====================================================== ][ Blaster Master Blasting Again Walkthrough ][ ====================================================== by Paul Radley Loberto_E@hotmail.com Version 1.0 May 28, 2002 ======================================================================== LEGAL This document is copyright 2002 by Paul Radley. It is intended for personal use only. This document may not be reproduced, in part or whole, for commercial use or otherwise, without the express written consent of the author. Blaster Master is (c) 2001 by Sun Corporation. All other products, trademarks, etc. contained here within remain the sole property of those corporations and other lucky bastards who own them (Sun Corp, Sunsoft, Crave, Sony, etc.) ;) ======================================================================== Table of Contents ------------------ 1.0 Version History 2.0 Forward 2.1 Notes from the Author 2.2 Review 2.3 Using This FAQ 3.0 The Story Thus Far... 3.1 History 3.2 Prelude 4.0 Interface 4.1 Gameplay 4.1.1 Environment 4.1.2 Movement 4.1.3 Navigation 4.1.4 Item Collection 4.1.5 Item List 4.2 Sophia 4.2.1 Controls 4.2.2 Upgrades 4.3 Roddy 4.3.1 Controls 4.3.2 Weapon Upgrades 5.0 Walkthrough 5.1 Intro 5.1.1 Options 5.1.1 New Game 5.2 Mission 1 - Cave 5.2.1 Ground Map 5.2.2 Ground 5.2.3 Cave Map 5.2.4 Cave 5.2.5 Cave Gate 1 Map 5.2.6 Cave Gate 1 5.2.7 Boss 5.3 Mission 2 - Water 5.3.1 Rewards 5.3.2 Ground 5.3.3 Water Map 5.3.4 Water 5.3.5 Water Gate 1 Map 5.3.6 Water Gate 1 5.3.7 Water cont. 5.3.8 Water Gate 2 Map 5.3.9 Water Gate 2 5.3.10 Water cont. some more 5.3.11 Water Gate 3 Map 5.3.12 Water Gate 3 5.4 Mission 3 - Plant 5.4.1 Rewards 5.4.2 Ground 5.4.3 Plant Map 5.4.4 Plant 5.4.5 Plant Gate 1 Map 5.4.6 Plant Gate 1 5.4.7 Plant cont. 5.4.8 Plant Gate 2 Map 5.4.9 Plant Gate 2 5.4.10 Plant cont. some more 5.4.11 Plant Gate 3 Map 5.4.12 Plant Gate 3 5.5 Mission 4 - Lava 5.5.1 Rewards 5.5.2 Ground 5.5.3 Lava Map 5.5.4 Lava 5.5.5 Lava Gate 1 Map 5.5.6 Lava Gate 1 5.5.7 Lava cont. 5.5.8 Lava Gate 2 Map 5.5.9 Lava Gate 2 5.5.10 Lava cont. 5.5.11 Lava Gate 3 Map 5.5.12 Lava Gate 3 5.5.13 Lava cont. 5.5.14 Lava Gate 4 Map 5.5.15 Lava Gate 4 5.6 Mission 5 - Water part 2 5.6.1 Rewards 5.6.2 Ground 5.6.3 Water 5.6.4 Water part 2 Map 5.6.5 Water 2 5.6.6 Water 2 Gate 1 Map 5.6.7 Water 2 Gate 1 5.6.8 Boss 5.7 Mission 6 - Cave part 2 5.7.1 Rewards 5.7.2 Ground 5.7.3 Cave part 2 Map 5.7.4 Cave 2 5.7.5 Cave 2 Gate 2 Map 5.7.6 Cave 2 Gate 2 5.8 Mission 7 - Lava part 2 5.8.1 Rewards 5.8.2 Scavenge 5.8.3 Lava part 2 Map 5.8.4 Lava 2 5.8.5 Lava 2 Gate 1 Map 5.8.6 Lava 2 Gate 1 5.8.7 Boss 5.9 Mission 8 - Plant part 2 5.9.1 Ground 5.9.2 Plant part 2 Map 5.9.3 Plant 2 5.9.4 Plant 2 Gate 1 Map 5.9.5 Plant 2 Gate 1 5.10 Final Confrontation 6.0 Bonuses 6.1 Sophia III 6.2 Movies 7.0 Enemy Compendium 7.1 Underworld 7.2 Gate 7.3 Bosses 8.0 Credits and Final Word ======================================================================== 1.0 Version History v.1.0 - 5/28/02 - FAQ complete - Remaining ancillary information added and final edit completed v.0.8 - 5/27/02 - Maps completed and some ancillary information added. First submission to Gamefaqs Remaining front-matter needs to be added Final edit still needs to be completed v.0.7 - 5/23/02 - Game Walkthrough completed v.0.1 - 5/9/02 - ...and so it begins. ======================================================================== 2.0 Foreword ------------------------------------------------------------------------ 2.1 Notes from the Author This is my first faq. It seems to me that this is the traditional way to start one of these, and I wonder if I write more, if I will be forced to start them with the same opening line. Having revealed my inexperience in this realm, I welcome constructive feedback from those who take the time to read this work. Feel free to email me with any nuances I left out, or glaring errors that I missed, or any outstanding questions you may have that were not addressed. I am a big fan of the first Blaster Master game, one of my favorite NES titles. It pleases me that Sunsoft brought the story to the PlayStation in a manner that stays true to the concept and fun nature of the original game. While BMBA certainly isn't a breakthrough game technologically, nor a Pulitzer- caliber story, it is good entertainment that, I think, honors its heritage. ------------------------------------------------------------------------ 2.2 Review Blaster Master Blasting Again (BMBA) is a third-person 3D platformer that puts the player at the controls of the high-tech, all-terrain combat vehicle Sophia J-7. You must navigate through several areas of caverns to uncover and ultimately stop the treacherous plans of a mysterious alien race of Lightning Beings. But sometimes having futuristic artillery isn't enough, and you must exit Sophia and go solo through alien complexes. As the game progresses you will earn upgrades for your vehicle, and be able to salvage weapon upgrades for the pilot. You will also be treated to movie cut-scenes that help convey the key elements in the story. At the end of each stage of the game you will be faced with a boss. Bosses in BMBA are large creatures with separate health gauges for their various limbs, components, or parts. Bosses will be encountered both while driving Sophia and while exploring outside the vehicle. The gameplay is simple, though vulnerable to frustrations inherent to 3D platformers. The camera works well when in the vehicle, but having dismounted, the camera becomes cumbersome. Targeting while running is also difficult since there is no real strafing feature. The graphics are not incredibly detailed, nor are the textures very striking, but models are original and varied, and some environments are really well done. The game loads between each room, which can become very annoying, but load times can be shortened if playing on the PS2 changing the disc speed on the PS driver. Sound effects and music are appropriate, but tend to be recycled throughout the game, though each level has it's own background theme. The game can be played in three difficulty settings, adding to the challenge and offering some additional replay value. Overall, I think BMBA is a fun game to play. A good renter to those looking for a light action game, and worth buying for fans of the Blaster Master legend. It's not as pretty or fast paced as the original NES title, but it does not embarrass the legacy. ------------------------------------------------------------------------ 2.3 Using This FAQ This faq is developed as a walkthrough. The game is broken up into sequences that I have labeled as Missions. Each mission takes place primarily in a different area, which I have mapped and included at the beginning of the first section regarding that area. The areas are comprised of different rooms which I have numbered and labeled on the maps. The walkthrough provides a path through the game that will take you through every room in the most efficient manner. Room descriptions, complete with enemies (which reset themselves each time you enter the room) and special items that must be interacted with (switches, etc.) are listed only at the first appearance of the room. If the room needs to be entered a second time, additional descriptions will only be given if circumstances warrant it. A description of all the enemies, including the bosses, along with strategies on how to fight them, is included at the end of the faq. Note that the content of this walkthrough is based on a Normal difficulty game. ======================================================================== 3.0 The Story Thus Far... ------------------------------------------------------------------------ 3.1 History There once was a boy named Jason, who had a pet frog. One day the frog, bored with his microenvironment, decided to explore the world. Hopping outside, he fell into a mysterious hole in the backyard. The tiny frog landed on a pile of boxes containing radioactive materials. The exposure to the materials led to an immediate mutation, and the frog swelled to ten times his original size. Unfazed, the big frog hopped off down the mysterious tunnel he found himself in, to see what he could see. Jason, meanwhile, upset at his pet's disappearance, began searching frantically. He too found the mysterious hole, but when he reached the bottom, there was a strange vehicle waiting for him - Sophia III. And, since nobody else was around, Jason thought he'd drive Sophia around to look for his frog. Donning a battle suit he finds with the vehicle, Jason embarks on a journey that will forever change his life. Jason encounters an alien race, known as the Lightning Beings, living in caverns beneath the earth's crust. These aliens have begun preparations for a hostile takeover of the planet. Luckily for humanity, Jason really wants his frog back. Eventually Jason squares off with the mighty Plutonium Boss, leader of the Lightning Beings, and defeats him. The aliens, leaderless, scatter, and from afar, Jason watches as their world collapses upon them...watches with Sophia, and his frog. But Jason's combat with the Lightning Beings was far from over. He learns that Sophia is actually a combat vehicle developed by another alien race trying to stop the parasitic exploits of the Lightning Beings. Teaming up with Eve, an alien Sophia pilot, Jason sallies forth to mop up the remaining Lightning Beings. Successful in combat, with the prospect of lasting peace before them, Jason and Eve marry, settle on Earth, and spawn. Their two children are Elfie and Roddy. ------------------------------------------------------------------------ 3.2 Prelude Five years ago, Eve passed away. A couple of years later, Jason is killed in a ferocious attack by Lightning Beings. With the planet threatened by mysterious geologic phenomenon and natural disasters, Elfie and Roddy take up the legacy of their parents, and though young and with little experience, pledge to protect humanity from the evil machinations of the Lightning Beings. Sophia has been modified and rebuilt through the years, by both Jason and Elfie, and now exists as Sophia J-7. Elfie continues to develop new parts to upgrade Sophia's abilities. The story begins with Elfie sending Roddy in on a standard surveillance mission... ======================================================================== 4.0 Interface ------------------------------------------------------------------------ 4.1 Gameplay You play the game as Roddy, a sixteen year old boy at the helm of an awesome all-terrain combat vehicle, Sophia. You will pilot Sophia through a labyrinth of 3D rooms in search of clues to the enemy's movements. Occasionally you will encounter enemy installations or limiting topography that will force Roddy to leave Sophia, and advance on foot. As the game progresses, new equipment will be made available for Sophia, allowing access to new areas. ------------------------------------------------------------------------ 4.1.1 Environment The game environment is divided into two areas; the overworld (underworld, actually,) and Gates. The overworld is large and can be traversed easily by Sophia, but also by Roddy, though with much greater difficulty. It is divided into five basic areas, Ground, Cave, Water, Plant, and Lava. Ground acts as a nexus between the other four areas. Each area has a slightly different topography, and movement will be restrict accordingly. Within each area are small installations that can only be accessed by Roddy while on foot. These enemy bunkers consist of many rooms containing elevators, equipment, stored materials, and more. ------------------------------------------------------------------------ 4.1.2 Movement BMBA is a third-person, 3D platformer. So, you can move in any direction, though must suffer various limitations depending on your circumstances. When piloting Sophia, pressing forward will move the vehicle forward, while pressing back will move Sophia in reverse. The speed at which this happens can be controlled with the analogue stick. Pressing left or right will turn Sophia in the corresponding direction. Sophia is also equipped with jump jets, and activating them will launch the vehicle into the air. The jets can also be activated to perform a side jump, and even a side jump while already in the air. Sophia's jump has a limited range, so many areas will be initially inaccessible. Water will also impede Sophia by slowing movement by about 50%. Equipment upgrade will eventually allow almost free movement, however. Roddy has similar movement, though he will move (and therefore face) in whichever direction is pressed. He too can jump and side-jump, though his side-jump is more of a skip and cannot be performed while in the air, despite what the instruction manual says. ------------------------------------------------------------------------ 4.1.3 Navigation Roddy's adventure will be guided through the use of a head's-up radar, and an auto-map. The radar appears in the lower right corner of the screen and displays an area around Sophia or Roddy larger than their field of view. It will show room boundaries, exits, and important features in a room such as switches. The exit you entered a room from will be marked with a yellow dot. Enemies appear as red dots. Special items (switches, etc.) appear as green dots until activated. The radar also has a compass to help orient you to the map. The map is accessed on the sub-screen. Rooms will automatically be mapped when you enter them. Sophia and Roddy's positions will also be indicated, but only as to which room they are in, not where in the room. Gates and boss locations are recorded on the map, as well as any points of interest detected by Elfie. Garages (maintenance tunnels, i.e. save points) are not indicated on the map, as well as items or equipment that appear as green dots on the radar. Maps are kept for each area and will be shown only when you are in that area. The rooms on the map generally represent the shape of the actual rooms, but are sometimes simplified. A compass on the map screen shows which way Roddy or Sophia is facing. ------------------------------------------------------------------------ 4.1.4 Item Collection There are many items scattered through the game, many in plain view, but most hidden in objects or dropped by enemies. Items appears as wire- frame pyramids with an icon floating inside. Drive or walk over the item to collect it. Its effect will be immediate. ------------------------------------------------------------------------ 4.1.5 Item List The instruction manual lists all of the items in the game. The items can be divided into three types: healing, assault, and support. Healing Items - Energy can be restored by collecting pyramids with glowing starbursts. The most common variety recover two units of health, the larger starburst will recover half of your maximum, and the blue starburst will fully revitalize. Assault Items - These basically provide energy, or ammo to your weapons. Green pyramids with a B, H, T, or F will increase the power of Sophia's secondary attacks Blaster, Homing, Thunder, or Field Guard, respectively. Items with an X increase the power of the currently selected secondary. The Alpha item increases the power of all secondaries. While the Omega item will restore all secondary weapons to maximum power. Red triangles with Gun increase the level of Roddy's gun. Support Items - These are rare items that perform various functions. Timer appears as a clock and stops enemies temporarily. Warp appears as a swirl and teleports you to an adjacent area. X Bomb appears as a red explosion and disintegrates enemies in the area. Critical Charger appears as twinkling stars. Collecting this item will max your action power (used for hover and boost) for a period of time. Multi - The instruction manual refers to items labeled B-Memory, T- Memory, etc. These are actually the same item. When encountered, the item will pulsate, changing from B to M to T, etc. Since the item has multiple qualities, I have dubbed them "Multis." I have noted the location of multis in the walkthrough. Multis increase the maximum power of the secondary weapon indicated. It does not matter which secondary is active, or even if that secondary has been equipped. The maximum level for a secondary is 8. ------------------------------------------------------------------------ 4.2 Sophia ------------------------------------------------------------------------ 4.2.1 Controls The controls are listed in the manual and the options menu, but I'll go through them quickly here. Up-down - Moves Sophia forward or backwards Left-right - Turns Sophia left or right Select - Ejects Roddy Start - Enter sub-screen (save menu in garage.) Pressing when the red light on the top of the life meter is flashing will answer a call from Elfie. Square - Fire pulse cannon. Hold the button for continuous fire. Sophia has mild tracking capabilities and will angle fire to hit enemies if they are within a narrow cone in front of Sophia. X - Jump up. Jump while moving to jump in that direction. Circle - Activates secondary weapon. Triangle - Activates extra move (see upgrades.) L1/R1 - Side jump. Press while jumping normally to jump in the air. This technique (tacking) can be used to access some ledges not normally within jumping range. L2/R2 - Rotate selection of secondary weapons. While the default control settings are okay, later in the game you may find it difficult to hit all the buttons you want when you need them. It may be beneficial to move extra move or secondary weapon control to L2. This will free up enough fingers to allow you to jump left and right while hovering and attacking. The three-finger method makes it difficult to reach the R1 button without releasing the other buttons. ------------------------------------------------------------------------ 4.2.2 Upgrades Throughout the game, usually after completing a mission, Elfie will send additional parts to a nearby garage to be equipped on Sophia. These parts will add power and maneuverability to Sophia. Secondary Weapons - Sophia begins the game with one secondary; Blaster. Blaster fires a cluster of hyper shots that can blast through multiple targets. Upgrade Blaster by collecting multis to increase its size and power. After Mission 1, Elfie will install three more attacks: Homing Missiles - Press and hold circle to activate. Missiles will charge and will lock on targets in range. Release the button to fire. Missiles will track enemy movements, but are not exceptionally agile and will not always connect. Initially, Homing fires four missiles. Collect multis to upgrade Homing to fire six missiles. Homing can lock on a single target multiple times, but will lock only as many times as required to destroy the target. Therefore, if trying to shoot down a jet that cannot survive one shot, Homing will only lock once, and the remaining shots will be wasted. Thunder - A close range weapon that discharges a continuous blast of electrical energy. Press circle to activate. Thunder will remain active until circle is pressed again, Thunder energy is depleted, or you switch secondaries. Upgrade Thunder by collecting multis to increase range of effect and amount of damage delivered. Field Guard - A seemingly worthless ability...at first. Field Guard launches a drone that orbits Sophia. The drone does not damage enemies, nor does it block their shots. It does, however, destroy missiles and other similar projectiles. Upgrade by collecting multis to add a second drone, increase their speed of movement, and eventually enable them to fire. Fully powered Field Guard triples your shots as well as providing additional defenses. Field Guard depletes energy slowly, further increasing its value. When upgrading with multis, always power up Blaster until the other secondaries have been installed. Then focus on Homing and Thunder, leveling them up together (though I give preference to Homing early.) Keep Blaster within one or two levels of Homing and Thunder. Ignore Field Guard for now. Homing becomes worthless later in the game, so max out Thunder and even Blaster before picking up the last couple of Homing multis. Once Homing and Blaster are at least at level four, and Thunder is at six, start collecting Field Guard. Level Field Guard up until it can fire. Field Guard is only useful at that point, and really isn't needed until Mission 6 or so. If you are thorough in collecting multis, you'll be able to max most weapons after obtaining Hover. Climb - Obtained after Mission 2. Sophia's wheels transform into spike- ended spider legs. Activate by pressing triangle at locations indicated with a Climb icon. Sophia will then climb up between parallel rock faces. At the top of the climb, press forward to move forward. A really cool looking function, but virtually unused in the game. Submarine - Obtained after Mission 4. Transforms Sophia's into a submarine allowing free movement when underwater. Sophia will automatically transform when submersed, but in order to surface or swim above the ocean bottom, you must press triangle. Boost - Obtained after Mission 5. Press triangle while moving to double Sophia's speed. Using Boost slowly depletes Sophia's auxiliary battery. Key - Obtained after an event during Mission 6. The Key technically isn't an upgrade, nor is it an actual item in the game. But, it was in the first game, and since after the event you will have access to the sealed glyph-doors, I've labeled it as an upgrade. Hover - Obtained after Mission 6. Pressing triangle while stationary or in the air will fire thrusters that lift Sophia vertically. While hovering you can mover in any horizontal direction. Hover quickly depletes Sophia's auxiliary battery. Use short controlled bursts to maximize range. ------------------------------------------------------------------------ 4.3 Roddy ------------------------------------------------------------------------ 4.3.1 Controls The controls for