**************************************************************************** * Gradius Gaiden FAQ * * Version 1.0 - Last Updated 6 August 2003 * * By: Zach Keene (zjkeene@bellsouth.net) * **************************************************************************** Table of Contents . . . . . . [TOC] 1) Introduction . . . . . . . [INT] 2) What's New? . . . . . . . [NEW] 3) Credits . . . . . . . [CRE] 4) Legal Crap . . . . . . . [LGL] Part I: Gradius Gaiden Basics 5) Gradius 101 . . . . . . . [BSC] 6) Ship Descriptions . . . . . . [SHP] 7) Codes and Miscellaneous Tips . . . . . [MSC] Part II: Stage Overviews 8) Beyond the White Storm . . . . . [ST1] 9) Requiem For Revengers . . . . . [ST2] 10) Into the Crystal Cage . . . . . [ST3] 11) Ruins of Silence . . . . . . [ST4] 12) Organic Fortress . . . . . . [ST5] 13) Green Inferno . . . . . . [ST6] 14) On the Event Horizon . . . . . [ST7] 15) Formidable Guardians . . . . . [ST8] 16) Fate..... . . . . . . . [ST9] 17) Second Loop . . . . . . . [2LP] 18) The End . . . . . . . [END] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Introduction ::::::::::::::::::::::::::::::::::::::::::::::::: [INT] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A rather notorious poster to the various rec.games.video.* Usenet newsgroups once suggested that Konami was an acronym for "Keeping Outta North America Many Imports". Case in point: the PSX is probably the system with the most Gradius (and various related series) releases, with the Sega Saturn running a close second. This might come as surprise to those of you living outside of Japan, where a grand total of zero of these were released. (European Saturn players got the Parodius Deluxe Pack, but otherwise they fared no better than North America in this regard.) It's really a miracle that the Gradius III & IV collection ever saw the light of day outside Japan. Among those missing Gradius titles was this gem. Perhaps it's not to the Gradius series what CSOTN was to the Castlevania games, but it's still easily one of the best Gradius games ever made. Setting this one apart from the rest are the ability to reorganize your power meter (Options with one Power Capsule? Yes, please!) and Double weapons that are actually (gasp) useful. Gradius Gaiden also has some pretty interesting takes on previous Gradius bosses and levels (stages 2 and 7 come to mind). This FAQ is written for the Japanese "PlayStation the Best" release, although to the best of my knowledge there are no differences between this and the original release. Where to get the latest version of this FAQ ------------------------------------------- http://www.geocities.com/arcanelore2001/faqs/ggaiden.txt [This version is always current.] GameFAQs - http://www.gamefaqs.com/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: What's New ::::::::::::::::::::::::::::::::::::::::::::::::::: [NEW] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version 1.0 - 6 August 2003 - Everything's new, this being the first version and all. :) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Credits :::::::::::::::::::::::::::::::::::::::::::::::::::::: [CRE] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thanks to: bcass - For noting that the hidden FMV is indeed the intro FMV from the Gradius Deluxe Pack. http://www.gamefaqs.com/console/psx/code/20818.html - The "Codes & Secrets" page for this game at GameFAQs. This is where I got the codes for the codes section, naturally. http://homepage1.nifty.com/IMO/gradius/about/gradius_gaiden.htm - Japanese website where I got the boss names. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Legal Crap ::::::::::::::::::::::::::::::::::::::::::::::::::: [LGL] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This Gradius Gaiden FAQ is (C) 2003 Zach Keene. As Grand Poo-bah of Copyrightedness, I grant upon thee the following rights: 1) Thou mayst give this FAQ to whomever you so choose. The key word here is "give". If anybody gets paid for this, it darn well better be me. :) 2) Thou mayst put this FAQ up on thine website, so long as it remains completely unchanged and intact. And I do mean completely. 3) The Grand Poo-bah of Copyrightedness asks that if this FAQ appears on thine website, thou must make the effort to make sure thou hast the latest version. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Gradius 101 :::::::::::::::::::::::::::::::::::::::::::::::::: [BSC] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If you've played Gradius (or even Parodius) games before, you can probably safely skip ahead to the "Barrier Select" subsection below, as the Power Meter works the same here as it does in pretty much every other Gradius game. * Power Meter * Still here? OK, while playing, at the bottom of the screen you will find a long bar divided into six small rectangles (each labeled with a letter), and a longer rectangle next to it. It'll look something like this: +-+-+-+-+-+-+ +---------+ |S|M|D|L|O|?| | SPEEDUP | +-+-+-+-+-+-+ +---------+ This is your Power Meter. Certain enemies, when destroyed, will leave behind a Power-Up Capsule. (Most such enemies are conveniently colored red, but there also exist enemy formations that will leave behind a Capsule when you destroy every ship in the formation. Most such formations appear in the "warm-up" bits at the beginning of almost every stage.) Collecting your first red Capsule will highlight the first small rectangle on the Power Meter (the "S" in our example above), and the longer rectangle will display the name of the ability ("Speed Up" in this case.) Collecting additional Capsules will move the highlight one rectangle to the right, and pressing the Power-Up button (Square by default) will activate the currently highlighted ability. [Note] If the sixth rectangle on the Meter is currently highlighted and you collect another red Capsule, the highlight will return to the first rectangle. [Note] Every 12th Capsule released by the enemy will be a blue Capsule instead of red. Collecting a blue Capsule has no effect on the Power Meter, but instead instantly destroys all minor enemies and bullets that are currently on-screen. All four ships have the same "S" (Speed Up) and "O" (Option) abilities. As you can probably guess, Speed Up increases the speed of your ship. It can be activated up to five times, although once or twice is plenty for most purposes. Option can be selected up to four times; each selection creates a drone that mimics the movement of your ship as well as its firepower. Quite useful. "M" (Missile), "D" (Double), and "L" (Laser) can each be selected twice. The exact effects vary from ship to ship and will be described in the next section. The first selection provides a weaker version of the ability, while selecting it a second time will upgrade the weapon. [Note] "D" and "L" cannot be activated at the same time, but you can switch between them as often as you can gather the required Power Capsules. Switching does not cause either weapon to power down. * Barrier Select * "?" is your shield. There are four types of Shield, and you select one right after choosing your ship. They are: Shield: The basic Gradius shield. Two large blue barriers attach themselves to the front of your ship. They can take 12 hits before being destroyed, but they only protect the front of your ship. Not terribly useful IMO, but it's here if you want that old-school Gradius feeling. :) Force Field: Creates a force field that can protect your entire ship from up to three hits. Guard: Creates two bumpers that rotate vertically around your ship. They can protect your ship from up to three hits from above or below, but its more useful function is the total immunity it grants from geographical features. Note that the bumpers take damage only from enemy fire, no matter how much you try to fly your ship into walls. Limit: This one's pretty neat: it gives