.RW............ Fires 2 shots while crouching JP.RW............ Fires 4 small shots on air FW.dRW........... Fires 2 small shots; huge damage; will knockdown SW.dRW........... Fires 3 small shots; normal damage FWDG.dRW......... Fires 2 small shots; normal damage ---------------------------- CENTRE WEAPON: Missile Packs ---------------------------- Apharmd Type D has 4 missile packs. 2 on his shoulders, and 2 on each leg, above the ankles. These fire homing missles at the opponent, and do good damage. The Turbo version has a longer startup time, but the missiles travel faster and do more damage. CC Activation Range: 90 metres CW............... Fires 2 missiles TbCW............. Fires 4 missiles; huge damage CR.CW............ Crouches and fires 4 missiles; goes over obstacles JP.CW............ Fires 4 missiles on air FW.dCW........... Fires 4 missiles; will knockdown SW.dCW........... See above FWDG.dCW......... See above ------- OVERALL ------- Pros: Long-range attacks and medium-range attacks Cons: Slow -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+= [MZV-36T-H "APHARMD THE HA-T"] +=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ A rather peculiar Apharmd variant, this one wears a hat on his head, hence the ghastly punning name, Ha-T. Also known as Apharmd The Hatter, this VR was custom-made for Sergeant Hutter, (almost rhymes, eh?) whom you will meet, or have already met in Dramatic Mode. Hatter looks like a cross between an Apharmd T Type F and a J Type C - he has the body of the former and the weapons of the latter, and they threw in some extra armor. Hutter goes like "GOOD JOB!" or "CONGRATULATIONS!" every time you destroy an enemy VR. The most effective VR in close-combat, try to avoid CC with this guy at all costs. Unlock by finishing Dramatic Mode under VERY HARD mode. ------------- MACHINE SPECS ------------- INFIGHT............. 10/10 SHOT (Short)........ 2/10 SHOT (Middle)....... 1/10 SHOT (Long)......... 1/10 MOBILITY............ 7/10 ----------------------------- LEFT WEAPON: Flashbang Napalm ----------------------------- A handheld bomb that explodes with a chain of underground explosions upon impact with the ground or an enemy. The explosions will block/neutralise most light projectiles, and go through anything, as they start from under the ground. Easy to evade, as the gap between the explosions are quite far apart. Confuse your enemy with this to set him/her up for a trap, but that's about it. Apharmd kicks the bomb over obstacles with the Turbo version, and it explodes like Temjin's bomb instead of a Napalm. Very, very quick blast! CC Activation Range: 84 metres LW............... Releases Napalm; explodes from underground and goes through anything TbLW............. Kicks bomb directly at the enemy, like a goalkeeper; goes over obstacles CR.LW............ Throws Napalm while crouching JP.LW............ Releases Napalm from air FW.dLW........... Throws Napalm for a distance; explodes like a bomb SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb ---------------------------------- RIGHT WEAPON: (wait for it...) N/A ---------------------------------- N/A? Strange name for a weapon. Eh? What weapon? Yes, Hatter doesn't have any RW. You heard right! Ever wondered why Hatter only goes into close combat as your partner? Well, this is why. Tremendous close combat ability, but with no shots except for his Napalm, and hat, and Tongfer beams. CC Activation Range: 79 metres ---------------------- CENTRE WEAPON: Tongfer ---------------------- These look like normal Tongfers on the outside, but these are actually a powered-up version of them, hence the 10/10 INFIGHT rating. Slashes a single spinning beam if fired while standing. If you use the Turbo version, Hatter takes off his hat, and throws it at the enemy for a lot of damage. If you've ever seen "The Avengers", the old 1960s show where the hero takes off his bowler hat and flings it at the opponent... Something like that. Anybody standing in its way when it returns will get hit. Okay, the Hatterang (boomerang + hat) will do an enourmous amount of damage - on par with Raiden's Lasers. It's as if Hatter shifted all the energy from the Tongfers into the hat, or something like that. This won't stop for anything; it will go through all light to medium projectiles, and an added bonus is that it hits during its return trip - same damage! Hitting with this one could shift a match towards your way, which has happened many times to me before. CC Activation Range: 110 metres CW............... Slashes 2 sword-shaped beams TbCW............. Tosses his hat at the enemy; tremendous amount of damage; eats up all light-heavy projectiles CR.CW............ Crouches and slashes 2 sword-shaped beams JP.CW............ Slashes 2 sword-shaped beams on air FW.dCW........... Slashes 2 sword-shaped beams SW.dCW........... See above FWDG.dCW......... See above ---------------------------------- SPECIAL ATTACK: The Hutter Special ---------------------------------- You know, I didn't know about this, until during one mission, I saw Hatter fly up and kick Z-Gradt in the face. Execute by air dashing forward, and pressing the Centre Weapon with all weapons at 100% (FW.AdCW) Hatter should leap and do a Bruce Lee-style kick, and spinning wildly towards the opponent for a huge amount of damage. Unlike the Apharmd J Type C's kick, Hatter only needs his CW to be full to do this. ------- OVERALL ------- Pros: Slice & dice your opponents with the Tongfers... Cons: ... If you can live without an RW -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+ XBV-821 m-N "BAL d MEORA" +=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Remember Bal-Bas-Bow in Operation Moongate? Well, this new version seems to be based a lot on him. With no legs and detachable arms, Hitmaker didn't include any of the Bals with legs like in Force. Personally, I'd say that he's tough to use, but in the hands of a master Bal player, watch out! Use his sneaky attacks to your advantage, and make up your own strategy. Oh, and try to confuse your opponent at the same time. I've dubbed Bal d Meora the "Players VR", as only skilled players can use him to the limit, and he has a huge variety of attacks. It all depends on how you use them. Unlock by destroying 10/10 Bal d Meora units in Dramatic Mode. ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 5/10 MOBILITY............ 5/10 ---------------------------- LEFT WEAPON: Helicopter Mine ---------------------------- Floating mines that explode upon impact, these float aimlessly around the arena until destroyed by the opponent, or self-destruct. The normal version fires a single Helicopter Mine, and while the Turbo version is fired, Bal releases his left arm loaded with mines at your disposal. Press LW to fire. CC Activation Range: 69 metres LW............... Fires a single Heli Mine TbLW............. Releases left Hand Bit: Press TbLW to recall, press LW ro fire CR.LW............ Fires Heli Mine in an arch CR.TbRW.......... Plants Ring Launched on ground; Press CR.LW to begin firing rings JP.LW............ Fires a 3 Heli Mines on air FW.dLW........... Fires 2 Heli Mines; will knockdown SW.dLW........... Fires 2 Heli Mines FWDG.dLW......... See above ------------------------- RIGHT WEAPON: Ring Lasers ------------------------- Ring Lasers, like its namesake, are ring-shaped lasers. They eat up most light enemy projectiles that they encounter, but are quite weak. The Turbo version does something similar to the Helicopter Mines, where Bal's arm floats on one place, and you fire the rings manually by pressing RW. CC Activation Range: 79 metres RW............... Fires a single Ring Laser. TbRW............. Releases right Hand Bit; Press TbRW to recall, press RW to fire Ring Lasers CR.RW............ Fires a Ring Laser in an arch CR.TbLW.......... Plants Mine Launcher on ground: press CR.RW to begin launching mines JP.RW............ Fires 3 Ring Lasers in the air FW.dRW........... Fires... Well, a Slinky-like Ring Laser... See for yourself SW.dRW........... Fires 3 Ring Lasers FWDG.dRW......... Fires 2 Ring Lasers ------------------------ CETNRE WEAPON: Hand Bits ------------------------ I couldn't think of any name for these, so I'll refer to them as Hand Bits (although he releases his legs too.) The normal version releases 2 arms and fires a mine each from each hand, and the Turbo version releases both arms and legs, to fire 4 mines simultaneously. CC Activation Range: 64 metres CW............... Releases both Hand Bits; will fire a Heli Mine each after a moment or two TbCW............. Releases both Hand Bits and Leg Bits; each fires a Heli Mine CR.CW............ Releases both Hand Bits, forming a Laser. Attempts to seek out the enemy and hit with Laser; will electrocute enemy if it hits CR.TbCW.......... Crouches and fires 2 long lasers from his chest JP.CW............ Releases both Hand Bits, like the ground version; on air FW.dCW........... Hand Bits form Laser Crushers; will attempt to hit the enemy, and will keep drilling at opponent if they hit, doing more damage SW.dCW........... As above; dashing sideways FWDG.dCW......... See above ------- OVERALL ------- Pros: Sneaky, strategy comes into play, retains his rain dance from Operation Moongate Cons: Extremely tough to use -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ TF-14 A "Fei-Yen With VividHeart" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ The latest reincarnation of the Fei-Yen series, this one looks like a small girl. ChibiMoon from the Sailormoon series springs to mind... She still has her Hyper Mode, but her dash is a bit slower than previous models. Bad air mobility but okay on land, her pitifully weak weapons limit her capibilities before Hyper Mode pops out. If you didn't know already, to activate Hyper Mode, get her life bar to less than 1/2, and you're done. And have you noticed that she looks like a maid, with that dress and all? Ugh. UNLOCK: Unlock Fei-Yen by destroying 12 Fei-Yens in Dramatic Mode and you'll get her. ------------- MACHINE SPECS ------------- INFIGHT............. 6/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 6/10 MOBILITY............ 6/10 ------------------------ LEFT WEAPON: Beam Rapier ------------------------ Replacing the original Fei-Yen's Bowgun, comes the Beam Rapier. (A rapier is a sword used in fencing, if you're curious.) Fires a bow-shaped beam at the enemy which does okay damage, and the Turbo version fires a vertical beam at the enemy. Does more damage, and may produce a knockdown. CC Activation Range: 94 metres LW............... Slashes a sword-shaped beam TbLW............. As above; does more damage, and will eat up more projectiles CR.LW............ Slashes a sword-shaped beam while crouching JP.LW............ See above; on the air FW.dLW........... See above SW.dLW........... See above FWDG.dLW......... Yet again, see above. Nothing much here, really. ----------------------- RIGHT WEAPON: Hand Beam ----------------------- Fires tiny balls of light that do a bit of damage to the enemy. The Turbo version looks like a bowling ball which will produce a knockdown, and is more powerful. CC Activation Range: 84.9 metres RW............... Fires a small ball of light TbRW............. Throws a bowling ball; will knockdown CR.RW............ Fires 2 beam balls while crouching; goes over obstacles JP.RW............ Fires 3 balls on air FW.dRW........... Fires 2 beam balls; will knockdown SW.dRW........... Fires 3 beam balls FW.DGdRW......... Fires 2 beam balls ------------------------------ CENTRE WEAPON: VividHeart Beam ------------------------------ This one is cool. If the attack connects, it deals a lot of damage, and has good homing ability. The Hyper Mode version is more powerful, and has a slow-motion effect on enemies if it hits. Use this to your advantage... Beat them while they're slow! CC Activation Range: 99.9 metres CW............... Fires the VividHeart Beam from her chest TbCW............. Fires the VividHeart Beam; will explode upon impact CR.CW............ Fires the VividHeart Beam in an arch JP.CW............ Fires the beam while jumping FW.dCW........... '' while dashing forward SW.dCW........... '' while dashing sideways FWDG.dCW......... See above. They're all the same here. ---------------------------------- SPECIAL MOVE: Hyper Mode Sacrifice ---------------------------------- Normally you have to get your life to 50% in order to change to Hyper Mode, right? Not any more. With this function, you can switch to Hyper Mode anytime you like - for the price of 75% of your current life. Oh, yes. To activate Hyper Mode, make sure that your life is more than 50%, and press Crouch, Both Turbo triggers, and the CW. Translated to CR.BtbCW. You will change to Hyper Mode, and can beat the crap out of your opponent - but note the life! ------- OVERALL ------- Pros: New Heart Beam with VividHeart is ace Cons: New maid look is crap, speed reduced considerably -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+= TG-11-M "Guarayakha" +=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Guarakyaha... Guatemala... Guava?! Blinkin' hell, I can never get your name right. Guarayakha looks like a kid, dressed in something that only court jesters would find appealing. Walking around with a wand, she(he?!) walks like a jester, and when she gets killed, the computer shouts, something in Japanese. Lacks armor. Just walk around the arena firing shots at your opponent... That should get him/her really frustrated. In Force, Guarayakha could change into Jaguarandi, but this function does not appear to exist in MARZ. Unlock by finishing Dramatic Mode under HARD mode. ------------- MACHINE SPECS ------------- INFIGHT............. 6/10 SHOT (Short)........ 4/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 3/10 MOBILITY............ 5/10 ---------------------------- LEFT WEAPON: Demolition Bomb ---------------------------- The Demolition Bomb looks like a black bomb with a fuse, ala Bomberman. The explosion is similar to that of Temjin's, and it does much more damage that the former. The Turbo version throws the bomb directly at the enemy, and will produce a knockdown. CC Activation Range: 69 metres LW............... Throws the bomb for a short distance TbLW............. Throws the bomb directly at the opponent from above CR.LW............ Throws the bomb while crouching; will explode upon impact, and bounces for a while JP.LW............ Throws the bomb on air FW.dLW........... Throws the bomb that curves in direction of enemy SW.dLW........... See above FWDG.dLW......... See above ----------------------- RIGHT WEAPON: Hand Beam ----------------------- Similar to Fei-Yen's Hand Beam, this fires little balls of energy at the opponent that do a bit of damage. The Turbo version fires a shot that looks like the Tangram logo at the enemy, and does more damage. CC Activation Range: 74 metres RW............... Fires a multicolored beam ball TbRW............. Fires the Tangram logo from her wand; will knockdown CR.RW............ Fires 2 beam balls in an arch while crouching JP.RW............ Fires 3 beam balls while jumping FW.dRW........... Fires 2 bigger beam balls; will knockdown SW.dRW........... Fires 2 beam balls FW.DGdRW......... See above --------------------------- CENTRE WEAPON: Tangram Beam --------------------------- Think Myzr Delta's Homing Beam with a twist. Guarayakha's Tangram Beam fires the Tangram logo at the enemy, in the same style of Myzr's Homing Beam. Goes over obstacles, and does good damage. The Turbo version fires an energy wave that slices through the ground, and goes through everything - nothing stops this one! Of course, your opponent only has to jump and the attack will miss completely, so use this when he least expects it! CC Activation Range: 84 metres CW............... Fires a beam ball in an arch; ala Fei-Yen's CW TbCW............. Fires a shockwave from the ground; goes through anything, will produce knockdown CR.CW............ Fires the Tangram logo JP.CW............ Fires the Tangram logo on air FW.dCW........... Fires a beam ball while dashing SW.dCW........... See above FWDG.dCW......... See above --------------------------- SPECIAL MOVE: Ride The Wand --------------------------- This is really weird. Guarayakha takes the wand out, rides on it like a witch riding a broomstick, and rams into the enemy... This you gotta see! One of the strangest sights I've ever seen. Only the CW has to be at 100% in order to excecute this, and this will deplete only the centre weapon gauge. weapon gauges. FW.AdCW when all weapon gauges are full to execute. ------- OVERALL ------- Pros: Annoy the crap out of your enemy with this Cons: Weak armor -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+ YZR-8000 DELTA "MYZR DELTA" +=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Remember Cypher from Oratorio Tangram, or Viper II players from Operation Moongate? Well, he's back in MARZ. Like the rest of his generation, Myzr has excellent air mobility and ground speed, but crap armor. Well, maybe not as bad as Viper II's in Operation Moongate (did he have any armor to begin with?) but he takes more damage than most VRs. Keeping that in mind, he is an excellent all-rounder VR. ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 7/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 5/10 MOBILITY............ 5/10 -------------------------- LEFT WEAPON: Energy Dagger -------------------------- Fires a trio of daggers that eat up light projectiles. The Turbo version fires 6 in a row, and your enemy will be dashing about the arena to evade these. Combo it with a Homing Beam for more effeciency... This will eat up most light and medium projectiles. CC Activation Range: 69 metres LW............... Throws 3 energy daggers at the opponent; eats up most projectiles TbLW............. Throws 5 energy daggers at the opponent CR.LW............ Throws 3 energy daggers while crouching JP.LW............ See above; while jumping FW.dLW........... See above; while dashing SW.dLW........... See above FWDG.dLW......... See above -------------------- RIGHT WEAPON: Vulcan -------------------- The Vulcan fires a lot of little, short-range projectiles. Hold the trigger for rapid fire. The Turbo version fires a long beam (like Temjin's Turbo Beam Rifle) and produces a knockdown. CC Activation Range: 79 metres RW............... Fires tiny flat shots; Hold trigger for rapid fire TbRW............. Fires a long laser; may produce knockdown; average damage CR.RW............ Fires 4 Vulcan shots while crouching JP.RW............ Fires the Vulcan on air; 6 shots FW.dRW........... Fires 6 Vulcan shots; may poduce knockdown SW.dRW........... See above FWDG.dRW......... See above -------------------------- CENTRE WEAPON: Homing Beam -------------------------- A powerful energy shot, this beam homes in to your enemy and is tough to evade. The Turbo version produces a huge explosion (think Temjin's Bomb) if it connects. The explosion does little (or no) damage. CC Activation Range: 74 metres CW............... Fires the Homing Beam TbCW............. Fires a more powerful version; explodes upon impact CR.CW............ Fires the HB while crouching; goes over obstacles JP.CW............ Fires HB on air FW.dCW........... Fires the HB; great tracking, but will not go vertically SW.dCW........... Fires the HB while dashing FWDG.dCW......... See above --------------------------------- SPECIAL MOVE: SLC Dive/Wave Rider --------------------------------- Sorry, I forgot all about this the last time. There are 3 types: 1- Hypotenuse SLC Dive (SLC H) 2- Adjacent SLC Dive (SLC A) 3- Opposite To Adjacent SLC Dive (SLC OTA) 1: Let's start with the Hypotenuse SLC Dive. Execute by air dashing FW, and pressing both triggers at the same time. All your weapons MUST be at 100% to do this, and this move will deplete all your weapons. You can't home in on the enemy, as the attack only goes in a straight line. A trademark move of the Viper II series. 2: The next SLC version, the Adjacent, is a ground version of the SLC. Execute by CR.TbCW on the ground (obvious, eh?) and Myzr rams the enemy on the ground. Use this as a surprise attack! 3: And finally, the Opposite To Adjacent SLC Dive. In this version, Myzr jumps up, and executes an SLC straight towards the ground on a 90' angle, and shifts to a 180' angle, going along the ground, a cross between the SLC H and the SLC A. Execute by jumping, and anytime before your jump reaches maximum height, press FW.CW while all weapons are at 100%. Will deplete all weapon gauges. NOTE: The SLC Dive can be blocked. ------- OVERALL ------- Pros: Excellent air ability, good array of weapons Cons: Next time, put on some armor before fighting -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= YZR-8001 DELTA CL "MYZR DELTA 1 Charlotte" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Here's a VR that you proabably won't know by its serial number... This customised Myzr Delta is part of the Sisters of the Rose, which consists of the captain, Sylvie Fang, and her allies, namely Deborah Bite and Jennifer Poison. This VR here belongs to Jennifer Poison, the one with the cute voice :) But don't be fooled; underneath that they come as ruthless and hardboiled as ever. Nothing much here, except for the customised paint job, and the color. Unlock by defeating the Sisters Of The Rose in Dramatic Mode with a Veteran Rank, under any difficulty. Defeat them and this VR is yours. ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 7/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 5/10 MOBILITY............ 6/10 There's only one extra point here, given to Mobility, so don't expect any crazy upgrades like the Type a8. -------------------------- LEFT WEAPON: Energy Dagger -------------------------- Fires a trio of daggers that eat up light projectiles. The Turbo version fires 6 in a row, and your enemy will be dashing about the arena to evade these. Combo it with a Homing Beam for more effeciency... CC Activation Range: 69 metres LW............... Throws 3 energy daggers at the opponent; eats up most projectiles TbLW............. Throws 5 energy daggers at the opponent CR.LW............ Throws 3 energy daggers while crouching JP.LW............ See above; while jumping FW.dLW........... See above; while dashing SW.dLW........... See above FWDG.dLW......... See above -------------------- RIGHT WEAPON: Vulcan -------------------- The Vulcan fires a lot of little, short-range projectiles. Hold the trigger for rapid fire. The Turbo version fires a long beam (like Temjin's Turbo Beam Rifle) and produces a knockdown. CC Activation Range: 79 metres RW............... Fires tiny flat shots; Hold trigger for rapid fire TbRW............. Fires a long laser; may produce knockdown; average damage CR.RW............ Fires 4 Vulcan shots while crouching JP.RW............ Fires the Vulcan on air; 6 shots FW.dRW........... Fires 6 Vulcan shots; may poduce knockdown SW.dRW........... See above FW.DGdRW......... See above -------------------------- CENTRE WEAPON: Homing Beam -------------------------- A powerful energy shot, this beam homes in to your enemy and is tough to evade. The Turbo version produces a huge explosion (think Temjin's Bomb) if it connects. The explosion does little (or no) damage. CC Activation Range: 74 metres CW............... Fires the Homing Beam TbCW............. Fires a more powerful version; explodes upon impact CR.CW............ Fires the HB while crouching; goes over obstacles JP.CW............ Fires HB on air FW.dCW........... Fires the HB; great tracking, but will not go vertically SW.dCW........... Fires the HB while dashing FWDG.dCW......... See above ----------------------------------- SPECIAL MOVE: SLC Dive/Wave Rider ----------------------------------- Sorry, I forgot all about this the last time. There are 3 types: 1) Hypotenuse SLC Dive (SLC H) 2) Adjacent SLC Dive (SLC A) 3) Opposite To Adjacent SLC Dive (SLC OTA) 1: Let's start with the Hypotenuse SLC Dive. Execute by air dashing FW, and pressing both triggers at the same time. Only the CW needs to be be at 100% to do this, and this move will deplete only your the CW gauge, unlike the normal Myzr Delta. You can't home in on the enemy, as the attack only goes in a straight line. A trademark move of the Viper II series. 2: The next SLC version, the Adjacent, is a ground version of the SLC. Execute by CR.TbCW on the ground (where else?) and Myzr rams the enemy on the ground. Use this as a surprise attack! 3: And finally, the Opposite To Adjacent SLC Dive. In this version, Myzr jumps up, and executes an SLC straight towards the ground on a 90' angle, and shifts to a 180' angle, going along the ground, a cross between the SLC H and the SLC A. Execute by jumping, and anytime before your jump reaches maximum height, press FW.CW while all weapons are at 100%. Will deplete all weapon gauges. NOTE: For the Sisters Of The Rose, only the CW needs to be at 100% to execute the SLC dive, and the dive will only use up the CW gauge. It also has a faster recovery time when you land. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: YZR-8001 DELTA EV "MYZR DELTA 1 Evelyn" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Another VR belonging to the Three Sisters, this customised Myzr Delta belongs to Deborah Bite. I can't see any differences between this one and the Charlotte, except for the color scheme. UNLOCK: Unlock by defeating the Sisters Of The Rose with an Elite Rank or higher, and she'll be in your collection. ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 7/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 5/10 MOBILITY............ 6/10 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VARIANT 3: YZR-8004 DELTA/R FB "MYZR DELTA IV Type R FairBianca" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Hey, there are 3 stsrets, right? This one belongs to the captain of the trio, Captain Sylvie Fang. No differences here, except that her Turbo Homing Beam fires 4 separate shots instead of one single shot that explodes, and a different design. The longest name in the game? You betcha! UNLOCK: Unlock by defeating the Sisters Of The Rose with an Ace Rank. ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 7/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 5/10 MOBILITY............ 6/10 ------- OVERALL ------- Pros: New paint job, Mobility +1, it's a secret character Cons: Virtually no difference with default Myzr -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+ HBV-572-E2 "RAIDEN 512E2" +=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Allright! He's back! One of the few VRs that remain unchanged since its Operation Moongate days, Raiden is a unit with enormous firepower and armor, but slow speed. Designed to absorb spearhead amounts of damage, as you'll need it to keep track of your opponent without falling down, in order to hit the huge Lasers on him! Raiden also has the fastest turn of all VRs, even faster than the Type a8, making it easier to aim those Lasers that we love so much. One of my favourite all-time VRs, but the Lasers don't do that much damage in MARZ. UNLOCK: Unlock by destroying 8 Raidens in Dramatic Mode, any type. ------------- MACHINE SPECS ------------- INFIGHT............. 3/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 9/10 MOBILITY............ 3/10 ------------------- LEFT WEAPON: G-Bomb ------------------- An abbreviation for the name Ground Bomb, the G-Bomb is a disc-shaped bomb that slides on the ground at high speed. Unlike Temjin's bomb, the explosion does damage this time, but is rather small, and isn't very high. Travels across the arena for about 200-250 metres before self-destructing. The Turbo verion is no different; except that Raiden throws it with more force, so it looks like it's skipping over the ground. Flush out enemies with this, and take aim with your Lasers... CC Activation Range: 69 metres LW............... Throws G-Bomb at the enemy TbLW............. Throws G-Bomb with more force; may skip over obstacles CR.LW............ Throws G-Bomb upwards while crouching; can throw over obstacles JP.LW............ Throws G-Bomb in mid-air FW.dLW........... Throws G-Bomb while dashing SW.dLW........... See above FWDG.dLW......... See above --------------------- RIGHT WEAPON: Bazooka --------------------- Raiden carries a handheld bazooka on his right arm, which sprays shells at the enemy. The Turbo version fires a huge shell that travels further, and does more damage. Great damage, but uses up your ammo very quickly. CC Activation Range: 74 metres RW............... Fires a single Bazooka shell TbRW............. Fires a bigger Bazooka shell CR.RW............ Fires up to 5 Bazooka shells; amount fired depends on weapon gauge and the amount of time trigger is held JP.RW............ Fires 5 Bazooka shells on air FW.dRW........... Fires 2 Bazooka shells; will knockdown SW.dRW........... Fires 5 Bazooka shells sideways FWDG.dRW......... Fires 2 Bazooka shells -------------------------- CENTRE WEAPON: Twin Lasers -------------------------- Ha-ha! I love these things! Mounted on Raiden's shoulders, these lasers look like a satellite dish once activated. Travels to the end of the arena, and doing 1/2 life damage on most VRs. The turbo version activates the Screw Lasers, which last longer (2 seconds or so) and is unstoppable once fired, unlike the normal Lasers which can be cancelled by dashing. Takes a long time to charge, so fire only when you're sure that they'll hit. CC Activation Range: 69 metres (if the Lasers are charging, nothing comes out.) CW............... Fires Lasers; eat up any projectile, save for Angelan's TbLW TbCW............. Fires the Screw Lasers; will even neutralise Angelan's TbLW, last much longer than ordinary Lasers CR.CW............ Fires 4 Lasers in a row, side-by-side JP.CW............ Fires the Lasers on air FW.dCW........... Fires 2 Lasers separately; may knockdown SW.dCW........... See above FWDG.dCW......... See above +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: HBV-512-E1 "RAIDEN 512E1" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Another Raiden model, this version has a Beam Gun in place of the Bazooka. Everything else remains the same, weapons and damage. Okay, perhaps his Lasers do ever so slightly less damage than the 512E2, but his Beam Gun has more range, and charges slightly faster. Makes you wonder why they even bothered to include him in the game. Here are the effects for his RW (beam gun): UNLOCK: Unlock by destroying 20 Raidens in Dramatic Mode, any type. ---------------------- RIGHT WEAPON: Beam Gun ---------------------- RW............... Fires a single beam shot TbRW............. Fires a bigger beam shot CR.RW............ Fires 2 Beam Shots while crouching JP.RW............ Fires 2 Beam Shots on air FW.dRW........... Fires 2 Beam Shots; will knockdown SW.dRW........... Fires 2 Beam Shots sideways FWDG.dRW......... Fires 2 Beam Shots ------------- MACHINE SPECS ------------- INFIGHT............. 3/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 8/10 MOBILITY............ 3/10 ------- OVERALL ------- Pros: Devastating weapons that can destroy your opponent easily Cons: Devastating speed that your opponent can use to destroy you easily -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ RAIDEN SVT(GFK) 512E2 (S.H.B.V.D RAIDEN) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ The first of the SHBVD Raidens, this customised 512E2 belongs to Gill of the SHBVD. SHBVD is an abbreviation for the title "Special Heavy Battle Virtuaroid Division", where a bunch of elite pilots who specialise at Raiden and nothing else (hey, I specialise in Raiden... Can I join you guys?) The SHBVD Raidens have the same weapon effects; no difference - but what they do have is the speed of a Temjin 707J, adding 3 points to its mobility. That's what we Raiden pilots have been waiting for... Rejoice! Now for the Armor Break... UNLOCK: Unlock by defeating the SHBVD Raidens with an Elite Rank. ------------- MACHINE SPECS ------------- INFIGHT............. 3/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 9/10 MOBILITY............ 6/10 With a mobility point of 6, this is probably the fastest Raiden in the series... ------------------- LEFT WEAPON: G-Bomb ------------------- An abbreviation for the name Ground Bomb, the G-Bomb is a disc-shaped bomb that slides on the ground at high speed. Unlike Temjin's bomb, the explosion does damage this time, but is rather small, and isn't very high. Travels across the arena for about 200-250 metres before self-destructing. The Turbo verion is no different; except that Raiden throws it with more force, so it looks like it's skipping over the ground. Flush out enemies with this, and take aim with your Lasers... No difference with the original Raiden's G-Bomb. CC Activation Range: 69 metres LW............... Throws G-Bomb at the enemy TbLW............. Throws G-Bomb with more force; may skip over obstacles CR.LW............ Throws G-Bomb upwards while crouching; can throw over obstacles JP.LW............ Throws G-Bomb in mid-air FW.dLW........... Throws G-Bomb while dashing SW.dLW........... See above FWDG.dLW......... See above --------------------- RIGHT WEAPON: Bazooka --------------------- Raiden carries a handheld bazooka on his right arm, which sprays shells at the enemy. The Turbo version fires a huge shell that travels further, and does more damage. Great damage, but uses up your ammo very quickly. No difference with original Bazooka. CC Activation Range: 74 metres RW............... Fires a single Bazooka shell TbRW............. Fires a bigger Bazooka shell CR.RW............ Fires up to 5 Bazooka shells; amount fired depends on weapon gauge and the amount of time trigger is held JP.RW............ Fires 5 Bazooka shells on air FW.dRW........... Fires 2 Bazooka shells; will knockdown SW.dRW........... Fires 5 Bazooka shells sideways FWDG.dRW......... Fires 2 Bazooka shells -------------------------- CENTRE WEAPON: Twin Lasers -------------------------- Ha-ha! I love these things! Mounted on Raiden's shoulders, these lasers look like a satellite dish once activated. Travels to the end of the arena, and doing 1/2 life damage on most VRs. The turbo version activates the Screw Lasers, which last longer (2 seconds or so) and is unstoppable once fired, unlike the normal Lasers which can be cancelled by dashing. Takes a long time to charge, so fire only when you're sure that they'll hit. CC Activation Range: 69 metres (Like the original Raidens, if the Lasers aren't fully charged, nothing comes out, even in CC.) CW............... Fires Lasers; eat up any projectile, save for Angelan's TbLW TbCW............. Fires the Screw Lasers; will even neutralise Angelan's TbLW, last much longer than ordinary Lasers CR.CW............ Fires 4 Lasers in a row, side-by-side JP.CW............ Fires the Lasers on air FW.dCW........... Fires 2 Lasers separately; may knockdown SW.dCW........... See above FWDG.dCW......... See above +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ VARIANT 2: RAIDEN SVT(GFK) 512E1 (S.H.B.V.D RAIDEN) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ There are 2 SHBVD Raidens in the game - one belongs to Gill, and the other belongs to JON (or something. You know the spelling in MARZ... "NOVR" looks like "NOVA", "a8" looks like "aB"...) This one is has a yellow/orange color scheme, and like the original 512E1, has a Beam Gun instead of the regular Bazooka, and also has one point deducted from its long-range shot on the scale. Still, it is a SHBVD Raiden; and it has 3 points added to its mobility, making it 6 altogether. UNLOCK: Unlock by defeating the SHBVD Raidens with an Ace Rank. ------------- MACHINE SPECS ------------- INFIGHT............. 3/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 9/10 MOBILITY............ 6/10 ---------------------- RIGHT WEAPON: Beam Gun ---------------------- CC Activation Range: 74 metres RW............... Fires a single beam shot TbRW............. Fires a bigger beam shot CR.RW............ Fires 2 Beam Shots while crouching JP.RW............ Fires 2 Beam Shots on air FW.dRW........... Fires 2 Beam Shots; will knockdown SW.dRW........... Fires 2 Beam Shots sideways FWDG.dRW......... Fires 2 Beam Shots ------- OVERALL ------- Pros: Speedy, speedy Raidens Cons: Take a while to unlock; weapons similar to original -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ YZR-XIII Sin "SPECINEFF 13 The Sin" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Meet the Grim Reaper, the VR from hell! Specineff too, is left unchanged since Oratorio Tangram... at least that's what his appearance tells us. Using his scyte as a rifle, he's quite powerful in CC and medium-range attacks, but what this guy lacks is speed, and his weapons don't home very well. If you like a cursed and evil VR, look no further... ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 5/10 SHOT (Long)......... 3/10 MOBILITY............ 4/10 ------------------------ LEFT WEAPON: Ghoul Flame ------------------------ When fired, Specinef holds up his scyte and "summons" a ghastly flame that heads towards your opponent. If it hits, it will stun your opponent for a while, at the same time doing slight damage. The Turbo version fires an even bigger version, and if this connects, your opponent will be completely frozen for 4/5 seconds, at which point you can slash him or take him out from long-range. These are just ideas, let your creative juices flow... CC Activation Range: 69 metres LW............... Releases a small flame from his left hand; very slight damage TbLW............. Summons a huge, enourmous mother-of-all flames from his hand; will freeze enemy in time if it hits CR.LW............ Crouches and releases a flame at the opponent; may go over obstacles JP.LW............ Releases a single flame ball on air FW.dLW........... Releases a flameball while dashing SW.dLW........... See above FWDG.dLW......... See above ------------------------- RIGHT WEAPON: Scyte Rifle ------------------------- Specineff's scyte doubles as a rifle, which fires a small dart-looking shot at the opponent. The Turbo version also fires a small dart which does a lot of damage for its size, and drills through the opponent while doing additional damage. If your opponent takes all your attacks while hoping to counter you, surprise him with this! CC Activation Range: 74 metres RW............... Fires a small, dart-like shot TbRW............. Fires a dart-like shot; this time, it drills on the enemy and does additional damage CR.RW............ Fires a single dart shot that travels in an arch JP.RW............ Fires a dart shot from the air FW.dRW........... Fires a dart shot while dashing SW.dRW........... See above FWDG.dRW......... See above ----------------------------- CENTRE WEAPON: Wing Boomerang ----------------------------- See those wings on Speci's back? Yes, those are detachable. Specineff throws his wings at his opponent, and they come back like a boomerang. The Turbo version has a longer startup time, but is more powerful. When the wing is returning to his back, anyone in the way shall be hit by it, so beware... CC Activation Range: 90 metres CW............... Speci throws the Winge Boomerang at the opponent TbCW............. Throws the Wing Boomerang; takes slightly longer, but does more damage, and will knockdown CR.CW............ Throws the Wing Boomerang while crouching JP.CW............ Throws the Wing Boomerang on air FW.dCW........... Throws the Wing Boomerang while dashing; will curve in direction of enemy SW.dCW........... See above FWDG.dCW......... See above ----------------------------- SPECIAL MOVE: Final Countdown ----------------------------- This move was from Oratorio Tangram, and it's stil here with Speci. Execute by crouching, and pressing both Turbo buttons, and the CW (CR.BtbCW), or crouching, Change Target and CW for Type A/Type B controller users. his move, when executed makes you invincible - nothing does damage, and you can't die (you can fall down, though.) There's a catch to this: Once executed, you have 13 seconds to kill you enem(ies) and win the round before self-destructing. There... Use at your own risk. ------- OVERALL ------- Pros: Creepy, good CC ability Cons: Shots won't go far, don't home well, slow speed -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= MBV-04-10/80 adV "TEMJIN 10/80 adV" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ The closest thing to a MBV-04-G, or the original Temjin from Operation Moongate. Handles similarly too, and if you can't adjust to the new 707/747 Temjins, here's a bit of nostalgia. Oratorio Tangram had one of these too, but whether or not it was popular is another story. He isn't as powerful as the newer Temjins and his armor is quite weak, so I wouldn't really reccommend you to use this VR. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 3/10 SHOT (Long)......... 2/10 MOBILITY............ 6/10 ----------------- LEFT WEAPON: Bomb ----------------- A little spiky-thingy that explodes upon impact, providing cover from most light projectiles. The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws a bomb just a little further than you, and the Turbo version throws the bomb directly at the enemy, provided he isn't too far away. The effect lasts for a very short while, and will deplete the whole LW gauge, so you may want to think twice before using it. CC Activation Range: 74 metres LW............... Throws bomb in general direction of enemy TbLW............. Throws bomb directly at the enemy; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a distance SW.dLW........... Puts more curve on the bomb than Beckham puts on his freekicks; explodes if it hits enemy/obstacles FWDG.dLW......... See above ---------------------------------- RIGHT WEAPON: Automatic Beam Rifle ---------------------------------- More like Myzr's Vulcan than a Beam Rifle, this rifle can be tuned for rapid fire (hold trigger), or a more powerful shot, a long laser that produces a knockdown. Irritate your enemy with this one! CC Activation Range: 70 metres RW............... Fires a small beam disc; hold trigger for rapid fire TbRW............. Fires a long laser; will knockdown CR.RW............ Crouches and fires the Auto BR; amount fired depends on ammo gauge and length of time trigger is held JP.RW............ Fires 4 shots from the air FW.dRW........... Fires 2 shots; will knockdown SW.dRW........... Fires 4 shots FWDG.dRW......... Fires 3 shots -------------------------- CENTRE WEAPON: Beam Sword -------------------------- The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises most light projectiles. The standing version slashes a slow beam, while the Turbo version slashes a fast, somewhat in a hurry beam. Both versions do crap damage, and you can forget about them unless you desparately need another hit to win. CC Activation Range: 99 metres CW............... Slashes a sword-shaped beam TbCW............. Slashes a more powerful version; eats up most projectiles CR.CW............ Slashes a sword-shaped beam while crouchung JP.CW............ Slashes the Beam Sword while on the air FW.dCW........... See above; while dashing SW.dCW........... See above FWDG.dCW......... See above --------------------------- SPECIAL ATTACK: Gliding Ram --------------------------- Remember this from the original Temjin? Well, it's back. Temjin's special attack is executed by jumping in the air, air dashing, and holding the CW (FW.AdCW). If done properly, Temjin will charge in the direction of his opponent with his Beam Sword extended. If it hits, your opponent will recieve a bit less damage than a CC Sword Slash, which is not exactly a bit. His Beam Sword's length has been reduced considerably compared to the original Temjin, but it will extend an energy blade to reach your opponent. ------- OVERALL ------- Pros: The MBV-04-G in MARZ... Cons: ... Old technology just can't keep up with newer models -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+ MZV-707-S "TEMJIN 707S" +=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Oh, no! This is what you start with in Dramatic Mode? Oh, well... It's better than trying to fight an enemy VR with your bare hands (can you imagine that?). The 707 is a normal, nothing-special-about-me Temjin. Get accustomed to this one, as you're gonna unlock more and more Temjins as you progress. This version has everything that makes a Temjin a Temjin; all the weapons and effects included. It's already there by default... No need to unlock it. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 5/10 SHOT (Long)......... 4/10 MOBILITY............ 6/10 ----------------- LEFT WEAPON: Bomb ----------------- A little spiky-thingy that explodes upon impact, providing cover from most light projectiles. The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws a bomb just a little further than you, and the Turbo version throws the bomb directly at the enemy, provided he isn't too far away. The effect lasts for a very short while, so you may want to think twice before using it. CC Activation Range: 80 metres LW............... Throws bomb in general direction of enemy TbLW............. Throws bomb directly at the enemy; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a distance SW.dLW........... Puts more curve on the bomb than Beckham puts on his freekicks; explodes if it hits enemy/obstacles FWDG.dLW......... See above ------------------------ RIGHT WEAPON: Beam Rifle ------------------------ Standard equipment that comes with (almost) all Temjins, and a Temjin trademark... The Beam Rifle. Good charge time, good damage... There doesn't seem to be any weaknesses to this weapon! Anyway, the standing version fires a single shot at the opponent which travels for about 500-600 metres before exploding. The Turbo version shoots a long laser that travels until it hits something, or goes out of bounds. CC Activation Range: 74 metres RW............... Fires a single Beam Rifle shot TbRW............. Fires a long laser; huge damage, will knockdown CR.RW............ Fires 2 shots while crouching; bad distance JP.RW............ Fires 4 shots on air FW.dRW........... Fires 2 huge shots; will knockdown, great damage SW.dRW........... Fires 4 small shots FWDG.dRW......... Fires 3 small shots ------------------------- CENTRE WEAPON: Beam Sword ------------------------- The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises most light projectiles. The standing version slashes a slow beam, while the Turbo version slashes a fast, somewhat in a hurry beam. Both versions do crap damage, and you can forget about them unless you desparately need another hit to win. CC Activation Range: 99 metres CW............... Slashes a sword-shaped beam TbCW............. Slashes a more powerful version; eats up most projectiles CR.CW............ Slashes a sword-shaped beam while crouchung JP.CW............ Slashes the Beam Sword while on the air FW.dCW........... See above; while dashing SW.dCW........... See above FWDG.dCW......... See above ------------------------------ SPECIAL MOVE: Surf's Up, Dude! ------------------------------ When executed, Temjin jumps into the air, dashes forward, and his Beam Sword changes into a surfboard. Temjin then proceeds to ride his sword like some surfer dude and rams the enemy into the next province with it. Great damage; but unbelievably hard to connect, unless your opponent is sleeping at the controls. Executed by air dashing forward, and while still holding FW, press Beam Sword (Centre Weapon). All weapons must be at 100% to do this, and once executed, there is no way to stop it. This move will deplete all of your weapon gauges, so be warned... +=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: TEMJIN 707S/V +=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ This variant has 1 extra point added to its meduim-range shot, and his FW Dash Beam Rifle, (FW.dRW) when fully charged, fires 3 big beams instead of the regular 2. This applies to all "/V" models. Everything else remains the same, and he has a single, bigger antenna instead of 2 on his head. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 4/10 MOBILITY............ 6/10 ------- OVERALL ------- Pros: Good all-rounder Cons: No match for 747J -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+ MBV-707-J "TEMJIN 707J" +=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Why they included so many Temjin variations is beyond me. Too little variation, that's what! Why, there's only 1 Fei-Yen, 1 Angelan, and 1 Myzr, apart from the Sisters Of The Rose (they aren't that good, anyway.) Still, here's another Temjin for your collection. Okay in short-to-medium range combat, but don't expect your shots to reach far. ------------- MACHINE SPECS ------------- INFIGHT............. 6/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 3/10 MOBILITY............ 5/10 ----------------- LEFT WEAPON: Bomb ----------------- A little spiky-thingy that explodes upon impact, providing cover from most light projectiles. The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws a bomb just a little further than you, and the Turbo version throws the bomb directly at the enemy, provided he isn't too far away. The effect lasts for a very short while, so you may want to think twice before using it. CC Activation Range: 80 metres LW............... Throws bomb in general direction of enemy TbLW............. Throws bomb directly at the enemy; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a distance SW.dLW........... Puts more curve on the bomb than Beckham puts on his freekicks; explodes if it hits enemy/obstacles FWDG.dLW......... See above ------------------------ RIGHT WEAPON: Beam Rifle ------------------------ Standard equipment that comes with (almost) all Temjins, and a Temjin trademark... The Beam Rifle. Good charge time, good damage... There doesn't seem to be any weaknesses to this weapon! Anyway, the standing version fires a single shot at the opponent which travels for about 500-600 metres before exploding. The Turbo version shoots a long laser that travels until it hits something, or goes out of bounds. CC Activation Range: 74 metres RW............... Fires a single Beam Rifle shot TbRW............. Fires a long laser; huge damage, will knockdown CR.RW............ Fires 2 shots while crouching; bad distance JP.RW............ Fires 4 shots on air FW.dRW........... Fires 2 huge shots; will knockdown, great damage SW.dRW........... Fires 4 small shots FWDG.dRW......... Fires 3 small shots ------------------------- CENTRE WEAPON: Beam Sword ------------------------- The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises most light projectiles. The standing version slashes a slow beam, while the Turbo version slashes a fast, somewhat in a hurry beam. Both versions do crap damage, and you can forget about them unless you desparately need another hit to win. CC Activation Range: 99 metres CW............... Slashes a sword-shaped beam TbCW............. Slashes a more powerful version; eats up most projectiles CR.CW............ Slashes a sword-shaped beam while crouchung JP.CW............ Slashes the Beam Sword while on the air FW.dCW........... See above; while dashing SW.dCW........... See above FWDG.dCW......... See above ------------------------------ SPECIAL MOVE: Surf's Up, Dude! ------------------------------ When executed, Temjin jumps into the air, dashes forward, and his Beam Sword changes into a surfboard. Temjin then proceeds to ride his sword like some surfer dude and rams the enemy into the next province with it. Great damage; but unbelievably hard to connect, unless your opponent is sleeping at the controls. (If your opponent misses a dash CC, then go ahead and do this.) Executed by air dashing forward, and while still holding FW, press Beam Sword (Centre Weapon). All weapons must be at 100% to do this, and once executed, there is no way to stop it. This move will deplete all of your weapon gauges, so be warned... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ VARIANT 2: TEMJIN 707J SF "Special Force" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ The Special Force variant has 1 extra point added to its mobility, and boasts a quaint color combination - red & black? Bleh! ------------- MACHINE SPECS ------------- INFIGHT............. 6/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 3/10 MOBILITY............ 6/10 Pros: Another Temjin to add to your collection Cons: Another Temjin to add to your collection -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+= MZV-747-HII "TEMJIN 747 HII" +=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Yeech! What on Earth is this? A Temjin with a shoulder-mounted cannon? Strange... In this variant, Temjin has donned some "extra armor", plus a wierd array of weapons. Think a VOX + Temjin... You have to see it to believe it. This version has incredible range, and can snipe out an enemy from a kilometre or so. His Beam Sword has been replaced by that missile launcher, and he isn't very good in close combat, but rocks in long-range fights. Try to forget about his appearance, and you'll do fine. No, really. Allright, I'll admit it - the HII's ugly as hell. Satisfied...? ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 5/10 SHOT (Long)......... 6/10 MOBILITY............ 5/10 ------------------- LEFT WEAPON: Napalm ------------------- Surprisingly, this Temjin modesl has no bomb; instead, he has a Napalm to replace it, like the Apharmd J Type C. Looks like an Apharmd instead of a Temjin. CC Activation Range: 80 metres LW............... Releases Napalm; explodes from underground and goes through anything TbLW............. Throws Napalm directly at the enemy; goes over obstacles CR.LW............ Throws Napalm while crouching JP.LW............ Releases Napalm from air FW.dLW........... Throws Napalm for a distance; explodes like a bomb SW.dLW........... Throws Napalm; underground explosions will curve in direction of enemy FWDG.dLW......... Throws Napalm at enemy; explodes like a bomb -------------------------------------- RIGHT WEAPON: Twin-Barreled Beam Rifle -------------------------------------- A strange variant of the Beam Rifle, the twin-barreled version fires 2 beams with one shot. Ammo depletes a bit more quickly, but does the same, if not less damage. The standing version fires 2 shots, while the Turbo version fires a long laser. Very long range. CC Activation Range: 70 metres RW............... Fires 2 Beam Rifle shots combined together TbRW............. Fires 2 long lasers; will knockdown, huge damage CR.RW............ Fires 3 double Beam Rifle shots JP.RW............ Fires 3 double Beam Rifle shots while jumping FW.dRW........... Fires 2 double Beam Rifle Shots; will knockdown SW.dRW........... Fires 3 double Beam Rifle shots FWDG.dRW......... See above -------------------------------------- CENTRE WEAPON: Shoulder-Mounted Cannon -------------------------------------- Goodbye, Beam Sword. Hello, bazooka! If you like missiles, then you may like this. Fires a single missile that homes in the direction of the enemy. The turbo version fires a more powerful shot, with no visual changes. CC Activation Range: 90 metres CW............... Fires a single missile TbCW............. Fires a slower and more devestating missile CR.CW............ Fires a missile upwards and down; goes over obstacles JP.CW............ Fires 2 missiles towards the ground FW.dCW........... Fires 2 missiles; may knockdown SW.dCW........... Fires 2 missiles FWDG.dCW......... See above ----------------------------- SPECIAL MOVE: Sword Hyperspin ----------------------------- This special is unique to the HII series only. Remember Dorkas' Mega Spinning Hammer? Yeah, this is similar to it. The Hyperspin, when excecuted, will make Temjin spin at a tremendous speed with his sword extended, and anyone in the way will get multi-slashed! Excecute by turning left/right, and pressing the CW. All weapons have to be at 100% in order to do this, and this move will deplete all weapon gauges. You can move around during this move, so that you can direct it towards your opponent... NOTE: This move can be blocked against. +=+=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: TEMJIN 747 HIIa +=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Like most other variants, this model has 1 extra point added to its Mobility stat. No other differences, except for the small antenna above his head. Unlock by completing the Moon Missions with a completed saved game file. ------------- MACHINE SPECS ------------- INFIGHT............. 5/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 5/10 SHOT (Long)......... 6/10 MOBILITY............ 5/10 ------- OVERALL ------- Pros: Very long range, unique Cons: Strays too far from the original Temjin concept, no beauty -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+ MZV-747-J "TEMJIN 747J" +=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ This is the workhorse of the lot. Probably the most all-rounded VR in the game, you'll like this one. Good range, powerful weapons, and good speed... What else could you possibly ask for? (Don't even get me started about the White Knight.) Of course, that's what the stats tell us, at least. It's a very efficient and cost-effective VR, all in all, and chances are that you'll be using this for most of your missions. Unlock after completing the Moon Missions in Dramatic mode. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 7/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 5/10 MOBILITY............ 7/10 ----------------- LEFT WEAPON: Bomb ----------------- A little spiky-thingy that explodes upon impact, providing cover from most light projectiles. The explosion does little or no damage, as the damage only occurs if the bomb hits the enemy VR directly. The standing version throws a bomb just a little further than you, and the Turbo version throws the bomb directly at the enemy, provided he isn't too far away. Lasts for a very short while. CC Activation Range: 80 metres LW............... Throws bomb in general direction of enemy TbLW............. Throws bomb directly at the enemy; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a distance SW.dLW........... Puts more curve on the bomb than Luis Figo puts on his corner kicks; explodes if it hits enemy/obstacles FWDG.dLW......... See above ------------------------ RIGHT WEAPON: Beam Rifle ------------------------ As usual, which Temjin isn't complete without his Beam Rifle? The standing version fires a single shot at the opponent which travels for about 500-600 metres before dissipating. The Turbo version fires a long laser that travels until it hits something, or goes out of bounds. CC Activation Range: 70 metres RW............... Fires a single Beam Rifle shot TbRW............. Fires a long laser; huge damage, will knockdown CR.RW............ Fires 2 shots while crouching; bad distance JP.RW............ Fires 4 shots on air FW.dRW........... Fires 2 huge shots; will knockdown, great damage SW.dRW........... Fires 4 small shots FWDG.dRW......... Fires 3 small shots ------------------------- CENTRE WEAPON: Beam Sword ------------------------- The Beam Sword slashes a curved-shaped projectile, that cuts through and neutralises most light projectiles. The standing version slashes a slow beam, and the Turbo version slashes 2-in-1, shaped like a cross. I've dubbed it the "Cross-Slash". While slashing the cross, the beam will stay in front of you until the move is competed, acting as a shield against most light projectiles, and some medium ones too. When released, the Cross-slash does an incredible amount of damage for a Beam Sword, and if the move connects, will rebound off the target VR towards another VR near him, and both VRs take a lot of damage! Very, very useful. And all this while, I thought that the Beam Sword was one of the weakest weapons! CC Activation Range: 100 metres CW............... Slashes a sword-shaped beam TbCW............. Slashes a cross-shaped beam; will provide cover for you against most projectiles while it forms; very good damage; will rebound onto nearest enemy it it hits the first one CR.CW............ Slashes a sword-shaped beam while crouchung JP.CW............ Slashes the Beam Sword while on the air FW.dCW........... See above; while dashing SW.dCW........... See above FWDG.dCW......... See above ------------------------------ SPECIAL MOVE: Surf's Up, Dude! ------------------------------ When executed, Temjin jumps into the air, dashes forward, and his Beam Sword changes into a surfboard. Temjin then proceeds to ride his sword like some surfer dude and rams the enemy into the next province with it. Great damage; but unbelievably hard to connect, unless your opponent is sleeping at the controls. Executed by air dashing forward, and while still holding FW, press Beam Sword (FW.AdCW). All weapons must be at 100% to do this, and once executed, there is no way to stop it. This move will deplete all of your weapon gauges, so be warned... +=+=+=+=+=+=+=+=+=+=+=+= VARIANT 2: TEMJIN 747J/V +=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Slightly faster than a normal 747J, this model has one extra Mobility point. Like all other "/V" models, the FW Dash Beam Rifle fires 3 shots, instead of 2. With a Mobility rating of 8, this makes the 747J/V the fastest VR in the game, only surpassed by the ridiculous 747 Type a8. Unlock by completing the Moon Missions with a completed save game file. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 7/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 5/10 MOBILITY............ 8/10 ------- OVERALL ------- Pros: Now this is an all-rounder Cons: You have to unlock it -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VR-747 Type a8 "TEMJIN 747 Type a8" WHITE KNIGHT +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ You may not know it by the serial number, so here's another name for it... The White Knight! If you've played Dramatic Mode, and gone quite far, you should have met this guy. Who is the White Knight? Well, the White Knight is the pilot of the Temjin Type a8, which is a custom-designed Temjin for "Ghosts Force" personnel. A ridiculously souped-up 747, the Type a8 has nearly twice the speed of any VR, his freeze time after a dash attack is reduced to near zero, and he has heavier armour than Raiden. Also, his Bomb charges 3x faster, and his ammo usage for the Beam Rifle and Beam Sword are cut more than 1/4, compared to normal. With weapons a bit more powerful than a normal 747, this VR is a very formidable enemy indeed. You won't want to mess around with this guy, trust me. UNLOCK: Unlock the 747 Type a8 by completing Dramatic Mode under ULTIMATE difficulty, and he should be in your list. ------------- MACHINE SPECS ------------- INFIGHT............. 