Roddy are similar to Sophia's. Up-down-left-right - Moves Roddy. Select - Returns Roddy to Sophia if within range. Otherwise an arrow will appear over Roddy pointing towards Sophia. Start - Enter sub-screen (save menu in garage) Square - Fire gun cannon. Hold the button for continuous fire. X - Jump up. Jump while moving to jump in that direction. Can also control movement while jumping. Circle - Drops napalm which explodes in three plumes of fire after charging. Triangle - Activates Hypersonic. Roddy will charge up, then frenetically streak around the screen, impervious to damage, inflicting heavy damage on anything he hits. Roddy will not be able to hypersonic again until his equipment has recharged. The level of charge is indicated by the amount of color of the helmet on the energy gage. When the helmet flashes, hypersonic can be activated. L1/R1 - Side jump. L2/R2 - Rotate camera 90 degrees. ------------------------------------------------------------------------ 4.3.2 Weapon Upgrades Collecting Gun items will upgrade Roddy's gun, giving him greater range and power. Note that if Roddy sustains damage he will lose upgrades for each couple of units of health lost. Below I've listed and described each of the six levels. Note that the gun will always be at least level one. Level 1: Default - Short range, weak energy pulses Level 2: Long range energy bolts Level 3: Long range energy whirls, expand as they fly Level 4: Small exploding bolts; one explosion Level 5: Large exploding bolts; multiple explosions Level 6: Plasma torch; short range but devastating ======================================================================== 5.0 Walkthrough ------------------------------------------------------------------------ 5.1 Intro Watch the opening movie to get in the right mood, then press start like it says on the screen to access the main menu. Set any options you want prior to starting a new game since you cannot access the options during game play. Note that the game will auto-load settings only if a save file exists on the memory card in slot 1. ------------------------------------------------------------------------ 5.1.1 Options Difficulty - Choose from Easy, Normal, and Hard. Changing the difficulty alters the speed, power, and durability of the enemies. It also changes the version of enemies present in a room. For example, a tunnel full of level 1 orange crabs on Normal may be full or purple level 2 crabs. View - Choose from Up or Long. Boy, that's informative... As best I can tell, Up and Long describe where the camera is relative to Sophia. However, Long means it is further back from the vehicle providing greater peripheral view, while Up means the camera is right up near the vehicle. Up creates a camera angle more closely representative of what the field would look like from within Sophia, but it makes maneuvering much more difficult. Use this angle after you've played through the game and are looking for a renewed challenge. Sound - Choose Stereo or Mono. gee... Movie Test - Watch movies encountered during gameplay. See the Bonus section for more information. Vibration - On or Off Sound Effects Volume - set it to your liking Background Music Volume - same thing Key configuration - Shows the default control settings and allows you to swap most functions freely. ------------------------------------------------------------------------ 5.1.1 New Game Select New Game to start a new game. If you've already saved a game, use continue to pick up where you left off. While you can save to either memory card, part of the save is a system file that the game tries to access at start-up, but it will only find it if it is on the memory card in slot 1. A movie sequence will get things started, then it's up to you to finish. ------------------------------------------------------------------------ 5.2 Mission 1 - Cave ------------------------------------------------------------------------ 5.2.1 Ground Map LEGEND NORTH W - Warp | G - Garage (save) WEST --- EAST * - Special | + - Boss SOUTH B - Barrier R - Red Door G - Green Door CAVE __W__ _____ _____ |G | | | | | | 2 |]-[| 1 S| | 3 |]-[|_____| |_____| |_____| ___ u | + | | WATER |___| PLANT 2 n____ | __n__ __W__ | G |W | | | | | 4 |]-[| 9 | | 8 |W-LAVA |_____| |_____|]-[|____G| u u u | | | n____ __n__ __n__ | | | | | | | 5 | | 6 G| | 7 | |_____|]-[|_____|]-[|_____| W PLANT GROUND ------------ ------------------------------------------------------------------------ 5.2.2 Ground Room 1 - Enemies: 3 Whirligigs. This is where you wind up after jumping into the crater. A pretty straight forward room to get you used to the controls and mild combat. The room is decorated with birds, geckos, and other animated critters that you can't interact with. The room is also populated with lots of rocks you can destroy. Rocks and other similar obstacles can be destroyed, sometimes revealing useful items. Exit to next room. Room 2 - Enemies: 2 Flashlight Tank Generators, 1 Jet. - Garage - Warp to Cave Take out the Jet and then play with the tanks. Once one is destroyed it will be replaced by the generator. Destroy the generators while they are activating. The garage is the platform surrounded by an energy fence. Hanging out in the garage will repair Sophia's armor. Pressing start will allow you to save. Anything that tries to attack you while in the garage will be destroyed by the energy fence. The tunnel opening with the colorful swirling lights is a warp that will take you to the next area. Warp to Cave. ------------------------------------------------------------------------ 5.2.3 Cave Map ___ _______ GATE C1 | 16| | * | \/___ _____ _____ |___|]-[|K 3 | ___ | | | | _____________ |* | |____*__|]-[|_ | | 9 |]-[| 10 |<______14_____|]-[| 13 | u | | |_____| |____*| |_____| | _______| | u u n | __4____| | | | | | | _____ ______n_____n_ _____ _________ ____ __| | | | | *| | | | 11 | | | | 15 | | 2_| |_|]-[| 5 |]-[| 6 * |]-[| G |]-[| 12 |]-[| + | | | |_____| |______________| |_____| |_________| |____| |_| u u u | | | _n____n_ __n__ | | | | | 7 | -[| 1 | |________| | |_____| u u | W | | | GROUND _n____n_ | | | `-TO CAVE 2 | 8 | |_______*| CAVE -------- ------------------------------------------------------------------------ 5.2.4 Cave Room 1 - Enemies: 2 Flashlight Tanks, 3 Tarantula - Warp to Ground Elfie will detect an energy source once you enter the area. She will display your destination on the map. This is an open room with a terraced wall in the middle and lots of enemies. The west exit is locked. Exit north to Room 2. Room 2 - Enemies: 6 Crabs Catacombs, an array of populated dead-end tunnels. Exit north to Room 3. Room 3 - Enemies: 2 Tarantula, 2 Jets - Switch - Beacon This is a long room divided by water. The west exit is sealed. Sophia cannot reach the east bank, so shoot the floating rotating pyramid to activate the bridge. Once across, double back along the north wall to find the fist beacon. These are twisted stalks with a red bulb at the end. Shoot them repeatedly to activate. Activating this beacon will deactivate the first barrier (purple) as shown in the cut-scene. After the first barrier has been deactivated, exit east to Room 4. Room 4 - Enemies: 6 Crabs Catacomb. Exit east (south end) to room 5. Room 5 - Enemies: 3 Dual Turrets, 1 Missile Launcher - Beacon - Multi Power-up NW wall (cannot reach now) This is a long room with north and south tiers divided by water. Eliminate the Dual Turrets before tangling with the Missile Launcher. Shoot the beacon on the east end of the north tier to deactivate the second (red) barrier. Exit east to Room 6. Room 6 - Enemies: 2 Mantas - Beacon This long room is divided into thee sections by high cliffs. Because of the geography you will be forced to circulate through the adjoining rooms to get to the other side. The two mantas are harmless if you stay out of the water. The Energy pistons are just decoration...sorry. Exit south (west side) to Room 7. Room 7 - Enemies: 1 Hover Tank Say hello to your first real (?) military challenge! Room 7 is a small arena complete with a big-ass opponent, and a nice viewing area along the east wall. This same ledge happens to be where you want to be, unfortunately you can't get there from the floor, and until you defeat the Hover Tank in glorious combat, the door leading to the path that will take you to that ledge is sealed. When you dispatch the tank, he will unlock the door for you, as well as leave behind an item to replenish your energy. Exit south to Room 8. Room 8 - Enemies: 1 Tarantula, 4 Whirligigs - Switch A large cavern divided by a chasm. Shoot the switch to activate the bridge. Exit north (east side) to Room 7. Room 7 - Stay on the ledge along the east wall and exit north to Room 6. Room 6 - Do not fall off the west edge of the center section. Shoot the Beacon at the bottom of the east cliff to deactivate the third (green) barrier. Exit north to Room 9. Room 9 - Enemies: 5 Crabs - Gate Cave-1 (sealed by barriers) You know that doorway with the flashing energy barriers that you keep seeing every time you shoot the red eyestalks? Ever wondered where the heck it was? It's in the NW corner of this room. But ignore it for now, since you can't get past the blue barrier that's still arcing across the opening. Btw, the barrier is the energy source Elfie detected. This room is a switch-back cavern, which may explain the Crab inhabitants who seem to like that sort of environment. Watch out for the trench with the purple radioactive goo. You will take damage as long as you are in it. Exit east to Room 10. Room 10 - Enemies: 1 Tarantula, 2 Flashlights - Beacon The large energy pillars in this room are also just scenery (all you saboteurs are just going to have to wait.) Quickly dispatch the baddies and then ride the platform by the east wall up to the ledge. The easiest way to mount the platform is to stop underneath it and to jump up through it when it comes down. Otherwise you may roll off of it (no inertial dampers for Sophia.) Shoot the beacon in the SE corner to deactivate the final (blue) barrier. The barrier has been completely shut down and the gate in Room 9 is now open. You could go back there now. But why do now what you can put off till later? Exit south to Room 6. Room 6 - You've finally made it to the last section of the room! to reward you, the programmers have left a fossil of the second to last boss in the first game for you to look at. Falling off the ledge to the west will slow you down, so don't do it. Exit east to Room 11. Room 11 - Enemies: None - Garage Pretty spooky, this pulsating, empty red room. Especially after seeing the fossilized remains of a level eight boss... Recharge your shields and save if you want, then exit east to Room 12. Room 12 - Enemies: None Large and empty, this cavern is filled only with floating platforms that you must jump between to get to the other side. You may notice what appears to be the ends of a bridge at the first platform. I'm not sure what the point is, as the first jump can be made without needing a bridge, but a bridge can be activated to help get you started. If you make it to the other side, you will find the east exit is locked. There is also a full energy, but you may wish to save it. At this point, the only reason for coming to this room is to fall off a platform. Fall and exit to Room 13. Room 13 - Enemies: 2 Tarantulas, 6 Dual Turrets - Switch - Multi power-up (x2) It's a trap! Take out the Tarantulas quickly while hugging a wall. The Turrets are mounted on the ledges bordering the room, so if you hug the walls you will cut off the angle of the turrets close to you, and stay out of range of the others. There are two multis in the center of the room, one of which you can't reach now. I suggest getting the B-up to increase the max of your current (only) special attack. If you pick it up for a different special, it isn't wasted though, as you will be credited when that special is unlocked later in the game. Hidden behind rocks in the NW corner is a switch for the bridge in Room 12. Activate it if you wish. Exit west to Room 14. Room 14 - Enemies: None This is a stepped tunnel that takes you back to Room 10 (one-way) and drops you off by the platform. Exit west to Room 10. Room 10 - We've completed our tangent and may now continue with our mission. Exit west to Room 9. Room 9 - Go to the Gate in the NW corner. Press select to beam out of your vehicle. Run around and kill the Crab with your pathetic pea- shooter or napalm if you haven't mashed it already with Sophia. Once you've run out of diversions, enter Gate Cave-1. ------------------------------------------------------------------------ 5.2.5 Cave Gate 1 Map _____ | | | 7* | |_____| u | _____ ____n | | ___ | | | 9* |]-[|_ | | 6 | |_____| | | |_____| | | u |8| | | |_ __n__ |___|]-[| | _____ | | | E | | 5 | | 2 | | | |__B__| |_____| u u | | __n__ n _____ | | _| |_ | | | 1 |]-[|__3__|]-[| 4 | |_____| |_____| /\ CAVE CAVE: GATE C-1 LEVEL 1 -------------------------- _____ | | | 4 | |_____| u | _____ __n__ _____ | | | | | | | 3 |]-[| 2 |]-[| 5* | |_____| |_____| |_____| u | __n__ | | | 1 | |__E__| CAVE: GATE C-1 LEVEL 2 -------------------------- ------------------------------------------------------------------------ 5.2.6 Cave Gate 1 Room 1 - Enemies: Evil Vincent Generator You will start in the south end of a square room. An Evil Vincent is waiting to rough you up in the SE corner...hovering near a generator. Use this opportunity to acclimate to the different camera set up and controls. Soon you will have Gun upgrades, upgrades that you will lose when you take damage. I find that setting the camera such that it is behind Roddy when moving up on the screen provides the best visibility. The hardest part is remembering which button rotates the camera which way when changing directions. Drop some napalms to finish off the generator. Elfie locates another energy source. Head there by exiting east to Room 3. Room 3 - Enemies: 2 Evil Vincents Yes, we've skipped Room 2. Going north from Room 1 will get you there, but beyond the door is a force field prohibiting further exploration. This walkthrough attempts to efficiently, albeit verbosely perhaps, walk through all areas of the game. So areas will only be discussed once unless you have to double back through them. The resulting order of progression does not necessarily match the order I mapped the rooms. Sorry. This corridor is easily cleared. The Vincents often drop Gun upgrades, so this room can be used to make Roddy a bit more of a threat. Exit west to Room 4. Room 4 - Enemies: 4+/- Evil Vincents - Gun upgrade (x5+/-) The boxes in this store room surround a small compliment of Vincents. Carefully destroy a stack of boxes to get at the drones, being careful to avoid their fire. The boxes should contain enough gun upgrades to obtain the plasma torch. After stocking up exit back to Room 3. Room 3 - Exit north to Room 5. Room 5 - Enemies: 6+/- Bats Elfie will inform you that the enemies are in control of the door. Destroy the Bats before they strip you of your arsenal. After clearing the room, exit north to Room 6. Room 6 - Enemies: 1 Evil Vincent The floor of this large room is covered with radioactive goo. Floating over it are several platforms. Hop along the moving platforms to the other side. If you fall, quickly jump onto the closest stationary platform. You can then jump to the nearest moving platform and continue on your way. The Vincent can get to you on the higher ground, so keep your eye on its movements. Exit north to Room 7. Room 7 - Enemies: None - Crystal This room contains the object of your search. Collect the crystal to unlock half of the seal on the door in Cave Room 12. Collect any items you might want and exit to Room 6. Room 6 - Exit south to Room 5. Room 5 - Exit west to Room 8. Room 8 - Enemies: 2 Spider Drones - Gun upgrade The retracting spikes in the floor of this room are the least of your worries. Take on the Spider Drones one at a time, moving in circles around them to avoid their fire. Drop napalm or go hypersonic to finish them off. Exit west to Room 9. Room 9 - Enemies: None - Console - Gun upgrade Earlier I mentioned a barrier in Room 2. Destroying the console in the center of this room will deactivate said barrier. Wreak havoc and exit to Room 8. Room 8 - exit east to Room 5 Room 5 - exit south to Room 3 Room 3 - exit west to Room 1 Room 1 - exit north to Room 2 Room 2 - Enemies: None - Elevator Prior to destroying the console in Room 9, access to the elevator will be blocked by an energy field. Ride the elevator up to Level 2. Level 2 Room 2-1 - Enemies: None - Elevator Exit north to Room 2-2. Room 2-2 - Enemies: 4 Evil Vincents Following the Left Hand Rule, exit west to Room 2-3. Room 2-3 - Enemies: 8+/- Bats - Gun upgrades (x2) More annoying flying rats. They will sometimes drop gun upgrades as penance for hitting you. If that doesn't make recompense, blow up the equipment. Keep in mind though, there's no scientific evidence supporting the existence of catharsis. Exit to Room 2-2. Room 2-2 - Exit north to Room 2-4. Room 2-4 - Enemies: 2 Spider Drone Generators, 1 Evil Vincent - Gun Upgrade The one upgrade makes this room seem hardly worth it. Destroy the closest generator as quickly as possible. Do not let yourself get surrounded by drones. If you don't have the plasma torch, napalm will be your friend. Go hypersonic if you need to, that's what it's for. Exit to Room 2-2. Room 2-2 - Finally, exit east to Room 2-5. Room 2-5 - Enemies: None - Crystal Collect the crystal to unlock the remaining half of the seal on the door in Cave Room 12. Your work here is now through. Exit to Room 2-2. Room 2-2 - Exit south to Room 2-1. Room 2-1 - Take the elevator down to Level 1. Level 1 Room 2 - Exit to Room 1. Room 1 - Exit south to return to Cave. ------------------------------------------------------------------------ 5.2.7 Boss Cave Room 9 - Upon exiting the gate, Elfie will volunteer to zap you back to Sophia. You can either accept her offer or hop in on your own. Once back safely inside Sophia (Roddy's health will recover when he returns to Sophia) exit east to Room 10. Room 10 - Exit south to Room 6. Room 6 - Exit east to Room 11. Room 11 - Save and exit east to Room 12. Room 12 - If you shot the switch in Room 13, the bridge to the first platform will be activated. Hop across the platforms to the now unlocked east exit. Exit to Room 15. Room 15 - WARNING!! Enjoy the cinema scene and prepare for the first boss. Refer to the boss section of the Enemy Compendium for details and strategy for defeating the Solar Mech Guardian. You will notice a series of bars in the upper right corner of the screen. These represent the power levels for the eighteen components that make up the Guardian. As you damage it, the bars representing the affected parts will diminish. Once a part's energy has been depleted it will no longer function, reducing the attack options available to the Guardian. Defeat the mech to watch another movie and be transported back to Ground Room 2. ------------------------------------------------------------------------ 5.3 Mission 2 - Water ------------------------------------------------------------------------ 5.3.1 Rewards Following Elfie's instruction, pilot Sophia to the nearby "maintenance tunnel." Upon entering, the optional parts Elfie mentioned will be installed. By pressing the L/R2 buttons you will be able to scroll through three new secondary attacks, plus the Blater shot you already have. Each attack mode is represented by a different color, which might be easier to keep track of until you learn the graphic representation. At this point in the game, there really isn't much need for these optional attacks, so use them freely to practice for the later missions when proper execution of your specials will be critical. ------------------------------------------------------------------------ 5.3.2 Ground Room 2 - Exit west to Room 3. Room 3 - Enemies: 6 Face Cannons Assorted rock ledges sprout from the shallow water filling this room. Take out the nearest cannons while dodging their fire, then snipe the rest from a distance. Exit south to Room 4. Room 4 - Enemies: 3 Jets - Garage - Warp to Water The warp will open when you enter the room. Take out the pesky Jets, save if you wish, and Warp to Water. ------------------------------------------------------------------------ 5.3.3 Water Map GATE W2 __\/_ | | _____ | 15 | | 9 | |_____| | G | u |_____| | u n TO WATER 2 | | | | __________ _n___ | | _n_______ _____ | * | | | ___| | | | | | | |]-[| |]-[|___14| | 2 _____|]-[| 3 |]-[| 4 | | 8 | _____ | | |_____| |__________| |_____|]-[|___10| | | u | | |___| | | | u n | | | | | |*| __n__ _________ _____ | | | | | | | | | | _|5| | | GROUND-W| 1 |]-[| 7 |]-[| 6* |]-[___| | | |_____| |_________| |_____| | | u |_| | u __n__ | | | _________________________ __n__ | 13 |]-[|___________12____________]-[| | |_____| u | 11 | | GATE W3>|_____| _n__ /\ | | GATE W1 |_16_| WATER --------- ------------------------------------------------------------------------ 5.3.4 Water Room 1 - Enemies: 2 Whirligigs, 2 Narwhales You should know the drill by now. Elfie detects something, you have to go figure out what it is. The east wall of this room is covered by a water fall. Most of the room is a shallow lake. Kill what you must, the hop across the water and through the waterfall. Exit east to Room 7. Room 7 - Enemies: 3 Flashlight Tanks, 2 Tarantulas The room is divided by a river flowing from the center of the south wall. The south exit cannot be reached. Hop through the water to the east bank. Exit east to Room 6. Room 6 - Enemies: 7 Crabs - Switch Clean out the small cavern and activate the switch in the middle of the floor. The switch activates a bridge across the river in Room 7,
enabling you to cross east to west without having to ride the floating 
platform.  It also raises the water level in Rooms 4 and 5.  Room 4 
cannot be successfully traversed until the water has been raised.  Exit 
west back to Room 7.