you total invincibility to everything. Enemy fire, enemy collisions, walls, ceilings, floors, you name it. The catch (and you knew there had to be a catch) is that said invincibility only lasts three seconds. * Gauge Edit * The neat feature that separates Gradius Gaiden from all other Gradius titles before or since is the Gauge Edit. Instead of being stuck with the Power Meter in the usual SMDLO? configuration, you can completely customize it to your liking. This can help against the "Gradius Syndrome", where dying puts you in an impossible situation because you cannot survive long enough to regain your power. Some tips on Gauge editing: - Frequently selected items should be placed early on. Option is a good example, as you'll probably be selecting it quite often (you can start with four, then you might need more with OptionHunters coming after you.) - Obviously as a result of the above you'll be placing less frequently selected items toward the back. Whichever of your ship's two weapons you use less frequently is a good candidate for bench-warming the last slot. - An exception to the above is Speed-Up. While it's not something you'll want to select often (once is good enough for most purposes IMO, and even the speed zone in Fate..... doesn't require more than two), but it's something you'll want to select very quickly after dying. Keep it close to the front. - If you're using Limit as your shield, put "?" in the first position. You can pretty much stay invincible for entire levels this way. :) If anyone's interested I usually use OSM?DL (with Guard as the shield), but your mileage may vary. Also note that in the Option menu you can set the default configuration to something other than SMDLO?, but you'll always be offered a chance to reconfigure it every time you start a new game or continue. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Ship Descriptions :::::::::::::::::::::::::::::::::::::::::::: [SHP] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Specs bits are translated from the manual (pages 13-16 in the PlayStation the Best" manual). I'd also like to include the history bits from the manual, but they are far beyond my Japanese ability (my Japanese ability is not terribly difficult to greatly surpass :). If anyone could provide me with translations I would greatly appreciate it (if you don't have a copy of the manual the Japanese descriptions can also be found here:) http://www.geocities.com/arcanelore2001/gaiden/ggaidenjapan.txt --------------------------------- Vic Viper -------------------------------- Specs ----- Length: 14.70m (48.23ft) Wingspan: 21.64m (70.00ft) Height: 5.93m (19.5ft) Crew: 1 Max Speed: 5.62c (1c = speed of light) Drive: M-88 Annihilation Engine x1 Inherent Armament: Impulse Rail Gun x1 Changeable Armament: Plasma Laser, Multiple Impulse Gun, Smart Missile, Synchronous Multipurpose Combat Energy Pod System, Defense Field Generator Abilities --------- - M: Missile The traditional Gradius missile. Fires missiles diagonally down and forward, which can travel short distances over surfaces. Level 1 missiles will disappear after hitting an enemy, but level 2 missiles can plow through enemies and continue on a path of destruction. - D: Double Traditional Gradius double shot. Level 1 adds second normal cannon that fires upward at a 45 degree angle; Level 2 adds a third normal cannon that fires directly behind the Vic Viper (like the Tailgun in many other Gradius titles.) - L: Laser Traditional Gradius laser. Level 1 fires a long blue laser that follows your ship (allowing you to sweep it across the screen). Level 2 increases the length of the laser. Notes ----- The classic Gradius ship. It won't impress you with its overwhelming offense like Falchion Beta, but it can most certainly hold its own. Selecting Double doesn't nerf your firing rate in this game quite as bad as it does in previous titles, and the combination Double and Tailgun that level 2 provides is quite useful. More useful than the Laser for most non-boss purposes, I dare say. -------------------------------- Lord British ------------------------------ Specs ----- Length: 13.50m (44.29ft) Wingspan: 20.24m (66.40ft) Height: 5.47m (17.9ft) Crew: 1 Max Speed: 5.60c Drive: RA-3 Annihilation Engine x1 Inherent Armament: Impulse Rail Gun x1 Changeable Armament: Antiproton Beam Gun, Plasma Wave Laser, Multiple Smart Missile, Synchronous Multipurpose Combat Energy Pod System, Defense Field Generator Abilities --------- - M: 2-Way Missile Similar to Vic Viper's, except missiles fire both above and below your ship and they cannot travel over surfaces. Upgrading to level 2 removes that restriction. - D: Ripple Laser Fires rings that expand as they travel across the screen. Level 2 is pretty much the same, although more rings get fired at once. - L: Disruptor Fires a laser that travels the length of the screen almost instantaneously. Unlike Vic Viper's Laser, this does not follow your ship, so aim carefully. Level 2 fires much wider lasers. Notes ----- Fans of Life Force will feel pretty much at home here, although the Disruptor doesn't quite work like the more Vic Viper-esque laser it had back in the Salamander/Life Force games. At the risk of repeating what K.Teoh's FAQ had to say, I again point out that Lord British has absolutely no way to attack anything behind it (short of flying around the enemy in question, obviously.) This makes the Lord British the most difficult craft to use, IMO. I'm also not a big fan of the Disruptor. It can cover quite a wide area of the screen at level 2 with four options, but it never seems to be powerful enough to make up for its rather sluggish firing rate. Am I just missing something? ------------------------------- Jade Knight -------------------------------- Specs ----- Length: 14.55m (47.74ft) Wingspan: 23.58m (77.36ft) Height: 6.03m (19.8ft) Crew: 1 Max Speed: 5.70c Drive: M-3 Annihilation Engine x2 Inherent Armament: Impulse Rail Gun x1 Changeable Armament: Pulse Laser Gun, Plasma Ring Generator, Spread Cluster Bomb, Synchronous Multipurpose Combat Energy Pod System, Defense Field Generator Abilities --------- - M: Spread Bomb Fires a missile with a similar trajectory to that of Vic Viper's Missile, but creates an explosion upon contact with an enemy or surface that can damage any other enemy that happens to plow into it. Level 2 causes the missile two split into two shortly after being fired for even more destruction. - D: Round Laser In addition to Jade Knight's normal shot, this generates an expanding ring with Jade Knight (or an Option) as the center. Level 2 increases the maximum diameter of the ring. The rings are not blocked by geographical features, making it easy to hit awkwardly placed enemies. - L: Pulse Laser Pretty much the same as the Twin Laser in Gradius 3 SNES. Level 2 turns it into a triple laser. Notes ----- A fun ship to use. The Round Laser is probably the most versatile weapon in the game. You're pretty much immune from the Moai with it (well, except for crashing into them or the annoying lasers the ones toward the end of Stage 4 shoot), and hitting enemies in other hard-to-reach places is easily done. The Pulse Laser is good for when you need more focused firepower (boss battles, mostly.) ------------------------------ Falchion Beta ------------------------------- Specs ----- Length: 14.70m (48.23ft) Wingspan: 21.64m (80.00ft) Height: 5.93m (19.5ft) Crew: 1 Max Speed: 5.63c Drive: M-88 Modified Annihilation Engine x1 Inherent Armament: Impulse Rail Gun x1 Changeable Armament: Auto Aiming Rail Gun, Micro Black Hole Cannon, Thrust Separation Missile, Synchronous Multipurpose Combat Energy Pod System, Defense Field Generator Abilities --------- - M: Rolling Missile Falls straight down, then if it hits a surface, it splits into two small missiles that travel to the left and right a short distance. Level 1 only has