7/10 SHOT (Short)........ 9/10 SHOT (Middle)....... 9/10 SHOT (Long)......... 8/10 MOBILITY............ 9/10 There you have it. Unbelievably high specs spell doom for your opponent. ----------------- LEFT WEAPON: Bomb ----------------- Nothing's changed about Temjin's bomb here, except that it charges 3x faster than normal. Yes, you heard right! After throwing a bomb, you can throw another one after a second or two. It's that fast, so use it to its full potential by throwing bombs whenever you can! CC Activation Range: 80 metres LW............... Throws bomb in general direction of enemy TbLW............. Throws bomb directly at the enemy; goes over obstacles CR.LW............ Throws bomb; rolls on the ground for a short while before exploding JP.LW............ Throws bomb in general direction of enemy while on air FW.dLW........... Throws bomb for a long, long distance; like Tiger Woods using his driver on full force SW.dLW........... Puts more curve on the bomb than Tiger Woods does when he drives through a dogleg; explodes upon impact if it hits enemy/obstacles FWDG.dLW......... See above ------------------------ RIGHT WEAPON: Beam Rifle ------------------------ Does a bit more damage than a normal Beam Rifle, and with its ammo usage cut in 1/4, you may think that you can't run out of ammo, right? Wrong. To make up for the ammo, the Beam Rifle and Beam Sword charges up twice as slow. Ha-ha! A standing Beam Rifle will fire a single shot at your opponent, before dissipating after 400 metres or so. The Turbo version goes the whole length of the arena, regardless of how long the distance is. CC Activation Range: 75 metres RW............... Fires a Beam Rifle shot; more powerful than usual TbRW............. Fires a long, powerful laser; guarenteed knockdown; infinite range CR.RW............ Fires 5 Beam Rifle shots while crouching; very short distance JP.RW............ Fires 5 Beam Rifle shots while jumping; very long distance, huge damage FW.dRW........... Fires 2 huge Beam Rifle shots SW.dRW........... Fires 4 Beam Rifle shots FWDG.dRW......... Fires 3 Beam Rifle shots ------------------------- CENTRE WEAPON: Beam Sword ------------------------- Unlike the 747J, there isn't any more Cross-slash Beam Sword here. The standing Beam Sword does slightly more damage than usual, and cuts through light projectiles. The Turbo version slashes a Beam Sword that looks like normal, but will produce a knockdown and does the damage of a Cross-slash Beam Sword, without any rebound. I kinda liked the rebound function, but this isn't shoddy itself. Note that the Bean Sword's ammo also charges twice as slow, like his Beam Rifle... CC Activation Range: 100 metres CW............... Slashes a sword-shaped beam TbCW............. Slashes a much more powerful version; as powerful as the cross-slash, may knockdown, and will eat up most projectiles CR.CW............ Slashes a sword-shaped beam while crouching JP.CW............ Slashes the Beam Sword while on the air FW.dCW........... See above; while dashing SW.dCW........... See above FWDG.dCW......... See above ------------------------------ SPECIAL MOVE: Surf's Up, Dude! ------------------------------ The same as any other Temjin's Surf Ram, his Sword turns into a surfboard and rams the enemy into the next state. Great damage, but awfully hard to connect, as people see it a mile away. It does more damage than a normal Surf Ram. Executed by air dashing forward, and while still holding FW, press Beam Sword (FW.AdCW) All weapons must be at 100% to do this, and once executed, there is no way to stop it. This move will deplete all of your weapon gauges, and as your Beam Rifle takes bloomin' ages to charge... You'll be left without ammo. ------- OVERALL ------- Pros: Everything Cons: Nothing -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+= VOX B-240 "BOB1" +=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ If you liked Dordray in Oratorio Tangram, you may find this appealing. Like Dordray, he has a claw, a drill, and those phalanx-thingies on his shoulders. Heavy armor, slow speed, but wide array of weapons. Trading speed for firepower... You be the judge of that. Spread your weapons throughout the arena, confuse your enemy, and find a chance to beat the heck out of him! ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 3/10 MOBILITY............ 3/10 ------------------------ LEFT WEAPON: Power Drill ------------------------ Drill a hole in your opponent with this one! If the drill hits, it will stay hooked on your enemy for a second or two, and drilling for more damage. The Turbo version has a slower startup time, but lasts longer (the drilling). CC Activation Range: 69 metres LW............... Fires the Powerdrill TbLW............. Fires the Powerdrill; will hook up to your opponent while drilling for more damage CR.LW............ Fires the Powerdril while crouching JP.LW............ Fires the Powerdrill while jumping FW.dLW........... Powerdrill Rush SW.dLW........... Fires the Powerdrill while dashing sideways FWDG.dLW......... See above ------------------------- RIGHT WEAPON: Energy Ball ------------------------- Fires a small energy ball at the opponent. The normal version fires a single shot, while the Turbo version fires Bob's claw at the enemy. If the claw hits, your enemy's speed will be cut down by a considerable amount, and the effect lasts as long as the claw is atatched to the enemy. CC Activation Range: 75 metres RW............... Fires a single Energy Ball TbRW............. Ejects the claw; see above for details CR.RW............ Fires 3 Energy Balls while crouching; limited range JP.RW............ Fires 3 Energy Balls while jumping FW.dRW........... Fires 2 Energy Balls; will knockdown SW.dRW........... Fires 3 Energy Balls FWDG.dRW......... Fures 2 Energy Balls -------------------------- CENTRE WEAPON: Spin Cutter -------------------------- When fired, Bob fires a spinning beam using his hands, like Apharmd's Tongfer Slash. The normal version fires a weak, but fast cutter while the Turbo version fires a much more powerful slash; but more startup time. Will neutralise most projectiles. CC Activation Range: 69 metres CW............... Slashes a spinning beam TbCW............. Slashes a more powerful version; details above CR.CW............ Slashes the beam while crouching JP.CW............ Slashes the beam on air FW.dCW........... Slashes the beam while dashing SW.dCW........... See above FWDG.dCW......... See above ----------------------------- SPECIAL MOVE: Powerdrill Rush ----------------------------- When the Powerdrill Rush is executed, Bob rushes forward, drill spinning in hand, boring a hole through your opponent. To execute this, dash forward on the ground, and press the LW. All weapons have to be at 100% in order to excecute this. You can turn very slightly during this move, and this move will deplete all your weapon gauges. +=+=+=+=+=+=+=+=+=+=+=+=+ VARIANT 2: VOX-B-242 BOB2 +=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Bob 2 has 1 extra point added to his Mobility, and a FW.dRW fires 3 instead of 2. It's a world of Temjins and VOXs we live in, ainnit? Too little variety. Buckle up Sega! ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 3/10 MOBILITY............ 4/10 ------- OVERALL ------- Pros: Heavy armor, good array of weapons Cons: Slow; may face difficulties against faster enemies -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+ VOX D-707 "DAN" +=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Dan is a long-range VOX unit designed on the SAV-07-D Belgdor and Grys-Vok units of Operation Moongate and Oratorio Tangram, respectively. He has tons of missiles, which can take out an enemy from long range, and have good homing ability. Difficult to handle, but works wonders as a support VR. ------------- MACHINE SPECS ------------- INFIGHT............. 1/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 6/10 MOBILITY............ 4/10 ------------------- LEFT WEAPON: Napalm ------------------- Dan fires 2 capsules from his launcher, and the explosion travels underneath the ground. The Turbo version's capsules will bounce across the arena, and explode upon impact/after a distance. CC Activation Range: 60 metres LW............... Releases 2 Napalm bombs TbLW............. Releases 2 Napalm bombs; bounce for further range CR.LW............ Releases 2 Napalm bombs while crouching JP.LW............ Releases 2 Napalm bombs while jumpins FW.dLW........... Releases 2 Napalm bombs while dashing; explosion may curve in direction of enemy SW.dLW........... See above FWDG.dLW......... See above --------------------- RIGHT WEAPON: Grenade --------------------- Dan fires a single grenade from his launcher. The Turbo version fires multiple grenades and consume more ammo. Okay damage; but expire too quickly. CC Activation Range: 70 metres RW............... Fires a single grenade TbRW............. Fires a bigger grenade; more damage, will knockdown CR.RW............ Fires 2 grenade shots while crouching JP.RW............ Fires 3 grenade shots while jumping FW.dRW........... Fires 2 grenade shots shilw dashing forward; will knockdown SW.dRW........... Fires 3 grenade shots while dashing FW.DGdRW......... Fires 2 grenades while dashing ------------------------------ CENTRE WEAPON: Homing Missiles ------------------------------ The Homing Missiles... Dan's trademark weapon. Fires 4 missiles that home in on the enemy, these missiles are quite effecient for long-range battles. The Turbo version fires 4 bigger missiles, with a longer startup time. CC Activation Range: 76 metres CW............... Fires 4 Homing Missiles TbCW............. Fires 4 slower, but more destructive Homing Missiles; will knockdown CR.CW............ Fires 4 missiles into the sky; will go over obstacles JP.CW............ Fires 4 missiles on air FW.dCW........... Fires 2 HMs while dashing; will knockdown SW.dCW........... See above FWDG.dCW......... See above +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++=+=+=+=+=+=+=+ VARIANT 2: VOX D-101 "DAN" SF "Special Force" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=++=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ This model has 1 stat point added to its mobility, and a new paint job. His Turbo CW, when fully charged, fires 6 missiles instead on the usual 4. Another queer color combination, but not as bad as the 707S Special Force. This one looks more like the original Dan color. ------------- MACHINE SPECS ------------- INFIGHT............. 1/10 SHOT (Short)........ 5/10 SHOT (Middle)....... 6/10 SHOT (Long)......... 6/10 MOBILITY............ 5/10 ------- OVERALL ------- Pros: Good homing weapons, long-range Cons: Bad in CC -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+ VOX J-500 "JOE" +=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ Remember Dorkas from Operation Moongate? well, meet Dorkas' cousin, Joe. Joe has a Phalanx. Joe has a Claw. Joe has a Hammer, to smash you to the floor! Made that myself... Anyway, Joe handles like Dorkas, and has the same variety of weapons. With heavy armor and made to absorb attacks, Joe can take a hit or two while you try to turn your enemy into mashed potatoes with his Hammer. ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 3/10 MOBILITY............ 5/10 ------------------- LEFT WEAPON: Hammer ------------------- Exactly like Dorkas' Hammer, this is basically a huge steel ball riddled with spikes. It does good damage, but you have to wait for it to return to your arm before you can launch it again. While returning to your arm, anything blocking its path will take damage. Remember! CC Activation Range: 55 metres LW............... Launches the Hammer TbLW............. More powerful version; slower CR.LW............ Launches the Hammer while crouching; has slight vertical height JP.LW............ Launches the Hammer on air FW.dLW........... Launches the Hammer while dashing SW.dLW........... See above FWDG.dLW......... See above ------------------------- RIGHT WEAPON: Energy Ball ------------------------- Fires a small energy ball at the opponent. The normal version fires a single shot, while the Turbo version fires Bob's claw at the enemy. If the claw hits, your enemy's speed will be cut down by a considerable amount, and the effect lasts as long as the claw is atatched to the enemy. CC Activation Range: 75 metres RW............... Fires a single Energy Ball TbRW............. Ejects the claw; see above for details CR.RW............ Fires 3 Energy Balls while crouching; limited range JP.RW............ Fires 3 Energy Balls while jumping FW.dRW........... Fires 2 Energy Balls; will knockdown SW.dRW........... Fires 3 Energy Balls FWDG.dRW......... Fures 2 Energy Balls ---------------------- CENTRE WEAPON: Phalanx ---------------------- When fired, Joe releases capsule-like bombs that explode in multiple directions. The Turbo version has a longer startup time, but the capsules are bigger, and so are the explosions. Fire these, and then the drill... Your enemy should have a tough time evading them. CC Activation Range: 60 metres CW............... Fires the Phalanx TbCW............. Fires the Phalanx; 2 capsules will bounce for further range CR.CW............ Fires the Phalanx while crouching (unlike OM's Dorkas, whose Phalanx would never come down, this will explode in mid-air) JP.CW............ Fires the Phalanx from above; more radius FW.dCW........... Fires the Phalanx while dashing forward SW.dCW........... See above FWDG.dCW......... See above ---------------------------- SPECIAL MOVE: Head Collision ---------------------------- When the Head Collision is executed, Joe rushes forward and rams the opponent with his cranium. Now, that's using your head! To execute this, dash forward on the ground, and press the CW (FW.dCW) All weapons have to be at 100% in order to excecute this. You can turn very slightly during this move, and this move will deplete all your weapon gauges. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ VARIANT 2: VOX J-500 "JOE" SF "Special Force" +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ------------ GENERAL INFO ------------ This Special Force variant of Joe has one extra point added to its mobility, making it as fast as a 707. One of the fastest VOX variants, I can't see any differences in weapons. ------------- MACHINE SPECS ------------- INFIGHT............. 4/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 3/10 MOBILITY............ 6/10 ------- OVERALL ------- Pros: Similar to Dorkas, handles well for something its size Cons: Weapons expire quickly -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+= VOX J-504 "JANE" +=+=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Jane looks a lot like Joe, with the exception of his Hammer. The Hammer has since been replaced with the Chainsaw... Obviously, I don't need to explain what this does in CC! Apart from that, everything else remains the same. Use the same strategy as Joe. Since they've gone this far, why not make a Jane2, a Jane 3, and let's add a bonus; a Jane 4! Sheesh. ------------- MACHINE SPECS ------------- INFIGHT............. 3/10 SHOT (Short)........ 6/10 SHOT (Middle)....... 7/10 SHOT (Long)......... 3/10 MOBILITY............ 5/10 ------------------------ LEFT WEAPON: Energy Ball ------------------------ Surprisingly, they replaced the weapon normally found on the right trigger with the one on the left. Strange. Anyway, this, like all other energy balls, fires little beam balls, and the Turbo version fires the Claw. CC Activation Range: 70 metres LW............... Fires a single Energy Ball TbLW............. Ejects the claw; see above for details CR.LW............ Fires 3 Energy Balls while crouching; limited range JP.LW............ Fires 3 Energy Balls while jumping FW.dLW........... Fires 2 Energy Balls; will knockdown SW.dLW........... Fires 3 Energy Balls FWDG.dLW......... Fures 2 Energy Balls ---------------------- RIGHT WEAPON: Chainsaw ---------------------- Wierd, eh? Replacing the RW with the LW. The Chainsaw behaves like Bob's Powerdrill, in the sense that you have to launch the thing and wait for it to return in order to fire it again. The normal version just hits the enemy once; the Turbo version stays hooked to the enemy, and does damage at the same time. CC Activation Range: 70 metres RW............... Fires the Chainsaw TbRW............. Fires the Chainsaw; will hook up to your opponent while drilling for more damage CR.RW............ Fires the Chainsaw while crouching JP.RW............ Fires the Chainsaw while jumping FW.dRW........... Head Collision SW.dRW........... Fires the Chainsaw while dashing sideways FWDG.dRW......... See above ---------------------- CENTRE WEAPON: Phalanx ---------------------- Well, at least they kept this weapon. When fired, Jane releases capsule-like bombs that explode in multiple directions. The Turbo version has a longer startup time, but the capsules are bigger, and so are the explosions. Fire these, and then the Chainsaw... Your enemy should have a tough time evading them. CC Activation Range: 65 metres CW............... Fires the Phalanx TbCW............. Fires the Phalanx; 2 capsules will bounce for further range CR.CW............ Fires the Phalanx while crouching (unlike OM's Dorkas, whose Phalanx would never come down, this will explode in mid-air) JP.CW............ Fires the Phalanx from above; more radius FW.dCW........... Fires the Phalanx while dashing forward SW.dCW........... See above FWDG.dCW......... See above ---------------------------- SPECIAL MOVE: Head Collision ---------------------------- When the Head Collision is executed, Jane rushes forward and rams the opponent with her head. Now, that's using your head! To execute this, dash forward on the ground, and press the CW (FW.dCW) All weapons have to be at 100% in order to excecute this. You can turn very slightly during this move, and this move will deplete all your weapon gauges. ------- OVERALL ------- Pros: Chainsaw... Reminds me of Doom Cons: See Joe -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+= VOX L-48 "LEE" +=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Lee is this small VR with tiny arms, holding a gun. Very cost-effcient, you'll encounter many of these during your missions in Dramatic Mode. Bad armor and weak weapons make this a VR that I'd reccommend staying away from. Just look at the specs, and you'll see what I mean! ------------- MACHINE SPECS ------------- INFIGHT............. 1/10 SHOT (Short)........ 2/10 SHOT (Middle)....... 3/10 SHOT (Long)......... 2/10 MOBILITY............ 6/10 ---------------- LEFT WEAPON: N/A ---------------- Yes, he has no LW, believe it or not. Both his arms are being used for the CW, the Automatic Rifle. I told you to stay away from him... ----------------- RIGHT WEAPON: N/A ----------------- Hoi, guess what. Like I said, both weapons are used to hold the CW, so he doesn't have any RW either. Nobody'll ever use Lee again in this case. No left or right weapons on this VR. ------------------------------ CENTRE WEAPON: Automatic Rifle ------------------------------ It seems that they decided to give him a weapon after all... I wonder what'll happen without this one? The Auto Rifle fires a single shot, and the Turbo version fires rapid shots at the opponent. Nothing much, really... The AI Lee is more of a pest than an opponent. CC Activation Range: N/A CW............... Fires a single, small shot TbCW............. Fires 6 shots in a line CR.CW............ Fires his Auto Rifle while crouching JP.CW............ Fires the Auto Rifle on air; 6 shots, please FW.dCW........... Fires 2 shots from the Auto Rifle; may knockdown SW.dCW........... Fires 2 shots while dashing FWDG.dCW......... See above ------- OVERALL ------- Pros: There's something good about everyone, right? Cons: Wrong -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+= VOX L-43 "LOO" +=+=+=+=+=+=+= ------------ GENERAL INFO ------------ Loo looks like Lee, with the exception of two missile launchers located on his shoulders - and like Lee, he too has crap specs. A bit better than Lee, I still reccommend staying away from this one too, unless you want to give yourself a handicap of some sort. Unlock by destroying 40 Loo units in Dramatic Mode. ------------- MACHINE SPECS ------------- INFIGHT............. 1/10 SHOT (Short)........ 3/10 SHOT (Middle)....... 4/10 SHOT (Long)......... 3/10 MOBILITY............ 6/10 ---------------- LEFT WEAPON: N/A ---------------- Like Lee, he has no LW. There's only a centre weapon which isn't really effective, from my point of view. ----------------- RIGHT WEAPON: N/A ----------------- Again, like Lee, he has no RW. Unlock him and see for yourself. ---------------------------- CENTRE WEAPON: Missile Packs ---------------------------- Loo's CW fires 4 missiles at the enemy. The Turbo version fires 2 missiles, which are somewhat slower but do much more damage than the normal version. Hey! I thought of something. As a challenge, try finishing Dramatic Mode on Ultimate using either Lee or Loo throughout the entire campaign... Insanity! Then again, there are 2 missions that ban your long-range weapons, so forget it. CC Activation Range: N/A CW............... Fires 4 missiles from his shoulders TbCW............. As above; much slower and more destructive CR.CW............ Fires 4 missiles while crouching; will go over obstacles JP.CW............ Fires 4 missiles from the air FW.dCW........... Fires 4 missiles while dashing forward; will knockdown SW.dCW........... Fires 4 missiles while dashing FWDG.dCW......... See above ------- OVERALL ------- Pros: A bit better than Lee Cons: Built by Toto, and just as bad -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= BACKGROUND MUSIC LIST _bgm_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Well, since there a lot of songs in MARZ, I've decided to put up a section specially for them. I can't identify all of them yet; some are from Operation Moongate, some from Oratorio Tangram and some from Force. Like previous series, the music of MARZ stays loyal to the tradition, and many familiar songs have made a comeback. Here's what I've identified as of now: ------------------------------ VIRTUAL ON: OPERATION MOONGATE ------------------------------ In The Blue Sky.......................... Temjin/Flooded City Everything Merges With The Night......... Dorkas/Waterfront The Wind Is Blowing (remix).............. Fei-Yen/Moon Base Higher Ground (remix).................... Belgdor/Greenhills Earth Light.............................. Apharmd/Space Dock Fade To Black (remix).................... Raiden/Deathtrap She's Lost Control....................... Viper II/Airport Ruins.................................... Bal-Bas-Bow/Ruins Alice In Wonderland...................... Jaguarandi/Secret Base Crystal Doom............................. Z-Gradt/Nirvana ---------------------------- VIRTUAL ON: ORATORIO TANGRAM ---------------------------- Triplet Repeat................... Angelan Into The Crimson................. Raiden Soldier Blue..................... Temjin 707J/Floating Carrier High On Hope..................... Temjin 707J/Public Port In The Blue Sky.................. Temjin 10/80 adV Zodiac Empathy................... Cypher Bloody Sorrow.................... Apharmd Battler Monstrous Beat................... Dordray Coral Flanger.................... Fei-Yen Knight/Undersea Plant Movin' Melodies.................. Fei-Yen Knight/Black Frank Above And Beyond................. Grys-Vok Sweet Tragedy Of Dreams.......... Bal Bados/Storage Depot Thirteen Second Warning.......... Specineff Free Radical..................... Ajim ----------------- VIRTUAL ON: FORCE ----------------- High On Hope..................... Temjin 707J Conquista Ciela.................. Myzr Delta Quiet Resolve.................... Specineff Air Time......................... VOX series Fantastic Light.................. Fei-Yen with VividHeart Fit So Tight..................... Apharmd J Type A From The Ruins................... Bal d Meora Black Minaloushe................. Raiden Crystal Ovary.................... Ajim/Guerlain ------------- MISCELLENEOUS ------------- [Jupiter: The Bringer of Jollity] Composed by Gustav Holst (1874-1934), the great English composer.This one is a theme from "The Planets Suite", a piece of classical music comprising the 7 Planets (Uranus and Pluto weren't discovered until 1930,and the suite was written 20 years ago.) The piece is played when you finish the game, and you see your rank, time taken to complete the game, etc. The part in the game only appears in the middle of the classical piece. NOTE: There are many more BGMs, and I'll add them as I go along. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= QUESTIONS AND ANSWERS (Q & A) _qanda_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= If you have some unanswered questions, look for them here... Q: How the heck did you beat Dramatic Mode on Ultimate? A: Through lots of experience, lots of patience, and (I hate to admit it) lots of retrys. Q: Why don't you use the original names for the VR weapons? A: I can't read the manual. Okay, that's a lame excuse, as there are web pages out there that have translated the names... I prefer the original names from VOOM/VOOT. Less complex that way, and I'm already used to using them. Besides, they behave in the same way so I don't see any problem. Q: Where did you get the SLC A, SLC H, and SLC OTA, and what do they mean? A: Allow this simple diagram to show you. Q: Not more ASCII art! A: Yes, more ASCII art. ### This is a 90' triangle, an acute angle. #### # These are the names of the sides. #### # #### # #### # Hypotenuse ---- ### # ### # --- Opposite #### # #### # #### # #### # #### # ### 90'# ################################################### | | Adjacent - The SLC H is the hypotenuse: Diagonal. - The SLC A is the adjacent: Straight across. - Finally, the SLC OTA is the Opposite To Adjacent: Down, then straight. Q: Who are you? A: I am Eizaz Azhar. Q: How long have you been playing Virtual On? A I've been playing for more than 7 years now, when the arcade version first came out in Malaysia. Q: Does Temjin's Bomb do any damage? A: A direct hit does very little, and the explosion itself does virtually no damage - 0.1%, maybe! Q: Why do some VRs in Dramatic mode take so much damage, and some don't? A: If you're taking on 8 Apharmds at once, it's probably to give the CPUs a handicap... If you were to fight them with the default armor, it'll be very tough. If it's a one-on-one fight, then the handicap may be restored to make it a fair fight. Q: How on Earth did you actually hit the enemy on on Ultimate difficulty? They keep evading my attacks! A: If it was VOOT, it'll be the end of them... On MARZ, keep dodging, Watari here and there, and try to be unpredictable. Also try not to get hit yourself by dashing in the wrong direction - the AI on Ultimate will punish you with a powerful attack. Q: Arghh! I can't take out 3 VRs at once! This is bloomin' insane! A: Relax, mate! If you lose, it's just a game. Use the radar - it will tell you what the other VRs may be doing behind your back, and give you an estimation how far they are. Try to concentrate your firepower on a single VR, and try to have all VRs in sight wherever possible, and don't try to dash CC them - they'll read your movements and jump to dash away. Q: How do you get the red, improved Apharmd Hatter, after the Mars missions? A: Go to Challenge Mode, select the side on rhe right, and select Hatter. No, he isn't improved; rather, the red color is RNA's color for Hatter. Q: What on Earth does the ASCII art above say? I can't read the bloody thing! A: In case you're wondering, the ASCII says "CYBER TROOPERS", followed by "Virtual-On MARZ". If you can't read it, try looking at it from a distance, or highlighting it. There's a reason why there are so many spacebars... Q: Why do you sometimes use British slangs, and suddenly use American? A: Hey, that's how I speak. Nothing wrong there, ainnit? Q: Hey, this song sounds familiar! What are the songs in the game, anyway? A: Check out the "BGM List" above. There are more, but these are what I recognise. Q: When will the US version be released? A: I'm not sure about the details, but me thinks that it'll be released somewhere in November. Q: What is "The Tak Puas Hati Corner" and what does it mean? A: Why don't you check it out below... Q: Why is the series spelt as "Virtual-On", with a hyphen and you use "Virtual On"? A: If you ask me, "Virtual-On" makes no sense. Q: I'm out of questions. A: Isn't that a statement? Q: What is "Toto", that you mentioned for Loo? A: Toto is a Japanese company, that specialises in manufacturing toilet bowls - "loo" is a slang for the toilet. Go figure. Q: Will you reply to my mail? A: See the "Contact Me" section. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= THE TAK PUAS HATI CORNER _geram_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Welcome to the latest section of the FAQ - the Tak Puas Hati Corner. This corner of the FAQ is where I vent out all my frustration, anger and my unsatisfaction about the game. "Tak puas hati" is a Malay word - literally translated to "unsatisfied". NOTE: These are my opinions - don't take them too seriously :) . . . . . . . . . -= [Advanced Attacks/Tactics] Okay, there's no V-Armor, no Left Turbo, no Double Jump, no Armor Break, no QuickStep, no Airplane Mode for Myzr, etc, etc, etc. Bloody hell, what happened to all of these?! And what have you done to the great Watari Dash? It takes ages for your VR to actually watari a dash in another direction, and to face your enemy is another thing. . . . . . . . . . -= [Versus Mode] There's no iLink by default, no 4-player function, and co-operation mode lags so much that it makes a video CD scratched with sandpaper and played on a smashed CD player look smooth. Gran Turismo 3 had better graphics, and having 12 cars on screen wasn't much of a problem, inclusive of effects, brake glow, brake dust, tyre smoke - why can't you guys?! . . . . . . . . . -= [No Variety; Lack Of Creativity] You guys could think of all 39 VRs, and you made them all look the same, behave the same and even sound the same, under the same series. You could have put in other VRs - there's only 1 Fei-Yen, 1 Angelan, 1 Myzr Delta and 1 Bal series, and we have like 9 VOX series, and another 9 Temjins inclusive of crap models like Bob2, Jane, and the Special Force variants. The only exemption to this is Bal d Meora, the creative VR, who has a wide variety of attacks using the hand bits - but it isn't enough to salvage the rest from being bloody boring. . . . . . . . . . -= [The Horrible Loading Time/Briefing Music] This game takes like a minute to get my file loaded from the memory card, and even the VRs take bloody ages to load. You know, when I finished the game, it took me approximately 1 hour and 45 minutes. The other 2 1/2 hours were spent on the bloody briefing. The briefing music during Dramatic Mode is starting to hurt my ears and the fact that you can't skip the bloody thing makes it worse. Oh, and during the VR select screen, if you accidentally press X, you need to go through the dastardly briefing again. Put a sock in it, dammit! . . . . . . . . . -= [What Song Is That?] The least you guys could've done was to put in a sound test option in the game. Not all of us have the Marsinal CD, and we'd like to know what the hell is playing during a fight. Don't force me to rip the bloody things out of the DVD...! . . . . . . . . . -= [I've Never Played The Series Before And After A Month, I'm An Expert] The game has been oversimplified, spoiled by the very simple learning curve. In the other series, people took years to master the damn thing; in MARZ, you can do this in a month or two, and play like an expert. It isn't fair - there's a severe lack of imbalance in the game. . . . . . . . . . -= [Crap AI] I don't get it. Why does your partner have such a stupid AI? Like the White Knight. If he was only half as aggressive as he was when he was your oppnent, we'd actually be getting things done around here. Oh, and why isn't there any difficulty setting in Versus mode!? . . . . . . . . . There. I have more to add, just wait till I think of them... It's the little things, it really is. Grr. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= VIRTUAL ON: ON THE WEB _www_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= No, this isn't a new Virtual On series. There are a number of Virtual On sites out on the internet so if you want to do some research, or just for fun, then you can visit any of these sites: - www.vogz.cjb.net......... My site, VOGZ! Visit us anytime to talk about VO, brush up on your skills, or simply want to chat... From Operation Moongate to MARZ, we cover them all, and a whole lot more! Visit the forums to chat. - www.virtualon.net........ A site where VO enthusiasts from around the globe meet, this is a must-see. - www.vo-marz.com.......... Sega's official Virtual On: MARZ site. A bunch of strange stuff there, downloads, promotional videos, wallpaper... Give it a try. - www.vo-marz.com/site_e/index.html......... If you don't understand Japanese, there's always the English Version available, albeit in "Bloken Engrish" (Broken English.) - www.toto.co.jp........... Are you really curious? Check this out. A wide range of toilets, ranging from US$40 to US$2000. No English version available. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= CREDITS...! _terima_kasih_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Without these guys, this FAQ wouldn't be here today... A tribute to all of you. - SEGA! You've got me hooked to the series for 7 years, and believe me, it takes something bloody special to do something like that! Blingin'! - Hitmaker... I'm not impressed with your reincarnation of the series, but thanks for porting it over to the PS2 anyway. There is much room for improvement, especially in close combat, techniques and variety. Buckle up, or risk losing your loyal fans... - My computer. 4 FAQs done and still running... - CJay! Again, thanks for posting all my FAQs. Here's my first one for the PS2! - My good friend Terrance that accompanied me on countless trips to the arcade for the last 7 years, for lending me money and even selling his coin collection to support our arcade trips (ho!) when Operation Moongate was immensely popular! - VOGZ, or better known as Virtual On Gamers Zone. You've helped me know the ins and outs of Virtual On since early 2001 - I thank you for that, members and all. Hidup VOGZ! - xyqyx. You've helped me in a way or two in the making of this FAQ, and found out some things that I had missed out on, and for being my training partner since 2000, as nobody else I know apart from you and Terrance plays the damn VO series! (Yes, it's spelt "xyqyx" without any capitals.) - Finally, myself, Eizaz! Pheew! As of now, I've been working on this FAQ for nearly 4 months... I certainly hope you've liked it, and that it's helped you in a way or two! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= CONTACTING ME _apa_khabar_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Well, if you want to contact me, you can send me an e-mail to the following address: ztwc2@doramail.com I'll reply to any message, provided you send any to begin with, because I'm nice :) Note that flame mails will be deleted. On second thought, I'll reply to them with a flame of my own, then block all other messages from the sender, so I have the last laugh - Mwahaha! Alternately, come to my site @ www.vogz.cjb.net And post what you like in the forums section, where I'll reply to them. You can join us if you like... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TO BE CONTINUED... _tbc_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= As the title says, there are many, many more things I need to learn/unlock about this game, and try to understand the story too. Updates will be regular; until I unlock everyone, and can tell you how to unlock each and every VR, and manage to explain the storyline will this FAQ be totally complete. The FAQ itself is nearing its completion, so bear with me people! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= LEGAL INFO _legal2_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= And just in case... ___________________________________________________________________ This FAQ is written by Eizaz and is copyright ©Eizaz Azhar, 2003. No form of reproduction of this FAQ is allowed and it may not be distributed in any way without the author's content (me). For the time being, only http://www.gamefaqs.com has my authorization to post this FAQ on its page. Violating this rule can and will induce serious legal action, so you might not want to do anything rash. You may print/download as copy of this document for your personal use, but selling it or using it to make profit in any is strictly prohibited. ___________________________________________________________________ - [fin] -