Room 7 - exit west to Room 1.

Room 1 - exit north to Room 2.

Room 2 - Enemies: 5 Narwhales
This room is a bend in a deep river.  The north exit is out of reach due 
to the depth of the water.  Be wary of the school of Narwhales circling 
in the water.  Dive in and hop around to the east exit.  Exit east to 
Room 3.

Room 3 - Enemies: 4 Mines, 2 Tarantulas
The water wraps around a stepped land mass.  On your way out of the 
water, don't get to close to the floating mines. Detonate them 
harmlessly from a distance, or even better, lure the Tarantulas into the 
blast radius of a mine before detonating the mine.  The pistons at the 
top of the rock formation are decorative. Exit east to Room 4.

Room 4 - Enemies: None
       - Beacon
       - Multi out of reach on north wall
       - Multi in water above south exit
This large cavern contains a lake bordered between two high cliffs.  
Originally, the water level is low.  By triggering the switch in Room 6, 
however, the water level will rise to match the cliffs and enable 
passage to the east exit via the floating icebergs.  Watch your shadow 
when jumping and brake when landing, but brake gently so as not to go 
into reverse.  Collect the multi on the south wall.  Having fallen into 
the water, exit south to Room 5.

Room 5 - Enemies: None
A stepped cavern that will be submerged if you triggered the switch in 
Room 6.  Exist west to Room 6.

Room 6 - Loop back to Room 4 as instructed above.

Room 4 - This time, cross to the other side and shoot the beacon to 
deactivate the green barrier in front of Gate W1.  Exit east to Room 8.

Room 8 - Enemies: 4 Mines
The steps north along the west wall lead to the exit to Room 9.  The 
remainder of the room consists of high ledges separated by deep water.  
Hop across the floating platforms to get from ledge to ledge.  Note that 
the platforms that don't pulsate will drop shortly after you land on 
them.  Exit north to Room 9.

Room 9 - Enemies: None
       - Garage
Recharge and save.  Exit south to Room 8.

Room 8 - Exit southeast to Room 10.

Room 10 - Enemies: 6 Crabs
        - Beacon
These catacombs have floors between the branch tunnels that will 
collapse after you drive on them.  The pits they reveal contain 
radioactive goo that will damage you if you wallow in it.  Shoot the 
beacon to deactivate the second barrier (blue) in front of Gate W1.
Exit south to Room 11.

Room 11 - Enemies: 4 Jets
        - Gate W1 (SE) - Deactivate barriers in Rooms 4 and 10
        - Gate W3 (SW) - Deactivate barrier in Gate W2
The sides of this cavern are terraced with rivers flowing to the center 
from both the east and west walls.  The rivers empty into a hole in the 
middle of the room.  Falling in will take you to Room 12.  Exit SE to 
Gate W1.

------------------------------------------------------------------------
  5.3.5    Water Gate 1 Map


                         WATER
               _____     __\/_
              |     |   |     |   
              |  2  |]-[|  1  |
              |_____|   |_____|   
                 u         u
                 |         |
               __n__       n       _____
              |     |    _| |_    |     |
              |  3  |]-[|_ 5 _|]-[|B 8 E|
              |_____|     |_|     |_____|
                 u         u
                 |         |
               __n__     __n__
              |     |   |     |
              |  4* |   |  6  |
              |_____|   |_____|
                           u
                           |
                         __n__
                        |     |
                        |  7* |
                        |_____|
               

            WATER: GATE W-1 LEVEL 1
          --------------------------



              
              
          _____     _____     _____
         |     |   |     |   |     |
         |E 1 B|]-[|  2  |]-[|  3  |
         |_____|   |_____|   |____*|
              
              

           WATER: GATE W-1 LEVEL 2
         --------------------------

------------------------------------------------------------------------
  5.3.6    Water Gate 1

Room 1 - Enemies: 2 Evil Vincent Generators (mkII)
The generators will each produce 2 Vincents at a time.  Don't allow the 
population to grow too much if you want to try to get guns from these 
guys.  Exit west to Room 2.

Room 2 - Enemies: 3 Spider Drones
       - Gun upgrade
The boxes in this storeroom will help you isolate the Drones so you 
aren't fighting them all at once, but they will restrict your movement.  
exit south to Room 3.

Room 3 - Enemies: 8 Bats
The floor of this room is covered with radioactive ooze.  Stay on the 
catwalks while trying not to get hit by the bats.  Exit south to Room 4.

Room 4 - Enemies: None
       - Console
Destroy the console to shut down the barrier blocking access to the 
elevator in Room 8.  Exit north to Room 3.

Room 3 - exit east to Room 5.

Room 5 - Enemies: 2 Evil Vincents
The east branch of this four-way corridor is guarded by an intermittent 
laser barrier.  The timing isn't very difficult.  Exit south to Room 6.

Room 6 - Enemies: 8 Bats
Similar to Room 3, but the catwalks here are over water, so feel free to 
dive in to dodge the damn bats if needed.  Exit south to Room 7.

Room 7 - Enemies: None
       - Console
Destroy the console to deactivate the barrier blocking the elevator on 
level 2.  Exit north to Room 6.

Room 6 - Exit north to Room 5.

Room 5 - Exit east to Room 8.

Room 8 - Enemies: None
       - Elevator
Access to the elevator will be blocked by a barrier if you failed to 
destroy the console in Room 4.  Ride the elevator down to Level 2.

Level 2
Room 2-1 - Enemies: None
         - Elevator
Access to Room 2 will be denied if you failed to destroy the console in 
Room 7.  If you took it out, exit east to Room 2-2.

Room 2-2 - Enemies: 5 Spider Drones (2 are mkII)
Destroy the enemies to continue.  If you can't pick them off before 
being targeted, use your hypersonic strategically to take out multiples.  
Exit east to Room 2-3.

Room 2-3 - Enemies: None
         - Switch
         - Gun upgrade
Destroy the boxes to find the gun upgrade if needed.  Shoot the 
hemispherical switch to deactivate the barrier guarding Gate W2. Exit 
Gate W2.

[2-3 west to 2-2, west to 2-1, elevator to level 1. 8 west to 5, north 
to 1, north to Water]

------------------------------------------------------------------------
  5.3.7    Water cont.

Room 11 - Jump in the hole and exit to Room 12.

Room 12 - Enemies: None
        - Multi
The current in this tunnel is strong and you won't be able to go 
upstream to get the multi and exit south until you have the submarine 
upgrade.  Exit west to Room 13.

Room 13 - Enemies: 7 Fireplants
        - Multi (x2)
This is a deep room.  To climb out you'll have to scale the ledges 
circling the room.  In the southeast corner of the floor, disguised as a 
small rock, is the first multi.  Use Thunder or Roddy's napalm to 
uncover it.  Floating high over the center of the room, opposite the 
north exit is a multi.  Jump down to get it.  Exit north to Room 7.

Room 7 - Exit west to Room 1 and loop to Room 8 as outlined above.

Room 8 - Visit the garage in Room 9 if you need to and then exit NE to 
Room 14.

Room 14 - Enemies: None
Empty tunnel.  Exit north to Room 15.

Room 15 - Enemies: 3 Whirligigs, 2 Missile Launchers
        - Gate W2 - Deactivate barrier in Gate W1
Progress carefully through the open terrain of this room, taking out the 
missile launchers from long range.  Exit north to Gate W2.
------------------------------------------------------------------------
  5.3.8    Water Gate 2 Map


                    _____
                   |     |   
                   |  4  |
                   |_____|   
                      u
                      |
     _____            n            _____
    |     |    ______| |______    |     |
    | *6  |]-[|_   ___2___   _|]-[|  1  |<- WATER
    |_____|     |_|       |_|     |_____|
                 u         u
                 |         |
               __n__     __n__
              |     |   |     |
              |  5  |   |  3  |
              |_____|   |_____|
               

            WATER: GATE W-2 
          -------------------


------------------------------------------------------------------------
  5.3.9    Water Gate 2

Room 1 - Enemies: 8 Bats
       - Multi
       - Gun upgrade
Large cross-shaped room with radioactive goo on the floor.  Cross on the 
gantries and nuke the annoying bats.  The multi is found on the east 
side of the south branch.  The gun can be found at the end of the north 
branch.  Exit west to Room 2.

Room 2 - Enemies: 4 Dust Pans, 3 Fire Pods.  
This long corridor is well stocked with bad guys.  Move quickly to avoid 
enemy fire and carve a path to the first branch.  Exit south to Room 3.

Room 3 - Enemies: None
       - Gun upgrade (x2)
Loot this storeroom to increase your firepower.  Exit to Room 2.

Room 2 - Napalm the Fire Pods and blast your way through to the next 
branch.  Exit north to Room 4.

Room 4 - Enemies: None
       - Gun upgrade
There's not as much booty in this room, but it may come in handy.  Exit 
south to Room 2.

Room 2 - Blast your way to the next branch.  Exit south to Room 5.

Room 5 - Enemies: None
Not much here but a bunch of boxes and...well, you.  Exit north to Room 
2.

Room 2 - Finally, exit west to Room 6.

Room 6 - Enemies: None
       - Switch
       - Gun upgrade
In the back of this storeroom is another floating hemisphere.  Shoot it 
to deactivate the barrier shielding Gate W3.  Exit east to Room 2.

Room 2 - charge through and exit east to Room 1.

Room 1 - exit east to return to Water Room 15.



------------------------------------------------------------------------
  5.3.10   Water cont. some more

Room 15 - Hop on your ride and exit south to Room 14.

Room 14 - exit west to Room 8.

Room 8 - exit SE to Room 10.

Room 10 - exit south to Room 11.

Room 11 - Hop over to the SW corner and enter Gate W3.

------------------------------------------------------------------------
  5.3.11   Water Gate 3 Map


     _____     _____    
    |  2  |   |  1  |   
    |  +  |]-[|  G  |<- WATER
    |_____|   |_____|   
              
                         
              

      WATER: GATE W-3
    -------------------

------------------------------------------------------------------------
  5.3.12   Water Gate 3

Room 1 - Enemies: none
A pint size garage awaits you in the middle of this room.  Guess you 
know what's coming.  Save and exit west to Room 2.

