*****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2005 Andrew K.K. Ah New ********************************************* HEXCODES :rdft2:00000000:000282CA:00000003:FFFFFFFF:Lives1a :rdft2:00000100:000284FA:00000005:000000FF:bombs :rdft2:00000100:000284FB:0000000f:000000FF:plane ID :rdft2:00000100:000284FC:0000000f:000000FF:plane ID2 :rdft2:00000100:000284FD:00000004:FFFFFFFF:basic shot level :rdft2:00000100:000284FE:0000002f:FFFFFFFF:shot type (00,10-2f)1missile2laser :rdft2:00000100:000284FF:00000003:FFFFFFFF:L/M shot level 00028840 item count CONTROLS Fire: Tap quickly to shoot one 'unit' of shot. Press to shoot a short stream of shots. Hold to charge up. Your jet will produce a glow in front. Release to shoot the charge. Not all jets can charge. Bomb: Hold to launch a bomb, then release to detonate it. Not all jets can time-delay their bombs. PLANES The selection screen initially shows three diagonal rows of 4,3,&4: Row 1 1. Aegis IV (3,3,3,3) [00] 1u. Aeigis II-c (?,?,?,?) [0d] 2. Beast Wing (1,4,5,2) [01] 3. Chaser 2000 (5,1,1,5) [02] 4. Death Header (3,2,4,2) [03] Row 2 1. Eraser (2,5,1,4) [04] 2. Flying Ray (4,4,1,3) [05] 3. Griffin (2,3,2,4) [06] Row 3 1. Hell Diver (5,3,3,4) [07] 2. Raiden mk-II (1,4,2,6) [08] 3. Judge Spear (6,2,1,4) [09] 4. "?" random select 4r. Raiden mk-IIbeta (3,3,5,1) [0a] 4d. Blue Javelin (4,2,2,4) [0b] 4dr. Miclus (3,6,3,2) [0c] *. Slaves(including fairy) (stats vary) [0f] -Numbers in square brackets are the jets' ID#'s -Numbers in parentheses are the jets' performance levels (see below). -You can switch planes after continuing (can't seem to switch to the secret jets, however). -I've seen a screenshot where all the jets are selectable and arranged in three rows of five entries each (including "?"). The instruction card's "Hint #4" mentions a time release, but I haven't waited yet. -Okay, after looking over Lynx's guide and the GameFaqs code section and trying them out for myself I think I've finally figured out how the secrets work (more or less): -At the title screen, hold x and press Start, where x is Fire (for the secret planes),Bomb (for the slaves) or both Fire and Bomb (to 'combine' the two cheats). Then at the selection screen, place the cursor at the appropriate place and hold the appropriate direction while pressing Fire. -Fire secrets: -Aegis IV, up: Aegis II-c -"?", down: Blue Javelin -"?", down-right: Miclus -"?", right: Raiden mk-IIbeta -Bomb secrets: Select a plane and access their slave. You cannot access the actual planes with the bomb secrets. -Combination secrets: Basically used to access the secret jets' slaves. Same 'place+direction' comboes. Again, no actual jets are selectable. -If you don't hold either button while pressing Start at the title screen, then "?"+dn+Fire will select the regular Judge Spear, and "?"+rt+Fire will select the regular Raiden mk-II. These planes are available normally. Anyone know if this is a bug or was it intentional? Or is my copy of the game just messed up? -Also, I can't seem to get the Dark Sword. Again, anyone know anything about this? Performance: -Indicated by a bar chart and area graph at the lower-right corner of the select screen. -Each jet has a rating (1-5, though some go beyond the max) in four areas: MOVement POWer DEFense RPD -Each plane has a basic shot, a Laser attack, a Missile attack, and a Bomb. -Ship speed seems to increase with collection of first L/M object. -Basic shots are increased by L and M objects. -Charge attacks cannot be done without a laser or missile enabled. -Some charge attacks prevent you from using your basic shot for the