about a half-screen range, while Level 2 can fall the entire vertical distance of the screen. - D: Auto Aiming Fires a second shot that automatically aims at some enemies, depending on its level and their location relative to the ship or Option. Level 1 can target enemies that are within a 90 degree arc from directly in front of you to directly above you. Level 2 extends the arc to the entire top half of your ship (i.e., it can target anywhere from directly in front to directly behind, but never below.) Note that Auto Aiming shots do not have full-screen range. - L: Gravity Bullet Fires a small purple bullet straight ahead that causes a large explosion upon contact with an enemy, geographical surface, or another Gravity Bullet explosion. Level 2 causes larger explosions. Notes ----- The Gravity Bullet is easily the most damaging weapon in the game, trashing most bosses relatively quickly. Not to mention its large explosion can allow you to hit bosses in situations were most other weapons would not (shooting through HunterFang's upper arm comes quickly to mind.) Auto-Aiming doesn't quite have the versatility of the Round Laser, but is still an excellent general-purpose weapon. All around, this is probably the easiest ship to use. Be careful with the Gravity Bullets though. As noted above new bullets can detonate on contact with explosions from previously fired bullets, and this isn't often useful (the usual effect is a string of explosions that gets closer and closer to your ship, away from whatever it was you were trying to damage.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Codes and Miscellaneous Tips ::::::::::::::::::::::::::::::::: [MSC] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * Full Weapon Code * Pause the game and push Up, Up, Down, Down, Left, Right, Left, Right, X, O. This will instantly give you one Speed-Up, four Options, Level 2 missiles, and one level of Laser. The catch is that you start the game with the ability to use this code only once, and earn an additional use for every level you clear. Continuing does not affect your remaining uses of the code in any way. [Note] If you stage select to any level but 1-1 (see below), you will not be able to use this code until you complete a level. * Free Play * Accumulate 10 hours of total playing time (any ship, any difficulty) and you'll earn unlimited continues. (There doesn't appear to be any way to tell what your current total playing time is, however.) * Stage Select * Finish the game without continuing on the Normal difficulty (or higher) to unlock this. It appears on the main menu (underneath "1 Player", "2 Players", and "Options"), and allows you to choose any level you've previously reached. Obviously by default this includes every level of the first loop, but you can also start directly in the second loop (or beyond). [Note] The Stage Select requires Normal difficulty or higher to unlock, but it will "remember" levels you've reached at any difficulty setting. [Note] If I'm reading the Japanese site listed in the credits section correctly, you can stage select up to 8-9. I'm only up to 3-7 as of this writing, however. * OptionHunter * As a reward for your great survival skills, Gradius Gaiden will send an OptionHunter after you if you play long enough without dying. These are the scorpion-looking ships that appear behind you (along with its signature warning siren), then after a short period fly straight across the screen. Contact with them is harmless for your ship, but if it gets hold of one (or more) of your options it will steal them. Fortunately they can be restored via Power Capsules if you don't manage to keep them out of the OptionHunter's clutches. The first OptionHunter will appear if you've played for 9 minutes without dying, and another will come 5 minutes later (i.e., after 14 minutes of survival), and they will continue to come every 5 minutes thereafter. [Note] OptionHunters can not be destroyed, but you can score 10 points for every time you manage to hit them with a weapon. [Note] The timer seems to get reset when you start the second loop. * Hidden FMV * If you put the Gradius Gaiden CD into your computer and use a PSX movie playing utility (like PSMPlay) on the "dummy.str" file, you'll find a CG movie of Gradius battle scenes somewhat based on Gradius II. While this does not appear to ever be used in the game, it was the intro FMV to the Gradius Deluxe Pack. * Beginning Messages * The very first warning the announcer gives (when the first wave of green formation enemies attacks at the beginning of the game) changes depending on the difficulty setting, getting increasingly frantic at higher settings: Easiest - "You are the last hope." Very Easy - "You are the last hope." Easy - "You cannot fail this mission!" Normal - "Crush all of them!" Hard - "Save your planet!" Very Hard - "Be on your guard!" Hardest - "Here they come!!" =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Beyond the White Storm ::::::::::::::::::::::::::::::::::::::: [ST1] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- First, a quick note: this FAQ assumes you are playing at the default Normal difficulty. I haven't much played any of the other settings so I cannot yet say what the exact differences are between the various difficulty settings. * Crush All of Them! * As pretty much all Gradius levels do, this opens with an open-space "warm-up" dogfight. The enemies here pose little threat, and will allow you to power up before the actual level begins. This being the first level, there's really not much to talk about. Twice in the level avalanches will herald the arrival of smaller versions of the original Gradius's BigCore, which are quite easy to destroy. Midway through the level ships will emerge from the floor of ceiling which will leave (destructible) walls of ice behind them. Soon after that you'll be attacked by two large spinning icicles, which like to spread smaller (destructible) icicles all over the screen. They're not too much of a threat. ---------------------------------------------------------------------------- Boss: BlizzardCrawler ---------------------------------------------------------------------------- The wormlike BlizzardCrawler's weak point is, well, its ass. It likes to dive into the background and reappear elsewhere, generally making it difficult to hit its rear. For starters, you can get in a few free shots when the announcer says "Attack from behind!" as it dives into the ground. It will then briefly resurface to throw a few snowballs at you. Fly above and slightly to the right of it as it finishes so that it will exit stage right (so to speak), allowing you to fly behind it and get some more hits in. It will then fly straight up into the ceiling (Auto-Aiming and a ton of Options will pretty much trash it here), then drop back down the other side of the screen back into the ground. Follow it back down, shooting its weak point. Next, it will resurface long enough to fire a laser spread. They are not too difficult to dodge; right underneath your score is one of many safe spots. It will then fly up to the ceiling (good Option placement may get you some more hits), then poke its head out of the ceiling to fire more snowballs at you. After that, it will fly to the top right corner, allowing you your best chance yet to fly behind it and finish it off. ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Requiem For Revengers :::::::::::::::::::::::::::::::::::::::: [ST2] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This level's dogfight will introduce you to Zub, the ship that appears out of nowhere and rushes toward your ship. They're not much to worry about, but do try not to place your ship where they happen to be materializing. This is a fun level; it takes place in a junkyard. The junk, however, happens to be the remnants of previous Gradius bosses. :) There are several Gradius cores lying around (one of which still functions enough to fire lasers at you, so be careful.) If you stick to the top part of the stage you'll run into a Tetran that is still functioning enough to swing its arms around, so don't get too close. About halfway through the stage you'll be asked to "select a route", which you do by destroying one of two gates at either the top or bottom of the level. Each route leads to a different boss. * Top Route * Head low and take out the wrecked Death MK-II that's still firing its laser at the ceiling. Not far past that, yet another BigCore will fall from the ceiling. Like the others you can damage it for some extra points, but you cannot destroy it. Likewise there's nothing you can do about the wrecked CrystalCore stuck in the ceiling, but its arms are still functional and still firing so watch out. Note the wrecked Zelos Force on the ground a bit further in. ---------------------------------------------------------------------------- Boss: Grave ---------------------------------------------------------------------------- As you enter the boss chamber an earthquake will occur and garbage will fall from the ceiling. It can kill you, so destroy and/or dodge it. Grave isn't terribly difficult, but the battle can drag due to the fact that you only get limited windows of opportunity to damage it. When the orb on top opens completely, this is your chance to get in a shot. (If you don't get a hit in, it will sweep a laser across the top half of the screen. Fly low to dodge it.) When the orb only opens partially, Grave will fire a volley of destructible homing missiles. It's possible but very difficult to get in a hit while this is happening, so worry more about the missiles. When you've weakened Grave a bit it will start jumping. It's quite slow so this is easily dodged, but beware of the junk avalanche that will occur when it lands. (A fully Optioned, level 2 Round Laser Jade Knight is pretty much untouchable here. Just hover over Grave with an option just above its orb, and you'll cancel every laser attempt and destroy every homing missile as quickly as they're launched.) ---------------------------------------------------------------------------- * Bottom Route * Fly low to take out the remains of a crashed Death MK-II; it's quite happy to demonstrate that its laser still works. You can then take a few chunks out of the ruined CoveredCore if you like, but there's nothing you can do about the large missiles it fires except dodge them. Watch your back, because then a few metal snakes will pop up from behind. They don't do much but take up space, fortunately. A BigCore Mk-II stuck in the ceiling still can fire a large laser spread periodically, so do stay out of its line of fire. ---------------------------------------------------------------------------- Boss: Nobil ---------------------------------------------------------------------------- Essentially little more than a core with four arms. The arms like to grab trash from the floor and ceiling, which you'll have to shoot through in order to damage Nobil. When you see its back arms flashing, get as far away as possible, because it is about to extend its arms at you. When you see a charge building up in front, watch out. It will soon fire a laser pattern that includes two lasers directly ahead, two directly above and below, and two more at 45 degree angles. Staying to the far left a little above or below the core vertically is probably the safest place to be, but be aware that it will move as it fires. Salamander fans should note its death animation. :) ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Into the Crystal Cage :::::::::::::::::::::::::::::::::::::::: [ST3] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the usual "warm-up" bit, one of Gradius Gaiden's more interesting stages begins. After the announcer warns of a "UFO coming", you'll see the PrismMaker fly across the background. A more immediate threat are the two ships that appear in the foreground, which can reflect all L-type weapons (except Falchion's Gravity Bullet). The PrismMaker will start dropping small crystals, which you'll notice change the path of L-type weapons (again excepting the Gravity Bullet.) Regular shots and most D-type weapons can actually push the smaller crystals away. * Be On Your Guard! * With that announcement, the PrismMaker itself will attack. You want to get rid of it ASAP, because as you'll notice the entire level itself is made of laser deflecting crystals. It's also full of laser-firing turrets, laser-reflecting ships, and the smaller laser-deflecting crystals, and therefore you can be left dealing with a lot of unpredictable enemy fire if you don't remove laser-firing threats quickly. For the rest of the level you'll have to maneuver around free-floating larger versions of the deflecting crystals (often with small turrets attached.) Note that if you have the Guard shield active you won't really have to worry about them. As usual though, make every effort to remove laser firing enemies as soon as possible. ---------------------------------------------------------------------------- Boss: ShiningCore ---------------------------------------------------------------------------- Your typical "destroy the core" Gradius boss. It starts off by firing several twin lasers, which if you are aligned vertically with its core will not harm you (they'll clip a Guard if you have one, though.) It then fires two rounds of small prism shots, which will miss you if you are at the far left of the screen and still vertically aligned with the core. It will then start firing the prism shots in more random patterns. Stick to the far left and move only when you have to. (If you use the Guard shield, it will take a beating here. Simply put, don't even bother with the Guard during this battle.) Be aware that crashing into the large light beams is quite fatal. ShiningCore will become more aggressive when weakened (its core will turn purple), but fortunately this aggression takes the form of more twin lasers and "searchlights", and less random prism shot spreads. ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Ruins of Silence ::::::::::::::::::::::::::::::::::::::::::::: [ST4] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You may remember MotherEX (the large circular ships that attack you in the dogfight portion) from the original Gradius, and their large projectiles are still as indestructible as ever. Just as in Gradius, their arrival can only mean one thing... we are about to enter Moai territory! Moai are the Easter Island statues that have been rigged to shoot flashing blue/red rings at your ship. The rings are destructible, but the screen can get flooded with them. Moai can be destroyed by firing at their open mouths, so try to get as many of them as you can. Jade Knight's Round Laser is a real life-saver in this level, as it can clear out the rings from every direction. Later on you'll encounter larger Moai that shoot smaller Moai (which in turn shoot smaller versions of the rings.) Again, blast them in the mouth. Toward the end of the stage you'll encounter the blue Moai, which fire large laser blasts. This isn't so bad except the lasers continue to fire after you've destroyed them, and destroying them changes the path of the laser as the top of the Moai either crumbles downward or rolls backward. I've not yet quite figured out how to tell which way the heads will roll until it happens, so be very careful here. Finally we get to the large rotating "totem-pole" Moai, which are not unlike their Gradius III counterparts except they're oriented horizontally instead of vertically. Auto Aiming or Vic Viper's Double can do quite a number on these (the Round Laser is still excellent, as well.) Finally we get to the end of the stage were you're attacked by the Metal Serpent. It's major threat is that the inert Moai statues it knocks off the ceiling can kill you. You can destroy it, but at the end of this section it will self-destruct if you didn't. Either way it leaves behind several Capsules. ---------------------------------------------------------------------------- Boss: MoaiDimension ---------------------------------------------------------------------------- Two large Moai heads appear, in front and behind. They'll start rotating around the screen, doing one of two attacks: - The large ring, which splits into smaller rings when shot (or by itself after a short while.) Fly behind these and spread out your options to get rid of them quickly. - The "chain" ring, which is semi-homing. Get in front of the rightmost Moai, then as slowly as possible back straight to the left when they fire the chain rings. Once you've backed up to the other Moai it'll be easy to dodge both chain rings. (A similar tactic works when they start attacking from above and below; start right above the bottom Moai and retreat toward the top.) ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Organic Fortress ::::::::::::::::::::::::::::::::::::::::::::: [ST5] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Your interesting dogfight opponent de jour is Gau, originally from the arcade version of Life Force. (Without getting into the tangled history of Konami's three different games titled Life Force, suffice it to say that the arcade version has a fair number of differences from the NES version most people are familiar with.) At any rate, three of them show up, firing triple lasers and destroyable eyeball missiles. They aren't particularly tough, so blast them and move on. The Guard shield is quite useful in this level, as the living floor and ceiling tend to get narrow (and occasionally move erratically.) Get rid of the green flapping enemies as soon as possible, as they're often blocking the path. Early on in the fortress you'll encounter a bottleneck, and just past the bottleneck there are a ton of the cellular enemies blocking the way. Wait for them to grab a Power Capsule and speed off (clearing the path in the process), but don't wait too long (especially if Guard or Limit isn't your shield.) Later on some green and purple bulbs will sprout tendrils that connect to the floor and ceiling (pulling them close to the bulb and changing the shape of the level... be careful there.) You can attack the bulbs directly if you wish, but a better tactic is to disconnect it from either the floor or the ceiling, sending it flying in the opposite direction and destroying it. The purple blobs that appear at the same time split into a ring of smaller blobs when destroyed. ---------------------------------------------------------------------------- Boss: MadSkin ---------------------------------------------------------------------------- Finally you reach the head of this living fortress. The large eye is your target, but hitting it won't be easy. Your threats are: - The floor and ceiling that move with MadSkin's eye. Do be careful not to crash into them. - MadSkin's large laser. Get out of the way when you see this charging; fortunately it's just a straight laser. - The annoying large bouncing balls that come in sets of two. Not only are these easy to crash into, but they occasionally deposit a small turret to either the floor or ceiling, giving you bullets to dodge on top of everything else. The first set can be dodged by flying low. One of the second set sticks close to the eye, making the other easier to dodge. With careful timing you can stick to the middle of the screen and fly right between the third set (the laser will fire in the middle of the screen soon after, so don't stay there long.) Ride high for the fourth set, and the pattern repeats until death (hopefully its, not yours. :) ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Green Inferno :::::::::::::::::::::::::::::::::::::::::::::::: [ST6] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Another open space level, like the Ruins of Silence. The insectoid ships at the end of the dogfight are kind of neat. If you shoot their projectiles before they explode, they leave Power Capsules behind. You can leave them alive and farm Capsules until they leave if you're in need of some powering up. (They appear again near the end.) This is a pretty straightforward level; just navigate through the maze of plants. The choking vines can be eliminated by shooting the large bulb of a root they have. The pumpkin-looking creatures that occasionally appear behind you release small grey homing shots when destroyed. After taking enough hits, the yellow "walls" separate into two tentacles, which in typical Gradius fashion are indestructible but retreat when shot. The narrow blue plants start swinging when shot; better to just avoid them altogether. Pass quickly by the large blue roots at the end, as they will very quickly close off the passage (crushing you if you happen to be in the way.) As you enter the last stretch of the level, note the medium-sized ship that appears. If you can't shoot it down, get rid of its projectiles, as they quickly sprout into vines when they contact either the floor or ceiling. Get rid of the Walkers if possible, or ride underneath (or above, depending) them if not. Finally, you'll have three bosses in a row to deal with. (If you die at any of them, you have to start over at StingerKid.) ---------------------------------------------------------------------------- Boss: StingerKid ---------------------------------------------------------------------------- Aim for the center of the open plant while dodging the stamen spread it occasionally fires your way. They'll be aimed at you, but they're relatively slow so they should be easy to dodge. Things get more interesting, however, when StingerKid starts firing large numbers of fireballs at you. Making slow vertical movements until they stop firing will allow you to dodge these, but be aware that you still have the stamen spreads to deal with. ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Boss: HunterFang ---------------------------------------------------------------------------- The "brain" at the top is your target, but it's occasionally blocked by the upper arm. (The Gravity Bullet's explosion is large enough that you can still hit the target by aiming at the arm, though. :) Otherwise your dangers are the destructible shots the arms fire, and the quick arm grab move. When you see the "head" leave the screen, try to quickly get below the vertical center of the screen. The instant you see it return, head straight up to dodge the arm. (Be sure not to run into any of the shots along the way, though.) ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Boss: GigasRose ---------------------------------------------------------------------------- Like the plant boss in Gradius III, GigasRose tries to suck you in while you're blasting at its weak point. Resist it for a while, but you'll want to move forward a little bit to avoid the crisscrossing shots its arms are firing. As soon as it's finished firing the crossing shots, its arms will block off the weak point and GigasRose will start firing twin laser blasts. You could stay in between the lasers, but you don't want to do this; GigasRose will also launch a few orbs that will split into three shots if you don't destroy them. Instead, stay above the lasers and destroy the upper orbs, then dodge the spread blasts from the orbs below. GigasRose then goes back to step one (sucking and crossing shots). ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: On the Event Horizon ::::::::::::::::::::::::::::::::::::::::: [ST7] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ah... the good ol' Volcano stage. It just isn't Gradius without the Volcano stage. There's absolutely nothing here you haven't seen in previous Gradius Volcano stages... other than the minor issue of the honking huge black hole that's sucking in the level right behind you. * Gravity bend behind you! * Fortunately the effect is mostly cosmetic, having no effect on your ship (though your missiles might get pulled in, depending on which ship you're using.) It's kind of funny to see any turrets you may have missed get sucked in, though. :) Try not to get too distracted though, since the enemies here are a bit more aggressive than they've been in previous levels, and there are plenty of loose rocks tumbling around for you to crash into. Also be aware that you can damage the rocky platforms that are the staple of these sorts of levels, and if you disconnect them from the floor or ceiling they'll go flying into the black hole (crushing you if you don't get out of the way.) When you encounter the full-screen platform formations, disconnect it either at the very top or very bottom to get by safely. If your ship has any kind of rear firing ability, use it to get rid of those laser ships that approach from behind before they can become a threat. ---------------------------------------------------------------------------- Boss: Kraken ---------------------------------------------------------------------------- Kraken approaches from behind, so fly high or low and avoid its arms. Speaking of which, its arms are equipped with laser cannons, so be careful when its arms are pointing at you. You get some time to attack with relatively little threat (the red twin lasers aren't terribly difficult to dodge.) When Kraken crosses its arms the safest place to be is either above or below the "X" its crossed arms make. When the arms start free aiming, get one of them to point straight at you, then when you see the flash fly up or down right in front of the other arm. The lasers will miss, and hopefully your ship or an option will get a few hits into the core in the process. Kraken will somehow obtain a large rock; destroy it and then it will do two more cross armed shots, then play the aiming game described above again. It probably won't survive this. ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Formidable Guardians ::::::::::::::::::::::::::::::::::::::::: [ST8] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This level opens with swarms of red Zubs attacking (along with some classic Gradius music.) This is your last chance to power up before you face an onslaught of bosses. [Note] If you die during one of the next six boss battles, you get to do the "Zub Rush" again to power up, but do not have to fight any bosses you had previously defeated. ---------------------------------------------------------------------------- Boss: LaserTetran ---------------------------------------------------------------------------- Loosely based on veteran Gradius/Salamander boss Tetran (who you've met back in Stage 2 even if you've never played any other Gradius title), except its "arms" are made of lasers. The core can most easily be reached through the gaps left behind by destroying the flashing red barriers, though level 2 Gravity Bullets or some clever Option placement can let you bypass them. LaserTetran starts by firing its lasers and rotating clockwise. Start at the top left quadrant and follow it along. Next it will fire two lasers to the right (which is where you want to be, since you'll get crushed if you try to stay to the left.) It also fires some red homing shots, so dodge those. It'll then do the laser/rotation deal again, this time rotating counterclockwise. You should be able to defeat it by now. ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Boss: DeathDouble ---------------------------------------------------------------------------- Two Deaths fly onscreen where they are soon connected to the ParasiteCore, creating a boss similar in appearance to a boss from Nemesis 2 on the MSX. The Deaths will be firing a continuous laser blast, trapping you in front of the ParasiteCore. It will occasionally fire two blue energy blasts, which are easily dodged by flying close to the ParasiteCore. Once you've destroyed the ParasiteCore, you'll have the two Deaths to deal with. They're pretty similar to their previous Gradius appearances, although their weaponry is reversed. They start out firing the large laser, then switch to the missile spread once you've damaged them somewhat. Also they can approach the left side of the screen in this game, but they do so quite slowly so this isn't much to be concerned about. (With some clever option placement you can damage or destroy a Death while it's still attached to the ParasiteCore if you like. The ParasiteCore has some laser cannons up its sleeve if you completely blow off one of the Deaths, however.) ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Boss: TripleCore ---------------------------------------------------------------------------- * Three Core Pattern * Three medium-sized ships enter the screen in a triangle formation. Focus on the one on the far right; it will approach the left side of the screen, then circle down to the bottom, then fly straight to the top, then circle back to where it started. Follow it and blast it, but not too closely. All three of them will be firing shots all over the place. If you didn't manage to destroy one of the ships, they'll begin their "delta attack". They'll generate a triangle shaped electric wall, which you want to be inside of. (You'll get cornered and crushed if you aren't.) They'll then start tossing large green projectiles at you, which you don't have much room to dodge. Sticking to the sides of the electric triangle seems to be much safer than trying to stay in the middle. After that they'll repeat their initial pattern until you destroy one of them. * Two Core Pattern * With one gone, the remaining two will align themselves on either the far right or far left of the screen, creating an arc between them. One of them will then revolve to the opposite corner of the screen, dragging the arc with them. You can dodge the arc at either the extreme top or bottom of the screen, but be aware they're both scattering shots all over the place as they do their dance. This continues until you destroy another ship. * One Core Pattern * The last core has only a large laser, but it will rotate once it starts firing, sweeping the laser across the screen. The laser is more easily dodged closer to the core than further away, but obviously don't get right in front of it. In fact, try to stay directly behind it as much as possible to avoid being cornered by the laser. ---------------------------------------------------------------------------- The boss music will now change, but don't be terribly intimidated by it. ---------------------------------------------------------------------------- Boss: Deltatry ---------------------------------------------------------------------------- Deltatry isn't terribly hard, though some of its tactics get tiresome. It starts out spreading small destructible shots all over the place. Their main purpose is preventing you from hitting the core, as they aren't to difficult to destroy or dodge. It then launches a fire dragon which you can destroy or avoid (preferably destroy), then goes into a phase where it quickly darts about the screen firing twin lasers. The lasers are easily avoided, but its quick movements make it difficult to aim. Another round of chaff follows, then it charges up a large blue laser. Avoid this at either the very top or bottom of the screen. More dragons (two this time) and lasers follow. If you still haven't destroyed it, it will start launching more dragons along with the chaff spreads. Enjoy its death animation. :) ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Boss: JaglerCore ---------------------------------------------------------------------------- Two