Room 2 - WARNING
While there is no movie this time, there is an entertaining bit of 
dialogue between Roddy and the Liquidator.  Refer to the Boss section 
for detailed description and strategy.  If you win this battle, duck, or 
you may end up needing to take a shower before getting back in your 
ride.  A movie will follow and you'll be teleported back to Ground 4.

------------------------------------------------------------------------
5.4     Mission 3 - Plant
------------------------------------------------------------------------
  5.4.1    Rewards

Elfie agrees that Sophia is under-equipped and sends some more optional 
parts to the nearby maintenance tunnel.  Park Sophia to have the upgrade 
installed.  You've now acquired the cool but nearly useless Climb 
function.  Pressing triangle at designated locations (the word CLIMB! 
will appear between two parallel rock faces) will transform your wheel 
base into four spiked legs.  Sophia will climb up between the columns by 
embedding the spikes in the walls.  Sophia can then scale horizontally 
between the faces by pressing forward on the controller.  Releasing the 
triangle button will disengage the climb function and Sophia will drop 
to the ground.  Also climbing horizontally beyond the extent of the 
cliff will automatically disengage climb, but Sophia will simply stop 
climbing when you reach the top of a cliff when climbing up.  Climb 
cannot be used anywhere to drive up vertical surfaces as in the original 
game.  Sorry.
------------------------------------------------------------------------
  5.4.2    Ground

Room 4 - Exit south to Room 5

Room 5 - Enemies: 6 Fireplants
       - Multi
This multileveled cavern has two ledges that are accessible only by 
using Climb.  The first climbing opportunity is directly in front of you 
when you enter the room.  Drive in between the two stone columns.  The 
appearance of the word climb will indicate when you are properly 
positioned.  Climb to the other side to get the multi.  Cross back to 
the north side by whichever means is most entertaining and climb along 
the east wall to get to the east exit.  Exit east to Room 6.

Room 6 - Enemies: 3 Tarantulas
       - Garage
       - Warp to Plant
The first time you enter this room the warp will activate and there will 
be no enemies.  There is water on the north and south sides, but a 
stream of radioactive goo runs through the middle.  Warp to Plant.
------------------------------------------------------------------------
  5.4.3    Plant Map



                                      GATE P1
                                        \_/
                                      __| |__                   ___
                                     |  ___ 5|                 | * |
                                     |_|   | |                 | 3 |    
                                      u    | |                 |___| 
                                      |    | |                   u     
          ______     _____     _______n_   | |     GATE P1       |    
         |      |   |  14 |   |        *|  | |      _\_/_        n     
GATE P3->|  15  |]-[|  G  |]-[|    6    |  | |_    |*    |    __| |        
         |______|   |_____|   |_________|  |___|]-[|  4  |]-[|__ 2|            
                                     u             |_____|      | |
                                     |                          | |
                             ___     n                          | |
                            |   |   | |                         | |
                            | 7 |   | |_________                | |
                            |___|   |  __10___  |               | |
                             u      | |       | |               |_|
                             |      |_|       |_|                u 
                             n       u         u                 |
                            | |      |         |               __n__
                            | |      n___     _n___           |*    |
                            | |     |    |   |   * |          |     |
                            | |_    |    |   |     |]--------[|  1  |W-GROUND      
                            |8__|]-[|  9 |   |  11 |          |*    |
                                    |   *|   |    *|          |_____|
                                    |____|   |_____|             u
                                      /\       u                 |   
                                   GATE P2     |                 n 
                                              _n__              | |
                                             |   *|             | | 
                                             | 12 |    _________| |  
                                             |____|]-[|_______13__|   
                                                                      
                                                                         
                                                                                      
                                                    
                                          

                              PLANT
                            ---------

------------------------------------------------------------------------
  5.4.4    Plant

Room 1 - Enemies: 4 Fireplants, 3 Jets
       - Two Pods
       - Pressure Trigger opens door in Room 11
The scenery in this area in pretty nice.  The foliage and topography 
will make dodging enemies more difficult and create many blind jumps 
that could land you in streams of radioactive goo.  Also, the 
aggressiveness of the enemies increases notably.  Locate the two pods 
marked with the insignia of Roddy's mother's pendant, and shoot them to 
activate.  Exit north to Room 2.

Room 2 - Enemies: None
Take the north branch of this tunnel.  Exit north to Room 3.

Room 3 - Enemies: 6 Crabs (2 Purple)
       - Pod
Clear out this small room and activate the Pod.  exit south to Room 2.

Room 2 - Exit west to Room 4.

Room 4 - Enemies: 3 Fireplants, 2 Tarantulas
       - Pod
       - Gate P1
A river of goo runs through this chamber.  Be careful of rock ledges 
that will collapse under Sophia's weight.  Activate the Pod.  In the 
spirit of completeness, enter Gate P1.

------------------------------------------------------------------------
  5.4.5    Plant Gate 1 Map


                    _____
                   |     |
                   |  2  |
                   |_____|
                      u
                      |
     _____     _______n__
    |     |   |          |           
    |  3  |]-[|     1    |           
    |_____|   |__________|          
                /\    /\
              PLANT  PLANT
             ROOM 6  ROOM 4
                        
                         
                          

      PLANT: GATE P-1 
    -------------------


------------------------------------------------------------------------
  5.4.6    Plant Gate 1

Room 1 - Enemies: 6 Bats, 2 Lava Imps
This is a large room with a floor or radioactive goo.  There are two 
exits along the south wall, both of which exit back to Plant.  The west 
exit leads to Plant Room 5, while the east exit will take you back to 
Plant Room 4.  Running along the catwalks you'll pass spots in the goo 
occupied by Lava Imps who will pop up and hurl an Energy Crescent at 
you.  It's not worth the time and gun upgrades to fight it out with the 
Imps.  Keep moving and jump to shake the persistent crescents that will 
follow you at length.  Exit north to Room 2.

Room 2 - Enemies: 6 Bats
       - Gun upgrade
Clearing out this storeroom will net you a gun upgrade, assuming you can 
clear out the bats without getting hit too much.  Exit south to Room 1.

Room 1 - Exit west to Room 3.

Room 3 - Enemies: None
       - Gun Upgrade (x2)
This equipment room has two upgrades.  Exit east to Room 1.

Room 1 - Exit SE to Plant Room 4.

------------------------------------------------------------------------
  5.4.7    Plant cont.

Room 4 - Okay, that was an exciting detour.  Exit west to Room 5.  

Room 5 - Enemies: 8 Crabs
       - Gate P1
These catacombs contain a second entrance to Gate P1.  Continue west and 
exit south to Room 6.

Room 6 - Enemies: 6 Narwhales
       - Pod
A large body of water separates the east bank from the outcropping 
around the west exit.  A Roddy-sized bridge crosses the water, which 
means Roddy will have to disembark to see the other side.  The west exit 
is closed, however, and can be opened via the pressure trigger in Room 
1.  The water is deep and has a strong current that will sweep you out 
of the room to the south.  Shoot the Pod then jump into the water.  Exit 
via the current to Room 7.

Room 7 - Enemies: None
       - Multi
The current will deposit you in a peaceful, bird-filled cavern with an 
inaccessible ledge.  Exit south to Room 8

Room 8 - Enemies: 3 Crabs
A simple tunnel.  Exit east to Room 9.

Room 9 - Enemies: 3 Guardians
       - Pod
       - Gate P2
       - Multi
This is a dangerous room, and Elfie will even tell you so.  Stay on the 
ledge you enter the room on.  The three Guardians that guard the floor 
below are fast and have enough combined firepower to seriously put the 
hurtin' on you and your wonder-bug.  Staying on the ledge will allow you 
to snipe them with Homing Missiles to soften them up while staying out 
of their range.  If you've been applying multis to Homing you should 
have sufficient ammo to take out at least one.  Drop down to finish off 
the remaining opposition with Thunder and Hyper.  You will be awarded a 
multi if you destroy all three Guardians. Activate the Pod at the south 
end.  The west exit is to high to reach from the ground.  Exit to Gate 
P2.
       
------------------------------------------------------------------------
  5.4.8    Plant Gate 2 Map


                    PLANT
                    _\_/_
                   |     |
                   |     |
                   |  1  |
                   |     |
                   |     |
                   |_____|
                      u              
                      |              
                    __n__           
                   |     |
                   |  2  |
                   |_____| 
                        
                         
                          

               PLANT: GATE P-2
             -------------------

------------------------------------------------------------------------
  5.4.9    Plant Gate 2

Room 1 - Enemies: 6-8 Bats
This is a large open room.  Exit south to Room 2.

Room 2 - Enemies: 2 Draconians
       - Multi
Well, this is it...all there is to Gate P2.  Get the Draconians to chase 
you and then run in circles continuously dropping napalm till they die.  
Collect your multi.  Exit north to Room 1.

Room 1 - Exit north to Plant

------------------------------------------------------------------------
  5.4.10   Plant cont. some more

Room 9 - Exit north to Room 10.

Room 10 - Enemies: 6 Crabs
The crabs infesting these catacombs are mostly (if not all) purple.  
While a couple of hyper blasts will plow the row easily, you'll be 
coming back through here on foot, so take note of the tactics used by 
these nastier aggressors.  Exit SE to Room 11.

Room 11 - Enemies: 4 Tarantulas, 1 Dual Launcher
        - Pod (x2)
The Tarantulas like to attack in pairs.  The blast from taking one out 
will damage any others in close proximity (including you.)  The Dual 
Launcher unloads an insane amount of ammo on you, so make sure there 
aren't any other bad guys you're trying to out maneuver when you take it 
on.  Make use of what cover is available to you and strike hard.  The 
east exit can only be accessed by Roddy on foot.  Shoot the two Pods.  
Exit south to Room 12.

Room 12 - Enemies: 8 Face Cannons
        - Pod
This room is thoughtfully stocked with plenty of enemies and radioactive 
goo.  Take down the cannons at long range, and watch your step crossing 
to the south side.  Shoot the Pod.  If you haven't missed any Pods, 
activating the one in this room will trigger a cut-scene which unveils 
Gate P3.  Exit east to Room 13.

Room 13 - Enemies: 6 Crabs
Blast your way through the tunnel.  Exit north to Room 1.

Room 1 - Eliminate any flying pests that annoy you and seek out the 
Pressure Trigger in the SW part of the room.  Park Sophia on it to open 
the door blocking the west exit in Room 6.  Exit Sophia and hop up to 
the west exit.  Exit west to Room 11.

Room 11 - Two Tarantulas will attack you as soon as you enter the room.  
If you stay in the tunnel you start in they can't get you, but neither 
can you get them.  If you get boxed in you'll have to wait until one 
jumps and make your break for it.  Jump while moving to dodge enemy fire 
and exit north to Room 10.

Room 10 - You'll quickly be mobbed by the Crabs.  Jump, fire, napalm, 
and work your way around to the north exit.  If you get surrounded, go 
Hypersonic, that's what it's for.  Exit north to Room 6.

Room 6 - you can relax now, at least for one room.  Cross the bridge to 
the west bank.  If you're using the Dual Shock controller and worried 
about accidentally falling off, turn the analog off momentarily to walk 
a straight path.  Exit west to Room 14.

Room 14 - Enemies: None
        - Garage
Restore your health and save.  Exit west to Room 15.

Room 15 - Enemies: 6 Crabs
        - Gate P3
The west wall was what was shown in the cut scene when the last Pod was 
activated.  Eliminate the Crabs in the immediate vicinity.  The easy way 
to the Gate is to circle counter-clockwise along the walls.  Heading 
north you can squeeze behind a tree and then head west, unmolested, to a 
cliff.  Ride the floating platform over the ooze to get to the Gate 
entrance.  Exit to Gate P3.

------------------------------------------------------------------------
  5.4.11   Plant Gate 3 Map



                                
                           _____
                          |     |   
                          |  7  |
                          |_____|   
                             u
                             |
               _____         n                  
              |     |      _| |__       _____     
              |  6* |    _|5 __  |_    |     |    
              |_____|]-[|_  |  |__B|]-[|  1  |<-PLANT           
                          |_|          |_____|
                           u              u
               _____       |              |
              |     |      n              n
              |  4* |    _| |            | |
              |_____|]-[|_  |___     ____| |
                          |3____|]-[|____ 2|
                                         | |
                                         |B|
                                          u        
                                          |
                                        __n__
                                       |  8  |
                                       |  G  |
                                       |_____|
                                          u
                                          |
                                         _n_
                                        | 9 |
                                        |_+_|


            PLANT: GATE P-3 
          -------------------

------------------------------------------------------------------------
  5.4.12   Plant Gate 3

Room 1 - Enemies: 2 Evil Vincent Generators (mk I and II)
Typical first room.  Exit south to Room 2.

Room 2 - Enemies: 5 Spider Drones
This long corridor is stocked with lots of Drones.  The first few will 
be waiting for you when you enter.  The remaining are stationed down the 
west branch and will engage with fervor once they've locked on to you.  
The south exit is blocked by a purple barrier.  The west branch is 
divided by three sets of retracting floor spikes.  Be careful attacking 
the Drones between the spikes.  Exit west to Room 3.

Room 3 - Enemies: 2 Spider Drones (mk II)
This corridor bends north.  Eliminate or skirt the Drones and exit west 
to Room 4.

Room 4 - Enemies: None
       - Console
Destroy the console to deactivate the barrier (blue) blocking the east 
exit of Room 5.  Exit east to Room 3.

Room 3 - Exit north to Room 5.

Room 5 - Enemies: 5 Evil Vincents
This corridor loops back to Room 1.  The east exit will be blocked by a 
barrier (blue) if you failed to destroy the console in Room 4.  Exit 
west to Room 6.

Room 6 - Enemies: None
       - Console
Destroy the console to deactivate the barrier (purple) blocking the 
south exit of Room 2. Exit east to Room 5.

Room 5 - Exit north to Room 7.

Room 7 - Enemies: None
Uh...nothing here.  Blow up the equipment to make yourself feel better.  
Exit south to Room 5.

Room 5 - Exit east to Room 1.

Room 1 - Exit south to Room 2.

Room 2 - Exit south to Room 8.

Room 8 - Enemies: None
       - Mini-Garage
Save now, 'cause you know what's next...  Exit south to Room 9.

Room 9 - WARNING!

You enter a large, empty room.  It's the boss room for level 3.  Your 
opponent...the LEVEL THREE BOSS!  [round of applause to the programmers 
for bringing back a boss from the first game...and having it preside 
over the same level (numerically) as the first game!]  The Blocks will 
materialize one at a time.  After a moment of activity they will stop, 
turn dark, and become untouchable.  They pose no threat in this latent 
state, but can revitalize at any time.  Try to take out each Block as it 
phases in.  If all fifteen are in the room at once, it's going to be a 
tough fight.  For veterans of the first game you will be pleased that 
the Block attacks have been jazzed up, but they aren't as difficult as 
the first game.  The key to this fight, as always, is having the maximum 
gun upgrade.  Refer to the Boss section for more in depth strategy.  
After cleaning up, a warp will open.  Walk in to be teleported back to 
Sophia back on Ground and to see a movie that seemingly lacks context.

------------------------------------------------------------------------
5.5     Mission 4 - Lava
------------------------------------------------------------------------
  5.5.1    Rewards

So, after defeating another boss and being warped back to Ground next to 
a Garage, you're probably excited to see what new mod Elfie will send 
you for Sophia.  Well, you're going to have to wait, because all you get 
for your hard work on the last mission is the ability to do the next 
mission.  Don't grumble too loudly...
------------------------------------------------------------------------
  5.5.2    Ground

Room 6 - You will appear adjacent to the garage.  Exit east to Room 7.

Room 7 - Enemies: 8 Fireplants
You must cross a large expanse of lava to get to the exit to the next 
room.  Take out the plants as you go and try not to spend too much time 
in the lava.  The molten rock melts your tires pretty quickly.  Exit 
north to Room 8.

Room 8 - Enemies: 3 Jets
       - Garage
       - Warp to Lava
       - Warp to Plant 2
When you enter the warp to Lava will be opened.  The west exit is 
accessible, but you have to tack your jump.  For now, warp to Lava.