duration of the attack. Slave attacks can still be used during charge attacks, however. -You start off with 3(?) bombs. Picking up "B" objects will give you one bomb each for a total of 5(?). The number of bombs that you have is indicated at the lower-left corner of the playfield. -Laser and Missile attacks are obtained and then increased by picking up "L" and "M" objects. Picking up either object will raise the special attack level, so picking up an M and then an L will leave you with a level 2 laser. -Slaves can be added to any ship by picking up "S" objects. The number and behavior of the slaves seems to depend on how many "S" objects have been picked up: 0=Nothing 1=One slave (3 shots per press) 2=Two slaves behind (3 shots/press?) 3=Two slaves behind, charge attack causes them to behave in one of several ways: ?=Homing in on target, single forward ?=Tailing your jet, double forward ?=Move in front of your jet, 2-way ?=Flying left and right, three-way -There are also some allies that appear in certain stages. They're pretty worthless as far as helping you goes; in fact, they're there to be saved by you for bonus points. -Weapon names taken from the instruction card. They are in quotes. ***Aegis IV*** (3,3,3,3) [00] Basic: semi-Spreadshot (3 per press) 0=thin double forward 1=thick double forward 2=thick double forward w/thin double spread 3=thick double forward w/thick double spread 4=thickest double forward w/ thickest double spread Laser: "Homing Rays" these come out the back of your jet in left/right pairs. 1=1 pair of short,thin lasers 2=2 pairs of short, thin lasers 3=2 pairs of short, thick lasers 4=2 pairs of long, thick lasers Charge: 3 pairs out the back, then pairs shoot out at increasing angles (starting from straight forward) 1=6 pairs in .75 hemi-rotations 2=12 pairs in 1.5 hemi-rotations 3=18 pairs in 2.25 hemi-rotations 4=24 pairs in 3 hemi-rotations Missile: "Armor Piercing Missiles" These have a slow firing rate. 1=one double 2=two double 3=one quadruple followed by one double 4=two quadruple Charge: Spreadfire barrage; groups of five missiles fan out and forward. 1=6 groups, then 6 individual 2=12 groups, then 6 individual 3=18 groups, then 6 individual 4=24 groups, then 6 individual Bomb: standard "Firestar" $$$Aegis II-c$$$ (?,?,?,?) [0d] Basic: same as Aegis IV Laser: modified "Homing Rays". Might gain firing rate as stength increases. 1=2 thin pairs 2=2 thin pairs 3=2 thick pairs 4=3 thick pairs Charge: none Missile: modified "Armor Piercing Missiles". 1=double 2=double 3=quadruple 4=quadruple Charge: none Bomb: standard "Firestar" ***Beast Wing*** (1,4,5,2) [01] Basic: Spreadshot (3 per press) 0=Thin 3way 1=Thin 5way 2=Thin double forward + thin 4way 3=Thin double forward + thin 6way 4=Thick double forward + thick 2way + 4way Laser: "Flame Thrower" Can swing tip l/r by moving in said direction. 1= 2= 3= 4= Charge: farther reaching, longer lasting, faster swinging. 1= 2= 3= 4= Missile: "Homing Stinger Missiles" fan out in pairs 1=1 small pair x 1press 2=1 medium sized pair x 2presses 3=2 medium sized pairs x 2presses 4=2 large pairs x 2presses Charge: dozens of homing missiles in all directions 1= 2= 3= 4= Bomb: standard "Firestar" ***Chaser 2000*** (5,1,1,5) [02] Basic: fast plasma bullets. Each strength is larger than the last. 0=4 per press 1=6 per press 2=8 per press 3=10 per press 4=10 per press Laser: "Homing Deflector Beam" Jumps from target to target (1 per press) 1=Thin, short 2=Thin, longer 3=Thick, ? 4=Thick, longer Charge: Curl lightning? 