spinning discs fire lasers in four diagonal directions, while a cannon attached to the core fires laser pulses straight ahead. Once you've gotten rid of it, in front of the core is a safe place to be. Just keep your distance. Once the discs separate, stay directly between them to dodge their lasers, but be careful to dodge the twin laser blasts the main ship is still firing at you. It should be dead before it gets a chance to recollect its discs. ---------------------------------------------------------------------------- And now back to the usual boss music. ---------------------------------------------------------------------------- Boss: Neo-BigCore ---------------------------------------------------------------------------- An upgraded version of the original Gradius BigCore. In addition to its green star spreads (roughly imitating BigCore's laser pattern), it's also equipped with a large red laser that it will demonstrate early into the battle. When you hear its signature whine, get above or below Neo-BigCore and stay away from the left side of the screen. Its other noteworthy attack is its explosive bullets, which generate very large explosions. Stay as far away from these as possible. ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Fate..... :::::::::::::::::::::::::::::::::::::::::::::::::::: [ST9] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the dogfight you get to enter yet another Gradius cliche... the high-speed zone! Compared to some of the series' other high-speed levels this one isn't terribly difficult, fortunately. You will need at least two speed ups (or at least some clever usage of the Limit shield) to get past the long diagonal corridors near the end, and aren't a terribly bad idea for the rest of this portion either. Near the beginning you be pestered by ships that stick to the left of the screen and launch missiles at you. If your ship has any kind of rear firing capability now is the time to use it, because you need the far left side of the screen clear. That's because a sure-fire way to avoid crashing into the yellow gates that periodically open and close throughout the level is to stick to the far left, aligning your ship horizontally with the center of the gate. ---------------------------------------------------------------------------- Boss: BoostCore ---------------------------------------------------------------------------- Your target, as usual, is the core. The flame jets from its engines cannot harm you, but the various pieces that fall off the BoostCore due to its reckless ramming into yellow gates can. Try to get rid of its two laser cannons quickly. This will give you some more breathing space when it rushes the left side of the screen. Otherwise, stick to the left side and dodge the green shots. ---------------------------------------------------------------------------- After a few waves of enemies (and Zubs), you enter the sliding wall portion of the level. Unlike previous games in the series, the walls flash before they move, giving you some warning. There are plenty of turrets lining the floor, ceiling, and moving walls, so try to get rid of them as quickly as possible. In order: top and bottom close in (but not completely), bottom rises, top descends then moves right, bottom rises then moves right (beware the turrets that are attached), top descends, top and bottom close in (top then moves right), bottom rises and moves right, top descends closing off the left side completely. Be sure you're on the right side of the screen before you get closed in. (If you don't, you'll get crushed unless you happen to be able to activate a Limit.) ---------------------------------------------------------------------------- Boss: GunnerWall ---------------------------------------------------------------------------- Not unlike the one in Gradius III SNES. You have a wall with one core (with the usual associated barriers), two enemy generators, and six laser cannons. Duckers also occasionally pop up from time to time to make things interesting. Switch to your double weapon (unless you're using Lord British, where it really doesn't make much difference.) If you stay horizontally aligned with the core you can dodge the lasers with horizontal movements, and your Double and Missile weapons should take care of most of the free-roaming enemies. After a while the wall will rush the left side of the screen. Stay back, but as usual right in front of the core is the safest place to be. Just don't get too far away as it slowly backs up to its original position, or the lasers will hit you. You'll probably destroy it before it manages to return. (The laser cannons can be destroyed, but they take a fair share of hits that are better spent on the core itself IMO.) ---------------------------------------------------------------------------- A brief journey through several waves of enemies follows, then you get to face yet another boss. ---------------------------------------------------------------------------- Boss: HeavyDucker ---------------------------------------------------------------------------- A souped up version of those walking enemies that have plagued you most of the last several levels (to say nothing of the last several Gradius games), HeavyDucker can be one of the game's more difficult bosses. It starts out by walking all the way to the left, so stay high to avoid it. In then backs up, scattering small shots all over the screen. Its weak point is the small "eye" in front, so make your way past the shots to get a few hits in. Next, it will start firing its large cannon blasts, which are quite fast and quite accurate. Making swift vertical movements just after the shots are fired will get you past these, but also beware of the destructible homing missiles that are also being fired. Another shot spray will follow. Dodge these and get point blank near its feet to dodge the large laser blast that's about to follow. HeavyDucker then launches another volley of missiles, then leaves the screen. Deal with the missiles, then get to the top left corner of the screen. Adjust your horizontal position so that you're not directly above one of the flame grenades HeavyDucker left behind. When you see HeavyDucker in the background turn to face the screen, start slowly tapping your way down the screen. This will dodge the large, fast, and rather accurately aimed discs it's firing. Then quickly get back to the top of the screen before HeavyDucker rushes back in. HeavyDucker now repeats this pattern from step one, so repeat until dead. ---------------------------------------------------------------------------- Four red enemies will fly by, and they're your last chance to power up. Soon after, chunks of the floor and ceiling will fall off and fly toward you. They can be destroyed, making this a little easier. Just don't try to hide at the far right of the screen, as this just makes them come in even greater numbers. ---------------------------------------------------------------------------- Boss: Sol ---------------------------------------------------------------------------- Sol is Gradius Gaiden's answer to the Shadow Dancers that have appeared in several other Gradius games. That is, it's a large boss that cannot be harmed by your weapons, but you must dodge until it self-destructs or goes away. Sol itself poses little threat to you as long as you stay between its spokes. The Duckers that are constantly swarming the screen, however, can make life difficult as you won't always have a lot of room to dodge their shots. When you can, try to get rid of them. As soon as the passage narrows, maneuver your way over to the narrow passage and you're home free. ---------------------------------------------------------------------------- After "defeating" Sol, head into the narrow corridor as soon as you can, because a gate slowly closes it