------------------------------------------------------------------------
  5.5.3    Lava Map


                    TO LAVA 2
                        |
                       _n_
                      | 12|
                      |___|
                        u 
                        |           
                      __n__    GATE L4
                     |     |    _\_/_
                     |  1  |   |     |
             GROUND-W|    T|   |  11 |
                     |_____|]-[|     |           
                               |_____|             
                                  u               
                                  |                             
                            ______n______      
                           |             |  
               ________    |      6      |    ________
     GATE L3->|  *   * |   |             |   |        |
              |G  10   |]-[|      *      |]-[|    9   |<-GATE L2
              |____*___|   |             |   |________|     ___
                           |             |                 | 13|
                           |_____________|                 |___|
                                  u     u                   u
                                  |     |                   |
                            ______n_    n                   n
                           |        |  | |      _____     _|K|
                           |    7   |  |5|_    |     |]-[|_ 3|
                           |________|  |___|]-[|  4  |     | |
                             u   /\            |_____|     |_|
                             | GATE L1                      u
                           __n__                            |
                          |     |                         __n__
                          |  8  |                        |  2  |
                          |_____|                        |__T__|

            LAVA
          --------

------------------------------------------------------------------------
  5.5.4    Lava

Room 1 - Enemies: 2 Jets, 2 Bombers
       - Teleporter
       - Multi
This is a large room with varying levels and lava.  The cliffs around 
most of the lava are higher than Sophia can jump, so be careful where 
you try to cross.  The east exit is sealed.  A small rock on a south 
rock ledge near the exit will yield a multi if destroyed.  Use Thunder 
or Roddy to excavate.  Crossing the lava to the east on the floating 
platforms will put you on the surface of the teleporter.  Teleport to 
Room 2.

Room 2 - Enemies: None
       - Multi
The receiving end of the transporter lands you at the top of a small 
volcano, complete with flowing lava.  Carefully crawl down the edges to 
the exit or be brazen and take some blind leaps.  A multi hovers out of 
reach in the center of the room.  Exit north to Room 3.

Room 3 - Enemies: 6+/- Crabs (2.0)
       - Key sealed exit (north)
The tunnel is packed with some crabs, a pack you will start amidst.  
Blast your way through.  The north exit is sealed until you acquire the 
Key.  Exit west to Room 4.

Room 4 - Enemies: 4 Flashlight Tanks (2.0), 2 Whirligigs
This is an open room with lava and destructible vent stacks.  Exit west 
to Room 5.

Room 5 - Enemies: 3 Hover Tanks
While this room appears as a tunnel on the map, it opens to a long 
narrow room with three large opponents.  You should be able to take them 
out one at a time and move on without too much difficulty.  Exit north 
to Room 6.  

Room 6 - Enemies: None
Falling from the hole at when entering this room will drop you into the 
cavern below.  You will land on an island in the middle of a lake of 
lava.  Note there are large flares erupting from the lava.  Contact with 
these flares will damage Sophia.  In the center of the island is a 
pressure switch.  Park Sophia on it to activate the south set of 
floating platforms.  The three platforms will move towards the south 
exit and then return to the island. You have been conditioned from your 
experience on the Plant stage that you should exit Sophia and guide 
Roddy across the platforms to the exit.  However, you can take Sophia 
with you.  To do so, wait until the platforms have spaced themselves out 
about equally and side jump onto the first platform.  When Sophia leaves 
the switch the platforms will stop moving.  If you time it properly you 
can side jump to the last platform and then jump normally to the ledge 
at the exit.  This room serves as a nexus to this level and you will 
return to it frequently.  Since Elfie can teleport Roddy back to Sophia 
from anywhere in the level, and you will be returning, I suggest taking 
Roddy alone.  Exit south to Room 7.

Room 7 - Enemies: 6 Flashlight Tanks (2.0)
       - Gate Lava 1
This open cavern has many floating footbridges and Flashlight Tanks.  
Remember, the tanks will shoot over Roddy's head.  The gate entrance is 
along the south wall, but ignore it for now.  Exit south (west side) to 
Room 8.

Room 8 - Enemies: None (unless you count the 4 big, pissed off boulders)
       - Multi
A multi, ripe for the picking, sits on the middle of a platform 
surrounded by vent stacks and lava.  Oh, and to get to it you have to 
run around a small ledge...a small ledge occupied by four large, flaming 
boulders rolling around on it.  The rocks are slow, so following behind 
one is easy enough, just be careful not to run into it, as the damage 
received is severe.  Collect the multi, then exit north to Room 7.

Room 7 - Enter Gate L1.

------------------------------------------------------------------------
  5.5.5    Lava Gate 1 Map



              LAVA
              _\_/_
             |     |
             |  1  |
             |_____|
                u
                |
               _n________     _____
              |          |   |     |
              |     2    |]-[|  5 *| 
              |__________|   |_____|
                u        
                |         
              __n__     _____
             |     |   |     |
             |  3  |]-[|  4  |
             |_____|   |____G|
                          

              LAVA: GATE L-1 
            -------------------


------------------------------------------------------------------------
  5.5.6    Lava Gate 1

Room 1 - Enemies: 4 Spider Drones (2.0 x2)
       - Gun upgrade
This large storeroom breaks up the monotony of the typical first rooms.  
Exit south to Room 2.

Room 2 - Enemies: None
The floor of this room is covered with lava, except for the ledges on 
the east and west sides.  Currently, there is no way to access the other 
side.  Exit south to Room 3.

Room 3 - Enemies: 5+/- Bats, 3 Lava Imps
This room too is filled with lava, but a catwalk provides access to the 
other side.  The Lava Imps are not worth the hassle of combat.  Take 
them out if you must, but you'll retain more gun upgrades if you run 
through.  Exit east to Room 4.

Room 4 - Enemies: 5 Evil Vincents (2.0)
       - Gun upgrade (x2)
       - Mini-garage
Clear the enemies from this storeroom to proceed. Save if you want, then 
exit west to Room 3.

Room 3 - Exit north to Room 2.

Room 2 - Having defeated the drones in Room 4, floating platforms will 
now appear over the lava to provide passage to the east exit.  Hop to 
the moving platform, then jump to the stationary platform in the center 
as you near it.  Jump to the next platform as it moves in range.  Exit 
west to Room 5.

Room 5 - Enemies: 2 Draconians
       - Equipment
The adversaries in this room are far less threatening than their 
appearance.  Once they've been dealt with, destroy the large piece of 
equipment along the east wall.  Doing so will change the platforms 
activated by the switch in Lava Room 6.  Exit west to Room 2.

Room 2 - Exit north to Room 1.

Room 1 - Exit north to Lava Room 7.

------------------------------------------------------------------------
  5.5.7    Lava cont.

Room 7 - If you brought Sophia, hop in and exit to north to Room 6.  If 
you brought Roddy on foot, press start and have Elfie transport you back 
to Sophia.

Room 6 - If you are in Sophia you are about to understand the benefit of 
taking Roddy on these side ventures.  The equipment you destroyed in 
Gate L1 changes the platforms activated by the switch.  The platforms 
that lead to the south exit have now recoiled at the center island and 
will remain forever stationary.  To return to the center you will be 
forced to trop through the lava.  Don't try to jump through the lava 
flares.  Once you have returned to the switch (done automatically if you 
took Roddy solo) activate the switch and move across the platforms to 
the east as either Roddy (preferred) or with Sophia.  Exit east to Room 
9.

Room 9 - Enemies: 3 Jets.
       - Gate L2
This long room is filled with ledges, floating platforms, and lots of 
lava.  I suggest taking down at least two of the Jets before questing to 
the other side.  Roddy can accomplish this task using hypersonic while 
jumping.  Follow whichever path you are most comfortable with to the 
east wall.  Note that platforms without blinking red lights will fall 
when you jump on them.  Enter Gate L2.

------------------------------------------------------------------------
  5.5.8    Lava Gate 2 Map


                  
              _____
             |     |
             |  2* |
             |_____|
                u
                |
         _______n________          
  LAVA->|______________ 1|    _____ 
                       | |   |  *  | 
                       |R|]-[|R 3  |
                _______| |   |__*__|
               |R________|
                u
                |
              __n__    
             |  R  |   
             |  E 4|
             |_____|
                          

      LAVA: GATE L-2  LEVEL 1
    ---------------------------



               _____
              |  1  |
              |  E  |
              |_____|
                 u
                 |
               __n__     _____
              |  *  |   |     |
              | 2* R|]-[|R 3  |
              |__G__|   |_____|
                 u
                 |
               __n__
              |  G  |
              |  4  |
              |__*__|
                          

      LAVA: GATE L-2  LEVEL 2
    ---------------------------

------------------------------------------------------------------------
  5.5.9    Lava Gate 2

Room 1 - Enemies: 4 Evil Vincents (3.0 x 2)
This long corridor also breaks from the traditional first room.  Exit 
north to Room 2.

Room 2 - Enemies: None
       - Red Switch
Jump on the platform in the center of this spacious room to activate it.  
It will glow red indicating that doors with red thresholds will now be 
accessible.  Exit south to Room 1.

Room 1 - Exit east to room 3.

Room 3 - Enemies: None
       - Red Switch
       - Green Switch
       - Gun Upgrade
The gun upgrade over the green switch is bait.  Collecting it activates 
the switch which will prevent you from leaving the room.  Activate the 
red switch once more to open your way.  Exit west to Room 1.

Room 1 - Exit south to Room 4.

Room 4 - Enemies: None
       - Elevator
Ride the elevator to Level 2 Room 1.

Level 2

Room 2-1 - Enemies: None
         - Elevator
Exit south to Room 2-2.

Room 2-2 - Enemies: 5 Evil Vincents (2.0)
         - Red Switch 
         - Green Switch
The east exit is a red door.  Verify the red switch is activated, then 
exit east to Room 2-3.

Room 2-3 - Enemies: None
         - 
This is a storeroom.  Exit west to Room 2-2.

Room 2-2 - Activate the Green switch and exit south to Room 2-4.

Room 2-4 - Enemies: 8+/- Bats
         - Equipment
Take out the damn bats and then destroy the equipment.  The next set of 
platforms in Lava Room 6 will be activated. Exit north to Room 2-2.

Room 2-2 - Activate the Red switch or you will be coming back.  Exit 
north to Room 2-1.

Room 2-1 - Ride the elevator to Level 1.

Level 1

Room 4 - Exit north to Room 1.

Room 1 - Exit west to return to Lava.

------------------------------------------------------------------------
  5.5.10   Lava cont.

Room 9 - Exit west to Room 6 is you brought Sophia, or teleport back 
with Elfie's help.

Room 6 - You should know the drill by now, though on this venture I 
suggest bringing Sophia.  The opposition will be a little harder to 
eliminate or run from.  Exit west to Room 10.

Room 10 - Enemies: 3 Bombers, 4 Flashlight Tanks (2.0)
        - 3 Bridge Switches
        - Garage
        - Gate L3
Progress through the room by activating bridges over the various chasms.  
A full energy item is located just north of the east entrance under a 
platform just above the lava.  It's there if you need it.  Save and 
enter Gate L3.
------------------------------------------------------------------------
  5.5.11   Lava Gate 3 Map


                  
             _____                   _____
            |     |                 |     |
            |  6 G|                 |  4  |
            |_____|                 |_____|
               u                       u
               |                       |
               n_________     _________n
              |          |   |          |
              |     5    |]-[|     3    | 
              |__________|   |__________|
               u                       u
               |                       |
             __n__                     n_________
            |     |                   |          |
            |  7  |                   |     1    |<-LAVA
            |__*__|                   |__________|
                                       u
                                       |
                                     __n__
                                    |     |
                                    |  2  |
                                    |_____|

                          

      LAVA: GATE L-3 
    -------------------

------------------------------------------------------------------------
  5.5.12   Lava Gate 3

Room 1 - Enemies: None
This is another lava/floating platform room.  And certainly not the 
last.  The platforms move diagonally towards the center.  You will need 
to make your jump to the oncoming platform before they change direction 
or you'll wind up in the lava.  Exit south to Room 2.

Room 2 - Enemies: 2 Draconians
       - Gun Upgrade
Just a storeroom.  Exit north to Room 1.

Room 1 - Exit north to Room 3.

Room 3 - Enemies: None
Another lava/platform room.  As eager as you are to cross, don't.  Exit 
north to Room 4.

Room 4 - Enemies: 3 Spider Drones (2.0)
       - Gun Upgrade
Another storeroom.  Exit south to Room 3.

Room 3 - There are three stationary platforms in the center of the room. 
Note that only the center one is flashing, the other two will fall.  Two 
moving platforms circle in opposing quadrants of the room.  Jump onto 
the nearest one (which circles quickly) and then jump to the center 
stationary platform (ignoring the non-blinky ones.)  Jump onto the slow-
circling platform and exit west to Room 5.

Room 5 - Enemies: None
Another lava/platform room.  Will they ever end?!  Actually, this is the 
last one.  Unfortunately you'll have to pass through them all again to 
get out.  Jump on the slow circling platform and it will take you all 
the way to the other side.  Exit north to Room 6.

Room 6 - Enemies: 3 Spider Drones (2.0)
       - Mini-garage
       - Gun Upgrade
Clean out this storeroom and save.  Exit south to Room 5.

Room 5 - Exit south to Room 7.

Room 7 - 3 Evil Vincents (4.0)
       - Equipment
Destroy the equipment in this room to deactivate the platform in Lava 
Room 6 and activate the bridge.  Exit north to Room 5.

Room 5 - Exit east to Room 3.

Room 3 - Exit south to Room 1.

Room 1 - Exit east to return to Lava.

------------------------------------------------------------------------
  5.5.13   Lava cont.

Room 10 - Save and exit east to Room 6 (or teleport if on foot.)

Room 6 - Drive north across the bridge.  Exit north to Room 11.

Room 11 - Enemies: 6 Fireplants (2.0)
        - Gate L4
This tall room consists of several small ledges suspended over a pool of 
flaring lava.  The west exit is sealed.  Work your way up the ledges on 
the north wall.  There is a floating platform about half-way up that is 
obscured from sight by a ledge between it and the camera.  You can try 
to side jump, but be careful lest you squirt between the platform and 
the next ledge and fall into the lava.  Once you've obtained the summit, 
exit to Gate L4.
------------------------------------------------------------------------
  5.5.14   Lava Gate 4 Map


                              
               _____     _____
              |     |   |  10 |   
              |  9* |   |  E  |
              |_____|   |__B__|   
                 u         u
                 |         |
               __n__     __n__          
        __    |     |   |     |    _____
       |  |]-[|  8  |]-[|  2  |]-[|___ 3|
       |B|    |_____|   |_____|       |_|
       | |                 u           u
       |7|                 |           |
       | |     _____     __n__     ____n
       | |    |     |   |     |   |     |
       |__|]-[|  6  |]-[|  1  |]-[|  4  |
              |_____|   |_____|   |_____|
                          / \          u
                         LAVA          |
                                   ____n
                                  |     |
                                  |  5* |
                                  |_____|
               

            LAVA: GATE L-4 LEVEL 1
          --------------------------



                    ___
                   | 6 |
                   |_+_|
                     u
                     |
                   __n__
                  |  5  |
                  |  G  |
                  |_____|
                     u
                     |
         _____     __n__     _____
        |     |   |     |   |     |
        |  3  |]-[|  2  |]-[|  4  |
        |_____|   |_____|   |_____|
                     u
                     |
                   __n__
                  |  1  |
                  |  E  |
                  |_____|


           LAVA: GATE L-4 LEVEL 2
         --------------------------

------------------------------------------------------------------------
  5.5.15   Lava Gate 4

Room 1 - Enemies: 5 Evil Vincents (2.0)
A typical room.  Exit north to Room 2.

Room 2 - Enemies: 4 Bats, 4 Lava Imps
A lava filled room with catwalks.  Cross and exit east to Room 3.

Room 3 - Enemies: 3 Spider Drone Generators (2.0)
This is a dangerous corridor.  Mover through quickly unless you want a 
drag down fight.  Exit south to Room 4.

Room 4 - Enemies: None
       - Gun Upgrade
The east and west sides of this room are separated by a pit of lava.  If 
you fall to the west you will not be able to get back up.  Ignore the 
gun and exit south to Room 5.

Room 5 - Enemies: None
       - Console
Destroy the Console in this room to deactivate the barrier (green) 
blocking the north exit of Room 7. Exit north to Room 4.

Room 4 - Now you may get the gun upgrade if you need it.  Exit west to 
Room 1.

Room 1 - Exit west to Room 6.

Room 6 - Enemies: None (officially) - 2 rail-mounted multi-directional 
laser turrets (do not appear on radar, but a definite threat.)
This long storeroom should provide adequate cover from the laser fire if 
you cut right through the center of the boxes.  The moving turrets can 
be destroyed by jumping and firing, or going hypersonic in air.  Exit 
west to Room 7.