1= 2= 3= 4= Missile: "Side-Winder Missiles" (2 per press) 1=4 max 2=6 max 3=6 max 4=8 max Charge: 'corridor' (1 double forward + x octuple forwards + 4 pairs contract + 2 pairs contract) 1=x is 5 2= 15 3= 25 4= 35 Bomb: standard "Firestar" ***Death Header*** (3,2,4,2) [03] Basic: double forward (3 per press) 0=thin 1=thick 2=thick double forward + thin 2way 3=thick double forward + thin 4way 4=thick double forward + thick 4way Laser: "Electric Lock-on Beam" rotating (back to front) lightning 1=thin pair 2=thick pair 3=thick pair + 1 thin forward solo 4=thick pair + 1 thick forward solo Charge: 4 spinning lightning. Each strength lasts longer 1=thin 2=thin 3=thick 4=thick Missile: "Heat Seeking Missiles". Each strength has larger missiles? 1=small quadruplet 2=large quadruplet 3=large sextuplet 4=large octuplet Charge: clockwise 1=1.75 circles (30 missiles) 2=3.00 circles (50 missiles) 3=4.25 circles (70 missiles) 4=5.66 circles (90 missiles) Bomb: standard "Firestar" ***Eraser*** (2,5,1,4) [04] Basic: double forward (1 'pack' per press) 0=2 small 1=4 small 2=2 large + 2 small + 2 large 3=6 large + 2 small 4=2 very large + 2 large + 2 very large + 2 large Laser: "Laser Beam" twin 1=1 thin 2=2 thin 3=2 thick 4=4 thick Charge: gushball 1= 2= 3= 4= Missile: "Molotov Cocktail Missile" forward (1 per press) 1=1 small 2=2 small 3=2 medium? 4=2 large Charge: series of forward-shooting Missiles 1=11 small 2=15 small 3=15 large 4=19 large Bomb: standard 'Firestar' ***Flying Ray*** (4,4,1,3) [05] Basic: double forward 0=2+2 small 1=2 small, 2 smaller, 2 small 2=2 big, 2 smaller, 2 big 3=2 big, 2 big, 2 bigger, 2 big, 2 bigger 4=2 big, 2 big, 2 big, 2 bigger, 2 big, 2 bigger, 2 bigger Laser: "Wide Angle Laser Beam" spread 1=1 small pair (~60' from straight forward) 2=2 small pairs (opening) 3=2 large pairs (opening) 4=3 large pairs (opening) Charge: super spread (4+4 pairs per cycle of open/close) 1=20 pairs of thin lasers (2.25 cycles of open/close) 2=33 pairs of thin lasers (4.145 cycles) 3=50 pairs of thick lasers (6.25 cycles) 4=66 pairs of thick lasers (8.25 cycles) Missile: "Homing Cruise Missile" wide double forward (trails of smoke) 1=2 pair (small) 2=2 pairs (medium) 3=3 pairs (medium) 4=3 pairs (large) Charge: multi in r/l semi-pairs 1=28 (14 pairs) 2=48 (24 pairs) 3=68 (34 pairs) 4=88 (44 pairs) Bomb: standard 'Firestar' ***Griffin*** (2,3,2,4) [06] Basic: forward 0=1 pair small 1=1 pair large, 1 pair small 2=4 single large 3=6 single large 4=1 pair, 2 single, 1 pair, 2 single. All large Laser: "Pod Lock-On Beams" satelite shooters 1=4 satelites (small lasers) 2=8 satelites (small lasers) 3=8 satelites (large lasers) 4=12 satelites (large lasers) Charge: four forward satelites 1=small lasers 2=small lasers 3=large lasers 4=large lasers, lasts longer Missile: "Parachute Bombs" short-range. Negates projectiles. (1pair/press) 1=1 pair max (small) 2=2 pair max (small) 3=2 pair max (medium) 4=3 pair max (large) Charge: short bombs in a circle, then a forward series (waves left/right) 1=8 counter-clockwise, then 10 (1 swing cycle l->r->l), small bombs 2=same, small bombs 3=same, medium bombs 4=same, large bombs Bomb: standard 'Firestar' ***Hell Diver*** (5,3,3,4) [07] Basic: double forward 0=2 pairs small 1=2 pairs large 2=2 pairs large + 2 pairs spread small 3=2 pairs large + 3*2 pairs spread large 4=same as 3, but very large Laser: "Boomerang Lasers" look like ninja blades 1=1 pair, small 2=2 pairs, small 3=2 pairs, large 4=3 pairs, large Charge: super ninja blades 1=6 pairs opening, 5 closing, 5 opening 2=same 3=larger blades 4=same Missile: "Lock-On Cruise Missiles" side out from your jet. 1=1 pair, small 2=1 pair, medium 3=2 