off. Not too much further you'll be assaulted by a pack of OptionHunters. It's pretty much impossible not to lose all of your options here, but since all that's left is the final boss it's not like this is a problem. ---------------------------------------------------------------------------- Boss: The Original Visions of Ultimate Monster ---------------------------------------------------------------------------- Don't let OVUM's theatrics and trash talk intimidate you... at the end of the day it's still a Gradius final boss (i.e., completely incapable of harming you unless you're dumb enough to crash into it. :) You don't even have to fire at it; only its last form can actually take damage anyway. If you can destroy it before it self-destructs you'll get the usual 10000 point boss bonus. Salamander veterans will probably find this boss quite interesting visually. :) ---------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: Second Loop :::::::::::::::::::::::::::::::::::::::::::::::::: [2LP] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After watching the ending credits, the game will start over from the beginning. However, now you're in the second loop, and things are a bit more difficult. This isn't just a matter of playing the game again with the difficulty set one level higher, however. This time you'll find additional enemies, additional hazards, and different boss tactics that don't exist in the first loop, even on the hardest difficulty setting. Not to mention the different music in the dogfight sections. Some differences are noted below: * Beyond the White Storm * The background avalanches that were merely a background decoration in the first loop actually now push your ship downward (into the ground even, if you're not careful.) Also, there's a second round of Gradius cores, and there are now more of the icicles and large cannons toward the end. * Requiem for Revengers * Nothing different in the level itself, but the bosses have a few new tricks up their sleeves. Grave no longer cancels its sweeping laser when you shoot its core, and worse yet, starts shooting the laser _and_ a round of homing missile once it has been damaged somewhat. Nobil's patterns have not changed, but it is faster, grabs more garbage, and is much quicker on the trigger when firing its laser. Also watch out for the load of suicide bullets it launches when you defeat it (get used to this.) * Into the Crystal Cage * Other than the usual increase in enemy viciousness, nothing much changes until the last stretch of the level where there are more of the large crystals floating around. ShiningCore's non-random prism spread is larger, but isn't terribly difficult to dodge (I wouldn't recommend riding the middle like you can in the first loop though.) Also, any time you knock out one of the barriers guarding its core, a shot fires at you (get used to this also.) * Ruins of Silence * Nothing much new to note here. The Metal Serpent has a few suicide bullets for you. MoaiDimension now consists of four heads, but isn't really any more difficult than before. * Organic Fortress * The Guard is definitely your friend here; the fortress's moving walls are even more erratic. MadSkin now throws three bouncing balls at a time, making this battle quite annoying. * Green Inferno * I didn't notice anything other than the usual increase in enemy difficulty. Fortunately, this includes the trio of bosses at the end. * On the Event Horizon * Other than a few more full-screen rock formations, nothing new. You've already got enough to deal with with the more trigger happy enemies. Kraken doesn't seem to have changed, thankfully. * Formidable Guardians * Zub Rush is the same, and nothing is really new with LaserTetran (other than the suicide bullets.) DeathDouble is a bit more annoying, as the ParasiteCore now fires three energy bolts, and the Deaths' missiles are homing now. This battle is painful no matter what, but I'd recommend knocking off one of the Deaths while its still attached to the ParasiteCore. Just watch out for the lasers the ParasiteCore will start firing when one of the Deaths is missing. I didn't notice anything new with TripleCore. Deltatry is much more annoying; suicide bullets from the FireDragons, more rounds of twin lasers, and indestructible blue bullets make life much more annoying. JaglerCore didn't offer much more resistance than normal. Neo-BigCore has a few new annoying tricks. Namely, destroying the barriers guarding its core results in a three-bullet spread. Also, when it's doing its explosive bullet or large red laser, it launches two satellites directly above and below which fire lasers straight ahead. Dodge these carefully, as they just live to drive you into the explosion or red laser. If you've gotten this far, you'll find a very unpleasant surprise waiting for you: ---------------------------------------------------------------------------- Boss: HeavensGate ---------------------------------------------------------------------------- HeavensGate is the master of tightly packed laser shots, so you are going to need a lot of pixel-perfect maneuvering to get past this in one piece. That said, its initial pattern is trivially avoided by horizontally aligning yourself with its core when it first appears, then don't worry about its slight vertical oscillations. Unfortunately it doesn't stay this easy. HeavensGate next has three rounds of dense laser blasts headed your way. Some careful maneuvering will let you ride the middle of them unscathed; tap down slightly to dodge the first, then tap up for the second wave, then tap down again for the third. Having survived that, you'll need to dodge your way through a pattern similar to the first, except the boss moves a lot more and you'll get zapped if you try to pull a stunt like you did at the beginning. No two ways about this: you're going to have to stick close to either the top or the bottom of the pattern, and slowly tap your way up or down the screen, making sure to stay between laser blasts. Doable, but very tricky. When you see HeavensGate flash green, get right in front of the core and blast away. Do not move vertically unless you like lasery death. HeavensGate will now repeat its second pattern, except now it'll fire four waves. Again short vertical taps up and down will see you through. And back to step one. If you're using Falchion Beta it probably won't live much longer (thankfully). When you do kill it, be aware of the suicide bullets and any remaining lasers... this is not a boss you want a "Double KO" against. ---------------------------------------------------------------------------- * Fate..... * As if you didn't have enough to worry about, BoostCore's jets can now kill you. If you can get to GunnerWall, fortunately it doesn't have any new tricks. HeavyDucker hasn't changed radically, but its homing missiles are now equipped with suicide bullets. Also its flame grenades tend to drift a bit more after being thrown, so be sure to adjust for that (while you're dodging its ultra-fast, ultra-accurate, really huge purple shots, naturally.) The chunks of the floor and ceiling that fly at you before Sol are faster and more numerous. Speaking of Sol, it's a bit faster now, and it will crush you if you don't endeavor to stay on the more open side of the screen. Ride high for its first pass. OVUM is still its old useless self, so you can breathe a sigh of relief now. :) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ::: The End :::::::::::::::::::::::::::::::::::::::::::::::::::::: [END] ::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- And that's all for now. Still want more? Well, the game will loop yet again, and as far as I can tell nothing has changed from the second loop. Nothing, that is, except that now almost every enemy launches suicide bullets when destroyed. Have fun! Zach Keene 6 August 2003