Room 7 - Enemies: 8 Evil Vincents (3.0)
The north end of this corridor will be blocked by a green barrier is you 
failed to destroy the console in Room 5. Exit east (north end) to Room 
8.

Room 8 - Enemies: None.
A large pump sits in the middle of a pool of lava.  The pool is 
surrounded, mostly, by a ledge.  The east exit is separated from the 
north and west exits, and only the east edge can be accessed (via a 
floating platform) should you fall into the pool.  Exit north to Room 9.

Room 9 - Enemies: None.
       - Console
Destroying the console in this room will deactivate the barrier (red) 
blocking access to the elevator in Room 10. Exit south to Room 8.

Room 8 - Jump down from the ledge to the floating platform over the pool 
and access the east ledge.  Exit east to Room 2.

Room 2 - Exit north to Room 10.

Room 10 - Enemies: None
        - Elevator
The entrance will be blocked by a red barrier if you failed to destroy 
the console in Room 9.  Ride the elevator to Level 2.

Level 2

Room 2-1 - Enemies: None
         - Elevator
Exit north to Room 2-2.

Room 2-2 - Enemies: None
The floor of this room is covered with lava (shocking!) and has four-way 
catwalks to provide access to the exits.  Exit west to Room 2-3.

Room 2-3 - Enemies: None
         - Gun Upgrade
Stock up in this storeroom if you are in need.  Exit east to Room 2-2.

Room 2-2 - Exit east to Room 2-4.

Room 2-4 - Enemies: None
         - Gun Upgrade
All's quiet before the storm...  A storeroom.  Exit west to Room 2-2.

Room 2-2 - Exit north to Room 2-5.

Room 2-5 - Enemies: None
         - Mini-garage
Prepare now for the next challenge... Exit north to Room 2-6.

Room 2-6 - WARNING!

You will find yourself on a checkered floor over lava.  The checkered 
pattern consists of solid-looking squares and transparent squares.  All 
squares are equally solid, which is just to say that you need not fear 
falling into the lava.  You do need to fear running into the lava plumes 
that will erupt around you, and the Bug-Eyed Fry Chicken boss.  (Okay, 
so my nickname is a bit indignant, but what would you call him?)  Refer 
to the Boss section below for a more in-depth strategy for fighting this 
poultry menace.  Your opponent will go supernova if you win.  Hop in the 
warp that opens to return, Sophia and all, to Ground.

------------------------------------------------------------------------
 5.6     Mission 5 - Water part 2
------------------------------------------------------------------------
  5.6.1    Rewards

Finally, some payoff on the hard work you've invested.  Park in the 
nearby garage and your sister will hook you up with the submarine 
optional parts.  Whenever you enter a body of water, Sophia will now 
transform into sub-mode allowing you free movement...with a few 
restrictions.  First, Sophia maneuvers the same in water as on land 
except you cannot jump, including the side jump, unless a solid surface 
is beneath you.  This means you can only exit water from shallow areas.  
Sophia will automatically sink when submerged, the sub-mode providing 
only providing horizontal movement automatically.  Use the triangle 
button to control your depth - pressing it will move Sophia towards the 
surface.  Pressing triangle when entering the water will keep Sophia on 
the surface.  Jumping into the water will drop Sophia to the bottom like 
a rock.

------------------------------------------------------------------------
  5.6.2    Ground

Room 8 - Your next destination, though not stated explicitly in the 
game, should be obvious.  Head back to Water to try out your new 
hardware.  Head to Room 4, either taking the shortcut through Room 9, or 
going the long way around, 8-7-6-5-4.

Room 4 - Warp to Water

------------------------------------------------------------------------
  5.6.3    Water

Room 1 - Before continuing with the plot, it is possible to pick up a 
couple of multis that were previously inaccessible. To collect them, 
head to Room 11.  (1-2-3-4-8-10-11)

Room 11 - Jump in the hole to exit to Room 12.

Room 12 - This room is the downhill tunnel with strong current.  The 
first time through here you were swept through without any say in the 
matter.  Now you can easily swim up stream.  Head up the fork along the 
south wall and collect the multi in front of the exit.  Technically 
(according to the way the story develops,) you shouldn't be able to pass 
through the sealed exit yet, but the game will let you (at least mine 
lets me.)  Exit south to Room 16.

Room 16 - Enemies: None
        - Multi
This small glyph lined room is typical of the bonus rooms in the game.  
A multi floats in the center.  Collect and exit north to Room 12 and 
then return to Room 2 (16-12-13-7-1-2.)

Room 2 - Using sub-mode, the north exit is now accessible.  Swim to the 
underwater ledge below the exit and hop out to dry land.  Exit north to 
Water Part 2 and watch a cool movie.

------------------------------------------------------------------------
  5.6.4    Water part 2 Map

                                   
                                                                     
      ___________                                                          
     |    10     |                        _   _                              
     |___________|                       |G| | |                            
      u         u    GATE W2-1           | |_| |                             
      |         |      _\/______     ____|  ___|                        
      n       __n     |         |]-[|__ 16_|                               
     | |     |   |    | 13 _____|      | |                               
     | |     |   |    |   |            | |                               
     |9|     | 11|    |   |       ___  | |                              
     | |     |   |    |   |      | 19| | |                              
     |_|     |___|    |___|      |___| |_|                              
      u       u         u          u    u                                 
      |       |         |          |    |     ___     ___                  
      n__     n_________n     _____n____n    |   |   | 17|                  
     |   |   |     12    |   |     K     |   | 15|]-[|_+_|                  
     |*  |   |___________|]-[|     14    |]-[|__*|                         
     |   |         u         |__________K|                             
     | 7 |         |                    u                                  
     |   |    _____n_     _______       |                                 
     |   |   |   6   |]-[|_____ 5|     _n_                                
     |___|]-[|_______|         |_|    | 18|                             
       u                        u     |___|                            
       |                        |                                        
      _n___      ___            n                                          
     |  8  |    | 3 |          | |                                         
     |_____|    |___|          | |                                           
                  u            | |                                         
                  |            |4|                                            
                  n    ___     | |                                                          
                 | |__|   |    | |                      
                 |  __ 2  |]-[|__|              
                 |_|  |___|
                  u               
                  |
                 _n_
                | 1 |
                |___|
                  |
              TO WATER 


              WATER 2
            -----------

------------------------------------------------------------------------
  5.6.5    Water 2

There are two parts to each of the 'worlds' in the game (excepting 
Ground which is the hub between the other areas.  The first four 
missions introduce you to each of the four realms, and then the last 
four missions take you to the heart of each area.  Water 2 is the first 
area you get to "re-explore."

Room 1 - Enemies: 3 Fireplants, 4 Mines
This room tests your fine maneuvering skills.  Small ledges lace across 
a pool of water.  Falling into the water may drop you on a mine, but 
most likely you will simply be stuck in a simple maze of channels too 
deep to jump out of.  Exit north to Room 2.

Room 2 - Enemies: 4 Crabs (2.0)
This room consists of a tunnel that branches off to a small well.  The 
east exit is at the bottom of the well.  Exit north to Room 3.

Room 3 - Enemies: 2 Hover Tanks, 1 Large Hover Tank
This is an arena room.  Destroy your opposition to unlock the doors.  
Exit south to Room 2.

Room 2 - Exit east to Room 4.

Room 4 - Enemies: 6+/- Narwhales
Navigate through these flooded catacombs.  Exit north to Room 5.

Room 5 - Enemies: None
Another flooded tunnel.  Exit west to Room 6.

Room 6 - Enemies: 3 Mantas
This is an open underwater cavern.  Exit west to Room 7.

Room 7 - Enemies: 3 Narwhales, 3 Mines
       - Beacon
With the third dimension now accessible (as long as it's underwater) 
some items and exits will be located in tricky locations at varying 
depths.  Swim to the surface and climb onto the south ledge.  Exit south 
to Room 8.

Room 8 - Enemies: 4 Flashlight Tanks
       - Multi
This is a small room with a multi hidden in one of the rocks.  Exit 
north to Room 7.

Room 7 - Swim across the surface of the water to the north ledge and 
shoot the Beacon.  The Beacon will deactivate one of the barriers 
blocking the Gate in Room 13.  Dive into the water and exit north to 
Room 9.

Room 9 - Enemies: None
This room is a submerged tunnel.  Exit north to Room 10.

Room 10 - Enemies: 6+/- Narwhales (2.0)
Another submerged tunnel.  Exit south (east side) to Room 11.

Room 11 - Enemies: 2 Hover Tanks, 2 Flashlight Tanks
You will need to destroy your adversaries in this room to move on.  Do 
so, then exit south to Room 12.

Room 12 - Enemies: 3 Narwhales, 3 Mantas
This is a long, deep room.  The exits are split with half being above 
the water and half at the bottom.  Only the shore in the NE corner is 
accessible from the water, so the exit to Room 11 is essentially one-
way.  The center platform on the surface has a few nice items, but you 
cannot reach it now.  Exit east to Room 14.

Room 14 - Enemies: 3 Narwhales, 3 Mantas
        - Key required for NW and S exits
Again, the exits are split between above and below water in this room, 
which is very similar to the last room.  Two exits are sealed and are 
inaccessible at this point in the game.  Exit east to Room 15.

Room 15 - Enemies: None
        - Beacon
A fast flowing river covers most of this room.  Elfie feels the currents 
are "unnatural."  Shoot the Beacon to deactivate the second barrier 
blocking the gate in Room 13.  Exit west to Room 14 - either by going 
through the door or letting the water current sweep you out.  The water 
will dump you into Room 14 below the waterfall on the east wall.

Room 14 - Exit north (east side) to Room 16.

Room 16 - Enemies: None
        - Garage
        - Multi
This room is a long tunnel system.  The garage can be found at the end 
of the tunnel directly to the north.  The east tunnel has a multi at the 
end of it.  You will need to hop across platforms (that will fall) that 
are floating over lava to get to it.  If you knock too many platforms 
down, leave the room and come back to reset the platforms.  I find it 
easier to collect the multi with Roddy. When you're finished, exit west 
to Room 13.

Room 13 - Enemies: 4 Jets, 1 Bomber
        - Gate W2-1
Entering from the east will place you on a series of rock ledges along 
the north wall.  Jumping off the ledges into the water will force you to 
exit south to Room 12, since there is no way to access the ledges except 
from Room 16.  Exit north to Gate W2-1.

------------------------------------------------------------------------
  5.6.6    Water 2 Gate 1 Map

               
                                      _____                
                                     |  15 |         
                                     |  E  |         
 _____         _____                 |__B__|                     
|  *  |       |     |    _     __       u                    
|  7  |       |  4  |]-[| |   |  |      |                      
|_____|       |_____|   | |   | |     __n________               
 u                      | |___| |    |           |             
 |                      |   3   |    |           |            _____
 n________     _____    | || || |    |     13    |    _____  |  *  |
|         |   |     |   | || || |    |           |   |     | |  12 |
|    6    |]-[|  5  |]-[|_|| ||__|   |           |]-[|  14 | |_____|
|_________|   |_____|      |_|       |___________|   |_____|  u    
 u                          u          u                      |
 |                          |          |                      n
 n________     _____      __n__      __n__     _____         | |
|         |   |     |    |     |    |     |   |     |    ____| |
|    8    |]-[|  9  |]--[|  2  |]--[|  1  |]-[|  10 |]-[|____11|   
|_________|   |_____|    |_____|    |_____|   |_____|
                                      / \
                                    WATER 2



                  WATER 2: GATE W2-1 LEVEL 1
                ------------------------------



                           _____        
                          |  *  |
                          |  2  |
                          |__*__|
                             u              
                             |              
                           __n__           
                          |  1  |
                          |  E  |
                          |_____| 
                        
                         
                          

                 WATER 2: GATE W2-1 LEVEL 2
               ------------------------------

------------------------------------------------------------------------
  5.6.7    Water 2 Gate 1 

Room 1 - Enemies: 3 Evil Vincent Generators (2.0)
Typical first room.  Exit west to Room 2.

Room 2 - Enemies: 6 Evil Vincents (3.0)
The room is terraced with lots of pipes and some water.  The west exit 
is inaccessible.  Exit north to Room 3.

Room 3 - Enemies: 6 Evil Vincents (3.0 x3) (4.0 x3)
A series of corridors.  The east branches are dead ends.  Exit west 
(north side) to Room 4.

Room 4 - Enemies: 3 Super Draconians
       - Gun Upgrade x2
This is a storeroom.  Loot it now, because it will soon be inaccessible.  
Exit east to Room 3.

Room 3 - Exit west (south side) to Room 5.

Room 5 - Enemies: 5 Bats, 2 Draconians
       - Gun Upgrade x2
Another storeroom.  Exit west to Room 6.

Room 6 - Enemies: 4 Bats, 1 Evil Vincent
This is a large storeroom.  The boxes are situated on dikes, to keep 
them from getting wet from the water, I suppose.  The south exit is too 
high to reach.  Exit north to Room 7.

Room 7 - Enemies: None
       - Installation
The equipment at the back of this room is inactive. Elfie suggests you 
"activate the installation."  How does one do such an activity with no 
button with which to perform actions?  With one's gun, of course!  Jump 
up and shoot the round panel on the front of the machine until the 
equipment activates completely.  (One can only assume that this unique 
piece of equipment is capable of absorbing the energy discharged from 
your gun, since all the rest go up in flames.)  Once operational, the 
equipment will freeze the water in the Gate.  The ice will allow access 
to some doors that were too high to reach standing in the water, but 
doors that are in the water will be sealed, permanently locking away 
anything behind them.  Exit south to Room 6.

Room 6 - Hop across to the south exit now that you can leap off the ice 
instead of sinking into the water.  Exit south to Room 8.

Room 8 - Enemies: 7 Evil Vincents (3.0 x3) (4.0 x4)
This is a large open room covered with ice.  exit east to Room 9.

Room 9 - Enemies: 6+/- Evil Vincents (3.0)
       - Gun Upgrade (x4)
Loot this storeroom and exit east to Room 2.

Room 2 - Dropping off the ledge you start on effectively makes the exit 
from room 8 one-way.  The loop of rooms 3-9 is now inaccessible since 
the north exit from room 2 is blocked in the ice.  Exit east to Room 1.

Room 1 - Exit west to Room 10.

Room 10 - Enemies: 5 Spider Drones
        - Gun Upgrade (x4)
This storeroom has some pools in it.  Guess that's a little different.  
Exit east to Room 11.

Room 11 - Enemies: 3 Dustpan and Firepod Generators
This is a dangerous corridor.  The difficulty in hitting the Firepods, 
combined with the wide range of fire of the Dustpans, makes this room a 
good candidate to just run through.  Exit north to Room 12.

Room 12 - Enemies: None
        - Console
Destroy the console in this room to deactivate the barrier at the 
entrance of Room 15.  Exit south to Room 11.

Room 11 - Exit west to Room 10.

Room 10 - Exit west to Room 1.

Room 1 - Exit north to Room 13.

Room 13 - Enemies: 5 Evil Vincents
This is a large skating rink, though impassable prior to being frozen.  
Exit east to Room 14.

Room 14 - Enemies: None
        - Multi
A gift to you.  Exit west to Room 13.

Room 13 - Exit north to Room 15.

Room 15 - Enemies: None
        - Elevator
The elevator will be blocked by a white barrier if you failed to destroy 
the console in Room 12.  Ride the elevator to Level 2.

Level 2

Room 2-1 - Enemies: None
         - Elevator
Exit north to Room 2-2.

Room 2-2 - Enemies: None
         - 2 Pumps
Take out the pumps in this equipment room.  Doing so stops the flow of 
the water barrier in Water 2 Room 15.  Exit south to Room 2-1

Room 2-1 - Take the elevator to Level 1.

Level 1

Room 15 - Exit south to Room 13.

Room 13 - Exit south to Room 1.

Room 1 - Exit south to Water 2 Room 13.

------------------------------------------------------------------------
  5.6.8    Boss

Water 2

Room 13 - Exit east to Room 16.

Room 16 - Save if you wish, then exit south to Room 14.

Room 14 - Exit east to Room 15.

Room 15 - Gird up your loins and exit to Room 17.

Room 17 - WARNING!

The boss is a beefed-up version of the boss encountered in Mission 1.  
This time, however, it hits harder, faster, and covers more area with 
its attacks.  Note that there is a depression around the perimeter of 
the room that can be used for cover.  See the boss section for in-depth 
strategy on how to tackle this adversary, though Thunder will go a long 
way...  Once victory has been secured, Sophia and Roddy will be warped 
back to Ground.  