pair, medium 4=3 pair, large Charge: many large missiles 1=15 pairs 2=25 pairs 3=35 pairs 4=45 pairs Bomb: standard 'Firestar' ***Raiden mk-II*** (1,4,2,6) [08] Basic: used as Laser ("Plasma Lock-On Beam", curling) 0=7 rows of pairs 1=Thinner laser 2=Thin laser 3=Thick laser 4=Thicker laser Laser: none Missile: "Homing Missiles" fan out. Speed increases w/pwr 1=1 small pair per press, 1 press max 2=1 medium pair per press, 2 press max 3=2 large pair per press, 2 press max 4=2 largest pair per press, 2 press max Charge: none Bomb: nonstandard (Raiden bomb) $$$Raiden mk-IIbeta$$$ (3,3,5,1) [0a] Basic: Raiden Red (groups of shots fan out) 0=1 pair 1=3 pairs 2=3 triples 3=5 triples 4=7 quadruples Laser: none Missile: forward spread-missiles. Size increases w/pwr? 1=2 2=3 3=4 4=4 Charge:none Bomb: nonstandard (cluster of minibombs) ***Judge Spear*** (6,2,1,4) [09] Basic: "Cluster Burst Lazer" double forward 0=wide,wide (all small shots) 1=wide,narrow,wide (all small shots) 2=wide,narrow,wide,narrow (wide rows are medium) 3=wide,narrow+wide,narrow,narrow+wide (all rows are medium) 4=4 rows of wide+narrow (wide shots are large) Laser: none Missile: "Missiles" forward and explode several times upon impact. High refire rate for a missile weapon. Larger missiles have more explosions. 1=small single 2=small pair 3=medium pair 4=large pair Charge: none Bomb: nonstandard "Electro Storm" (black hole, no time-delay) $$$Blue Javelin$$$ (4,2,2,4) [0b] Basic: Same as Judge Spear's, with two exceptions 0= 1= 2= 3=2nd row's outer lasers spread out slightly 4=2nd and 4th rows' outer lasers spread out slightly Laser: same as Judge Spear's (namely, none) Missile: rows of 4 missiles fan out 1=3 rows (small) 2=4 rows (medium) 3=5 rows (large) 4=6 rows (largest) Charge: none Bomb: same as Judge Spear's $$$Miclus$$$ (3,6,3,2) [0c] Basic: fireballs 0=1 (small) 1=2 way (small) 2=2 way (medium) 3=3 way (medium) 4=3 way (large) Laser: none? Missile: none? Bomb: nonstandard flamethrower (waveable, doesn't negate projectiles) $$$Slaves(including Fairy)$$$ (stats vary) [0f] Basic: 1=Single forward 2=Double forward 3=Three way 4=Double forward + two way 5=Five way Laser: none Missile: none Bomb: same as masters' ************************* LEVELS Mission 1: "Back up our-troops fighting at the front and attack the following reinforcements." Target Code Name: Violet Head Area A (our base in a jungle/forest/swamp/canyon setting) Boss: Copter Area B (more swamp) Area 3 (railroad w/snow?/concrete?) The boss of this area is huge and takes up like 50-66% of the level. Only the final part of it counts as the boss, however. Mission 2: "Make the enemy forces and establishments standing in our way powerless by lead-off attack." Target Code Name: Sand Lobster Area Y (sea/beach battle) Area Z (high in the clouds) Boss: Stealth bomber (XB-3?) Area 6 (wind-swept desert with tank-tracks) The boss of this area is huge and takes up like 50-66% of the level. Only the final part of it counts as the boss, however. Final Mission: "Break into the enemy control establishment and destroy the control system." Target Code Name: Red Eye Area 7 (their base after crowded,oddly-angled village) Midboss: Endboss: The game then repeats at a harder difficulty. -Lynx's guide mentions that the letter stages can be switched (A with B and X with Y) for four different level sequences (ab3yz67,ab3zy67,ba3yz67, and ba3zy67). I haven't gotten this to work. Yet. In any case, the three boss-stages are always in the same position (as the third, sixth, and seventh levels). ************************* FAQ CHANGES 5/27-6/12/05 Initial version