------------------------------------------------------------------------
 5.7     Mission 6 - Cave part 2
------------------------------------------------------------------------
  5.7.1    Rewards

Stop in the nearby garage to pick up the spoils from your last mission.  
Elfie will send you parts for Boost.  With Boost Sophia will be able to 
literally streak along the ground at roughly twice normal speed.  The 
extra momentum will allow you to make longer jumps, and add a little 
altitude.  Press the triangle button while moving to activate Boost.  
While it may seem that you have unlimited boosting capabilities, Boost 
actually drains energy from an auxiliary energy cell, the capacity of 
which is displayed as the amount of color of the orb in the center of 
the life gauge.  (The orb changes color based on which secondary weapon 
is selected.)  When the orb flashes, auxiliary power is at maximum.  
Under continuous use, Boost will slowly drain the color from the orb 
until the orb is flat gray.  The auxiliary power will slowly recharge, 
but Boost can still be utilized even if the battery has not completely 
be recharged.  Therefore, short, controlled bursts will last you almost 
indefinitely.  Realistically though, most rooms are not long enough to 
require a complete drain of your battery, so you probably won't ever 
notice that Boost has limitations.  

------------------------------------------------------------------------
  5.7.2    Ground

Room 4 - Exit north to Room 3.

Room 3 - Exit east to Room 2.

Room 2 - Warp to Cave.

Cave Room 1 - After passing around the wall in the middle of the room, 
the locked door will open.  Exit west to Cave 2.

------------------------------------------------------------------------
  5.7.3    Cave part 2 Map


 
                          ____
                         |  1 |<-\   
                         |____|  |    
                                 |                                   
GATE C2-2              GATE C2-1-/                                  
 _\/__                  __\_/__     _     _____     ______                
|     |    ________    |   11  |   | |]-[|  9  |]-[|____ 8|                  
|  28 |]-[|____26 _|]-[|K______|]-[| |   |_____|        | |                 
|_____|        | |                 | |                  | |                  
 u             |_|                 | |                  |_|             
 |              u                  | |                   u                
 n              |                  | |-10                |               
| |        _____n__                | |               ____n     ___      
| |___    |        |    _______    | |              |     |   | 13|     
|27___|]-[|    25  |]-[|       |   | |              |  7 K|]-[|___|     
| |       |________|   |   24  |   | |_     ___     |_____|             
|_|             u      |       |]-[|K__|]-[| 12|       u                  
 u              |      |_______|           |_G_|       |                   
 |              n           u                          n                 
 n__           | |          |                         | |                 
|   |    ______| |          n                         | |                 
|   |]-[|______22|     ____| |                        | |            
| 21|          |  |]-[|____23|        _     _____     |6|               
|   |          | |         |_|       | |]-[|K    |    | |                
|___|          | |          u        | |   |  5  |    | |                
 u             | |          |     14-| |   |_____|]-[|__|        _   
 |             |_|          n____    | |      u                 | |    
 n              u          |  15 |   | |      |                 | |    
| |             |          |_____|]-[|_|    __n__               | |
| |             n           u              |     |    __________|4|        
| |            | |          |              |  3  |]-[|____________|         
| |            | |          n              |_____|                         
| |____________| |     ____| |                u                               
|_______20________|]-[|____16|                |                                             
                           |_|                |         
                            u                 | 
                            |                 |
        _____     _____     n____     ________n__     _____
       |     |   |  18 |   |     |   |     2     |   |     |]-TO CAVE 1
       |  19 |]-[|_____|]-[|  17 |]-[|K__________|]-[|  1  |
       |     |             |_____|                   |_____|
       |_____|    
                   
                       


              CAVE 2
            ---------- 

------------------------------------------------------------------------
  5.7.4    Cave 2

Room 1 - Enemies: None
The door will shut behind you, locking you in the level.  You won't be 
able to return to Ground to repair damage at a garage until you find one 
on this level, so take care of Sophia.  The room is a large open cavern 
with ledges and blind jumps that hide pits of radioactive goo.  Use 
Boost jump to get to places that normally would be unobtainable.  Exit 
west to Room 2.

Room 2 - Enemies: 6 Crabs (2.0 x3)
       - Key required for west exit.
After leaving Room 1, you get to watch a movie with mediocre voice 
acting (don't worry, it gets worse.) This tunnel appears empty, but 
there is a ledge along the south wall that is packed with container 
concealing a vast multitude of items.  Exit north to Room 3.

Room 3 - Enemies: 1 Trooper with Rocket Launcher
This room is not an arena, so if you aren't interested in challenging 
the Trooper, you are free to leave.  Exit east to Room 4.

Room 4 - Enemies:6 Crabs (2.0 x3)
A small set of catacombs.  An Omega Item can be found at the end of the 
tunnel.  Exit west to Room 3.

Room 3 - Exit north to Room 5.

Room 5 - Enemies: 3 Dual Missile Launchers, 4 Face Cannons
       - Key required for west exit.
This cavern has many tricky jumps.  The missile launchers complicate 
navigation, so be wary, and Field Guard can be useful if you've upgraded 
it.  Exit east to Room 6.

Room 6 - Enemies: None
Just a tunnel.  Exit north to Room 7.

Room 7 - Enemies: 2 Whirligigs, 6 Dual Cannons
       - Key required for East exit
Another movie will be played when entering the room.  This is a large 
cavern with plenty to shoot at.  Use Boost jump to reach the various 
ledges, or ride the antiquated floating platforms.  If you look 
carefully, you can find a fossil of the level one boss from the first 
game.  Exit north to Room 8.

Room 8 - Enemies: None
Another tunnel.  Exit west to Room 9.

Room 9 - Enemies: 1 Bomber, 3 Hover Tanks.
The Bomber will make this long room tedious if you don't take it out 
first.  Energy pistons decorate the room and still can't be destroyed.  
To reach the west exit, ride up on a platform nestled in a niche on the 
north face of the west cliff.  Exit west to Room 10.

Room 10 - Enemies: None
        - Key required for SW exit
Yet another empty tunnel, though this one is not quite as boring as the 
last two.  Exit west (north) to Room 11.

Room 11 - Enemies: None
        - Key required for west exit
        - Gate C2-1
Exit Sophia and enter Gate C2-1.

Gate C2-1

Room 1 - There is only one room here, and it hosts a cut scene.  Enjoy 
the conversation then exit south back to Cave 2 Room 11.

Room 11 - Exit east to Room 10.

Room 10 - Exit east (south) to Room 12.

Room 12 - Enemies: None
        - Garage
Save if you so desire, then exit west back to Room 10.

Room 10 - Exit east (north) to Room 9

Room 9 - Exit east to Room 8

Room 8 - Exit south to Room 7

Room 7 - Exit south to Room 6

Room 6 - Exit west to Room 5

Room 5 - Entering this room will initiate a movie.  Roddy is frustrated 
with the current situation, damn it, and he wants to share his feelings.  
Once he's been calmed down and the sequence ends, you will have been 
awarded the 'Key.'  It isn't explicitly referred to as a key, nor does 
it have a corporeal representation, but you now can pass through the 
exits sealed with the glyph inscribed walls that look like gate 
entrances without doors, and keeping with the spirit of the first game, 
in which you were awarded a key, I've dubbed this new ability as the 
Key.  (Faulkner eat your heart out.)  'Nuff said, exit east to Room 6.

Room 6 - Exit north to Room 7

Room 7 - Exit east, to try out this new Key thing, to Room 13.

Room 13 - Enemies: None
        - Multi
This room is another glyph room.  Collect your multi and exit west to 
Room 7.

Room 7 - Exit south to Room 6

Room 6 - Exit west to Room 5

Room 5 - Continuing where we left off earlier, exit west to Room 14.

Room 14 - Enemies: 6 Crabs (2.0)
        - Multi
Clean the Crabs out of these catacombs and collect another upgrade.  
Exit west to Room 15.

Room 15 - Enemies: 3 Whirligigs, 2 Hover Tanks
A cavern with radioactive goo between ledges.  Use Boost jump to 
navigate this chamber.  Exit south to Room 16.

Room 16 - Enemies: None
This is a stepped tunnel, but note that there are two west exits; one 
high, the other low.  Exit south, for now, to Room 17.

Room 17 - Enemies: 4 Tarantulas
This room is filled with trenches and shallow water.  It requires 
careful jumping to cross.  Exit west to Room 18.

Room 18 - Enemies: None
This room is long, cut transversely by goo filled trenches.  Exit west 
to Room 19.

Room 19 - Enemies: 3 Mantas, 5 Fireplants
        - Multi
The NW corner of the rock face opposite the lake in front of where you 
start is your destination.  You will have to use your much neglected 
Climb function to reach the summit.  Collect your spoils and exit east 
to Room 18.

Room 18 - Exit east to Room 17

Room 17 - Exit north to Room 16

Room 16 - Exit west to Room 20 via the top exit.  There isn't much room 
to set up on the steps, so timing is crucial.  Start on the step face 
about level with the upper tunnel (otherwise you'll jump into the wall) 
and then press forward, immediately activate Boost, and then jump.  

Room 20 - Enemies: 6 Flashlight Tanks (2.0)
This is a split-level room, the top of the towers creating the upper 
floor which can only be accessed by the upper exit from Room 16.  
Practice breaking when landing from Boost jumps, as such control will be 
crucial for navigating parts of this level.  The NW exit is on the upper 
level.  Exit north (west) to Room 21.

Room 21 - Enemies: 1 Trooper with Rocket Launcher.
        - Multi
This long narrow room is decorated with more energy pistons.  The center 
of the room is depressed, forcing you to use the floating platforms 
should you wish to travel north-south.  Only the east exit is accessible 
if you fall into the center section.  Drop into the center area and 
destroy the Trooper.  Collect the multi hidden in the small alcove under 
the south ledge.  Exit east to Room 22.

Room 22 - Enemies: 6 Flashlight Tanks
These catacombs have a few goo pits to liven them up.  Exit north to 
Room 25.

Room 25 - Enemies: 3 Tarantulas, 4 Flashlight Tanks
The tanks occupy the trench that runs north-south through this room, 
while the Tarantulas lurk on the main floor above.  The trench limits 
movement to north and south.  Being in the trench, exit north to Room 
26.

Room 26 - Enemies: 8 Flashlight Tanks
From your current perspective, this room appears to be a dead-end.  
However, above is a tunnel that crosses east-west with a hole in the 
floor that deposits the unwary in the pit below - where you are now.  
Having seen this room, exit south back to Room 25.

Room 25 - Exit south (unless you want to go back and hang out with the 
Flashlight Tanks again) to Room 22.

Room 22 - Exit east to Room 23.

Room 23 - Enemies: None
This room is a stepped tunnel.  Exit north to Room 24.

Room 24 - Enemies: 3 Troopers
        - Multi
This room is an arena.  Destroy the three troopers to proceed.  Keep in 
mind the Troopers are relatively land bound.  The center platform can be 
used as a safe-zone.  Collect the multi awarded for victory.  Exit west 
to Room 25.

Room 25 - Cross the room without falling in the trench, knowing where it 
leads, and exit west to Room 27.

Room 27 - Enemies: 7+/- Crabs (2.0)
A branched tunnel.  Exit north to Room 28.

Room 28 - Enemies: 3 Bombers
        - Gate C2-2
This is a large room with radioactive goo covering the floor.  A small 
road leads down from the south cliff, but it is intended more for Roddy 
than Sophia.  Dispatch the Bombers and exit Sophia.  A floating platform 
circles quickly through the room and will skim the ground in the SW 
corner, allowing Roddy a safe opportunity to hop on.  Fly to the ledge 
on the north wall and enter Gate C2-2.

------------------------------------------------------------------------
  5.7.5    Cave 2 Gate 2 Map


                         _____
                        |  10 | 
                        |  E  | 
                        |_____|
                           u
                           |  
               _____     __n__
              |     |   |     |   
              |  9  |]-[|  8  |
              |_____|   |_____|   
                           u
                           |
     _____                 n       _____
    |  6  |    _____     _|B|_    |     |
    |  *  |]-[|_B 4_|]-[|_5 B_|]-[| 7 E |
    |_____|     |B|       |_|     |_____|
                 u         u
                 |         |
               __n__     __n__     _____
              |     |   |     |   |     |
              |  3  |]-[|  1  |]-[| 2 E |
              |_____|   |_____|   |_____|
                          / \
                        CAVE 2
                              
               

            CAVE 2: GATE C2-2 LEVEL 1
          -----------------------------



               _____     _____
              |  4  |   |     |   
              |  E B|]-[|  3 *|
              |_____|   |_____|   
                           u
                           |
               _____       n            
              |     |    _| |            
              | 1 E |]-[|___|-2          
              |_____|                     
                            
                              
               

            CAVE 2: GATE C2-2 LEVEL 2
          -----------------------------



                      ___
                     | 3 |
                     |_+_|
                       u
                       |
                     __n__
                    |     |             
                    | 2 G |           
                    |_____|             
                       u         
                       |          
                     __n__                    
                    |     |                    
                    | 1 E |
                    |_____|                     
                            
                              
               

           CAVE 2: GATE C2-2 LEVEL 3
         -----------------------------

------------------------------------------------------------------------
  5.7.6    Cave 2 Gate 2

Room 1 - Enemies: 2 Evil Vincent Generators (2.0)
Typical room.  Exit east to Room 2.

Room 2 - Enemies: None
       - Elevator (to 2-1)
Take the elevator up to Level 2.

Level 2

Room 2-1 - Enemies: None
         - Elevator (to 1-2)
Exit east to Room 2-2

Room 2-2 - Enemies: None
A corridor with floor spikes.  In areas where the spikes are close 
together, hurdling them by jumping diagonally will keep Roddy from 
landing on the next set.  Exit north to Room 2-3.

Room 2-3 - Enemies: None
         - Console
Destroy the console to deactivate the barrier (orange) blocking the west 
exit of Room 1-4. Exit south to Room 2-2.

Room 2-2 - Exit west to Room 2-1

Room 2-1 - Ride elevator to Level 1.

Level 1

Room 2 - Exit west to Room 1.

Room 1 - Exit north to Room 5

Room 5 - Enemies: 6+/- Evil Vincents (3.0 and 4.0)
This is a donut shaped corridor with a purple barrier blocking access to 
the east and north exits.  Exit west to Room 4.

Room 4 - Enemies: 3 Spider Drone Generators
Laser fences in this corridor will slow your progress and force 
confrontation with the Drones.  The south branch is blocked by a green 
barrier, and the west branch will be blocked by an orange barrier if you 
failed to destroy the console in Room 2-3.  Exit west to Room 6.

Room 6 - Enemies: None
       - Console
       - Gun Upgrade
Destroy the console in this storeroom to deactivate the green barrier in 
Rooms 4 and 2-4.  Exit east to Room 4.

Room 4 - Exit south to Room 3.

Room 3 - Enemies: 2 Rail Lasers, 3 Super Draconians
       - Gun Upgrade (x4)
Clean out this storeroom to power up your gun.  Exit east to Room 1.

Room 1 - Exit east to Room 2

Room 2 - Ride elevator to Level 2

Level 2

Room 2-1 - Exit east to Room 2-2

Room 2-2 - Exit north to Room 2-3

Room 2-3 - Exit west to Room 2-4

Room 2-4 - Enemies: None
         - Elevator (to 1-7)
Ride the elevator to Level 1.

Level 1

Room 7 - Enemies: None
       - Elevator (to 2-4)
Exit west to Room 5.

Room 5 - The west and south exits are now blocked by the relative 
positions of the purple barriers.  Exit north to Room 8.

Room 8 - Enemies: 2 Spider Drones
The center column in this room rotates emitting three laser beams.  
While the beams themselves are not dangerous, crossing them as they 
sweep the room will set off an alarm.  Each time the alarm sounds two 
Evil Vincent Generators will activate, each sending forth two drones.  
Exit west to Room 9.

Room 9 - Enemies: 4 Bats, 2 Draconians
       - Gun Upgrade (x3)
A storeroom.  Exit east to Room 8.

Room 8 - Exit north to Room 10.

Room 10 - Enemies: None
        - Elevator (to 3-1)
Ride the elevator down to Level 3.

Level 3

Room 3-1 - Enemies: None
         - Elevator (to 1-10)
Exit north to Room 3-2.

Room 3-2 - Enemies: None
         - Mini-garage
Take a breather and save.  Once you're ready, exit north to Room 3-3.

Room 3-3 - WARNING!

You've seen this guy before.  You don't like him.  He won't be running 
away this time.  You'll find yourself on an octagonal shaped platform. 
You can't fall off, so no worries.  The Emissary will move around slowly 
and discharge large orbs to each corner.  You can destroy the orbs, but 
for at the beginning, it may be better to concentrate fire on the enemy.  
A path will appear briefly between the orbs indicating where the 
Emissary will fire.  Place yourself in a safe area and counter attack.  
Be wary destroying orbs while the Emissary is attacking as the shot 
pattern may change adversely.  For more in-depth strategy see the Boss 
section below.  Note that pressing the L/R2 buttons will zoom in and out 
during this stage.  Once you've eliminated the Emissary, take the warp 
back to Ground 2.


------------------------------------------------------------------------
 5.8     Mission 7 - Lava part 2
------------------------------------------------------------------------
  5.8.1    Rewards

Elfie had the hover parts ready and waiting shortly after you entered 
Cave 2.  Now you can finally claim them.  Hover is activated by pressing 
the triangle button while either stationary or in the air.  If you are 
moving when you try to Hover you will activate Boost instead.  You can 
Hover to get out of water, but only if you are in a shallow area where 
you would be able to jump.  Hover drains the same energy reserve that 
Boost uses, though the rate of consumption is much higher.  Therefore, 
if you drain your reserves hovering, you will not be able to Boost but 
for short bursts after landing.  With Hover, Sophia is now able to 
traverse all terrain.  You may find it convenient to shuffle buttons 
around so you can utilize all of Sophia's abilities easily and still be 
able to side jump in both directions.  Sophia is highly maneuverable 
once Hover has been attained, but only being able to strafe left may be 
limiting in certain situations.  

------------------------------------------------------------------------
  5.8.2    Scavenge

Sophia now has all of the optional parts installed.  The only things 
left to power up are the secondary weapons.  Each can be upgraded to a 
maximum of eight levels.  Now is a good time to go back and collect 
multis that were previously inaccessible.  When is it not good to 
maximize one's firepower as soon as possible?

 Cave
------
Room 3 - Use the 'Key' to exit west to Room 16
         Room 16 - Glyph room
Room 5 - Multi on north ledge
Room 13 - Multi in the center of the room.  

 Water
-------
Room 4 - Multi along north wall

 Water 2
---------  
Room 14 - Use the 'Key' to access Room 18 and Room 19
          Room 18 - Glyph room
          Room 19 - Glyph room

 Lava
------
Room 2 - Floating multi
Room 3 - Use the 'Key' to access Room 13
         Room 13 - Glyph room

Note that picking up multis for a weapon that you have already maxed out 
will waste the multi.  

------------------------------------------------------------------------
  5.8.3    Lava part 2 Map


 
               ________                           ________              
              |*   10  |    _____     _______    |   8   *|             
              |________|]-[|     |]-[|_ 7 ___|]-[|________|             
                           |  9  |     | |                             
                           |     |     | |                               
                           |_____|     |_|                                
                              u         u                                
                              |         |                                 
                              n       __n__                               
                             | |     |     |                         
                             | |     |  6  |                           
                          11-|*|     |_____|                             
                             | |        u                                
                             | |        |                            
GATE L2-1                    |_|        n__                           
 _\/_____    _______          u        |   |    ___                    
|    14  |]-[___    |         |        |   |   | 5 |               
|________|      | 13|    _____n__      | 4 |]-[| * |                       
 u              |   |   |   12   |     |   |   |___|                        
 |              |___|]-[|________|     |___|                             
 n____                        u         u                                     
|     |                       |         |                                                   
|  15 |    ____________     __n__     __n               
|     |   |            |   |     |   |   |      
|G____|]-[|  +  16     |]->|  1  |]-[| 2 |           
          |____________|   |     |   |__K|                 
                           |_____|      u                               
                              /\        |                    
                           TO LAVA     _n_                   
                                      | 3 | 
                                      |___|
                       


                        LAVA 2
                      ---------- 

------------------------------------------------------------------------
  5.8.4    Lava 2

To continue with the story, return to Lava Room 1.

Room 1 - Exit north to Room 12.

Room 12 - Enemies: None
Roddy will comment on the size of the tracks in this room.  Hover up to 
the high north exit.  There are Power items suspended in the center of 
the room that will recharge your battery and allow you to make it to the 
top in one fell swoop.  Or, you can stop along the way on the ledges 
around the perimeter for a breather.  Exit north to Lava 2.

Lava 2

Room 1 - Enemies: 1 Bomber, 5 Face Cannons
This large room has a high rock ramp leading up to the north.  The west 
exit is sealed.  Exit east to Room 2.

Room 2 - Enemies: 3 Flashlight Tanks
This room is essentially a lava pit.  Avoid the flares when crossing the 
room.  Exit south to Room 3.

Room 3 - Enemies: None
       - multi
A glyph room.  Exit north to Room 2.

Room 2 - Exit north to Room 4.

Room 4 - Enemies: None
This is a long lava flow.  A platform on the north face of the lava flow 
will allow passage up from the bottom.  Exit east to Room 5.

Room 5 - Enemies: None
       - Beacon
Shoot the beacon to deactivate a barrier blocking the Gate in Room 14.  
Exit west to Room 4.

Room 4 - Exit north to Room 6.

Room 6 - Enemies: None
This room is a huge lava cave.  The fiery walls create a zigzag passage 
that you must Hover through.  While there are floating platform to 
assist, there are also stone ledges that can be reached through 
judicious use of your hover jets by igniting them in short, controlled 
bursts.  Exit north to Room 7.

Room 7 - Enemies: 3+/- Fireplants
Islands break up this lava river.  Exit east to Room 8.

Room 8 - Enemies: None
       - Beacon
The lava river continues into this room, along with many islands.  A 
barrier sweeps back and forth above the center islands, so you will need 
to time your jump/hover over it.  Also watch for lava flares.  Shoot the 
beacon at the end of the room to deactivate another barrier blocking the 
gate in Room 14.  Exit west to Room 7.

Room 7 - Exit west to Room 9.

Room 9 - Enemies: 5 Face Cannons
This large, lava floored cavern has a lattice of bridges.  The room is 
tall and the exits are at different elevations along the walls.  Exit 
west to Room 10.

Room 10 - Enemies: 3 Bombers
        - Beacon
Another open river of lava with large flares.  Large floating platforms 
will need to be navigated to reach the end of the room.  Shoot the 
Beacon to deactivate another layer of barriers covering the gate in Room 
14.  Exit east to Room 9.

Room 9 - Exit south to Room 11.

Room 11 - Enemies: 1 Whirligig, 2 Missile Launchers
        - Beacon
Another, though longer, zigzag lava cavern with floating platforms.  
Pause halfway through the room long enough to shoot the beacon and 
deactivate the final barrier guarding the gate in Room 14.  Exit south 
to Room 12.

Room 12 - Enemies: 6 Fireplants
A series of stepped ledges create a path through the lava river in this 
room.  Avoid the flares, and exit west to Room 13.

Room 13 - Enemies: 3 Dual Missile Launchers
This is an arena with similar topography to the previous room.  Field 
Guard will help protect you against the onslaught of missiles you will 
face here.  Launcher that can be eliminated at long range are not 
threats, however.  Destroy the enemies to proceed. Exit west to Room 14.  

Room 14 - Enemies: None
        - Gate L2-1
This room is a deep, lava filled canyon.  The south exit is sealed.  
Exit north to Gate L2-1.

------------------------------------------------------------------------
  5.8.5    Lava 2 Gate 1 Map


                     _____
                    |  10 |
                    |  E  |
                    |_____|
                       u
                       |
 _____     _____     __n__     _____
|     |   |     |   |     |   |     |
| 7 E |   | 6 E |]-[|  2  |]-[| 3 E |
|_____|   |_____|   |_____|   |_____|
   u                   u
   |                   |
   n____________     __n__     _____     _____
  |             |   |     |   |     |   |     |
  |      8      |]-[|  1  |]-[|  5  |]-[| 4 E |
  |_____________|   |_____|   |_____|   |_____|
   u                  / \
   |                LAVA 2
   n____
  |     |
  | 9 * |
  |_____|



           LAVA 2: GATE L2-1 LEVEL 1
         -----------------------------



                     _____
                    |     |
                    |  3  |
                    |_____|
                       u
                       |
                       n
             _____    | |
            |     |   | |
            | 1 E |]-[|2|
            |_____|   | |
                      |_|
                       u
                       |
           _____     __n__           
          |     |   |     |          
          | 6 E |]-[|  4  |          
          |_____|   |_____|          
                       u
                       |
                     __n__                     
                    |     |                     
                    | 5 * |                    
                    |_____|                       
                         
                            



        LAVA 2: GATE L2-1 LEVEL 2
      -----------------------------
                       


   
               _____     _____
              |     |   |     |
              |  2  |]-[| 1 E |
              |_____|   |_____|
                 u
                 |
               __n__                     
              |     |                    
              | 3 E |                    
              |_____|                      
                         
                             
         
         


        LAVA 2: GATE L2-1 LEVEL 3
      -----------------------------



           _____     _____           
          |     |   |     |          
          | 3 E |]-[|  2  |          
          |_____|   |_____|          
                       u
                       |
                     __n__                     
                    |     |                     
                    | 1 E |                    
                    |_____|                       
                         
                            



       LAVA 2: GATE L2-1 LEVEL 4
     -----------------------------
                       


       _____     _____     _____
      |     |   |  2  |   |     |
      | 3 + |]-[|B G B|]-[| 1 E |
      |_____|   |_____|   |_____|
                      
                        


       LAVA 2: GATE L2-1 LEVEL 5
     -----------------------------

------------------------------------------------------------------------
  5.8.6    Lava 2 Gate 1

Room 1 - Enemies: 3 Evil Vincent Generators (2.0)
Typical room.  Exit north to Room 2.

Room 2 - Enemies: None
       - Gun Upgrade (x4)
A lava pit in the center of this room surrounds an island with lots of 
goodies on it.  A fast moving floating platform is there to assist you 
in accessing them if you so choose.  Exit east to Room 3.

Room 3 - Enemies: None
       - Elevator (to 2-1)
Ride the elevator up to Level 2.

Level 2

Room 2-1 - Enemies: None
         - Elevator (to 1-3)
Exit east to Room 2-2.

Room 2-2 - Enemies: 8 Evil Vincents (4.0)
The corridor is broken up by a laser fence.  Exit north to Room 2-3.

Room 2-3 - Enemies: 3 Super Draconians, 6+/- Bats
         - Gun Upgrade (x4)
You will need to eliminate all of the enemies in this storeroom to 
proceed.  Exit south to Room 2-2.

Room 2-2 - Exit south to Room 2-4.

Room 2-4 - Enemies: 2 Super Draconians, 1 Draconian
This is a large, open room with four pieces of equipment that can be 
destroyed.  Exit south to Room 2-5.

Room 2-5 - Enemies: None
         - Console
Destroy the console to deactivate the blue barrier blocking the west 
exit of Room 5-2.  Exit north to Room 2-4.

Room 2-4 - Exit west to Room 2-6.

Room 2-6 - Enemies: None
         - Elevator (to 1-4)
Ride the elevator to Level 1.

Level 1

Room 4 - Enemies: None
       - Elevator (to 2-6)
Exit west to Room 5.

Room 5 - Enemies: 8+/- Bats
       - Gun Upgrades (x2)
Clean out this storeroom and exit west to Room 1.

Room 1 - Exit north to Room 2.

Room 2 - Exit west to Room 6.

Room 6 - Enemies: None
       - Elevator (to 3-1)
Ride the elevator up to Level 3.

Level 3

Room 3-1 - Enemies: None
         - Elevator (to 1-6)
Exit west to Room 3-2.

Room 3-2 - Enemies: 6 Bats, 3 Lava Imps
The floor of this room is covered with lava.  Catwalks provide access to 
the other exit.  Exit south to Room 3-3.

Room 3-3 - Enemies: None
         - Elevator (to Room 1-7)
Ride the elevator down to Level 1.

Level 1

Room 7 - Enemies: None
       - Elevator (to Room 3-3)
Exit south to Room 8.

Room 8 - Enemies: None
The main floor of this room is covered with lava.  A high ledge connects 
the north and south exits along the west wall.  Access to this ledge is 
unobtainable from the east.  Exit south to Room 9.

Room 9 - Enemies: None
       - Console
Destroy the console to deactivate the orange barrier blocking the east 
exit of Room 5-2.  Exit north to Room 8.

Room 8  - Jump down from the ledge and exit east to Room 1.

Room 1 - Exit north to Room 2 (getting tired of this yet?)

Room 2 - Exit north to Room 10 (whoa, bet you weren't expecting that...)

Room 10 - Enemies: None
        - Elevator (to 4-1)
Ride the elevator up to Level 4.

Level 4

Room 4-1 - Enemies: None
         - Elevator (to 1-10)
Exit north to Room 4-2.

Room 4-2 - Enemies: 3 Spider Drone Generators (2.0)
If you're up for a good fight, take on these guys.  If you'd rather 
finish this level, run through this corridor.  Exit west to Room 4-3.

Room 4-3 - Enemies: None
         - Elevator (to 5-1)
Ride the elevator to Level 5.

Level 5

Room 5-1 - Enemies: None
         - Elevator (to 4-3)
Exit west to Room 5-2.

Room 5-2 - Enemies: None
         - Mini-garage
If you failed to destroy the consoles before coming here, the east exit 
will be blocked by an orange barrier, and the west exit will be block by 
blue one.  Save, then exit west to Room 5-3.

Room 5-3 - Enemies: None
         - Gun Upgrade
         - Equipment
Clear out the boxes in this room, then destroy the equipment along the 
west wall to open the south exit in Room 14 of Lava 2.  Oh, and to start 
a self-destruct sequence.  You will now have 5 minutes to exit the Gate 
or be incinerated in its fiery demise.  Time will not elapse when 
viewing the map screen, so pause it as frequently as necessary to 
maintain your bearings.  Try not to engage in fights unless necessary, 
as doing so could waste precious time and health, as random explosions 
could injure you as you try to escape.  Exit east to Room 5-2.

Room 5-2 - The garage will be in smoldering shambles and therefore 
unusable.  Glad you saved earlier, aren't you.  Exit east to Room 5-1.

Room 5-1 - Take the elevator to Level 4.

Level 4

Room 4-3 - The elevator will collapse once you get off it.  All 
elevators will behave in the same fashion.  You get to ride it once, 
that's all.  Exit east to Room 4-2.

Room 4-2 - Exit south to Room 4-1

Room 4-1 - Take the elevator to Level 1.

Level 1

Room 10 - Exit south to Room 2.

Room 2 - Oh, this is going to be easier than you thought, four minutes 
to go and one room away from escape.  Oh, but what is that large pile of 
flaming debris blocking the south exit?  Crap.  Guess poor Roddy will be 
taking the scenic tour.  Exit west to Room 6.

Room 6 - Ride the elevator to Level 3.

Level 3

Room 3-1 - Exit west to Room 3-2

Room 3-2 - Exit south to Room 3-3

Room 3-3 - Ride the elevator back to Level 1

Level 1

Room 7 - Exit south to Room 8.

Room 8 - You're almost out, but the building is already falling down 
around your ears.  Watch out for falling debris that will damage you as 
you try to get back to Sophia.  Exit east to Room 1.

Room 1 - Quick, exit south to Lava 2!


------------------------------------------------------------------------
  5.8.7    Boss

Room 14 - The gate explodes and is no longer accessible.  But, the south 
exit has been unlocked.  Hop in Sophia and exit south to Room 15.

Room 15 - Enemies: 3 Bombers
        - Garage
This is a large lava filled cavern.  Watch out for the non-flashing 
platforms that will drop into the lava if you land on them.  The power 
items will recharge your Hover if you are running low.  Save and then 
exit east to Room 16.

Room 16 - WARNING!

You will find yourself flying over a seemingly endless river of lava.  
The boss will arrive and circle around in front of you.  For this 
encounter you have unlimited automatic Hover and the directional 
controls move you around the screen (i.e. you don't need to use the 
triangle button.)  Dodge the various attacks thrown at you as well as 
the boss itself, which will make passes at you and try to knock you out 
of the air.  After it has sustained enough damage the river will flare 
up with lots of small eruptions reducing the amount of maneuvering room 
available.  See the Boss section for a more detailed strategy.  When you 
finally manage to dispatch the fiend you'll get to watch a cut-scene, 
and then be deposited in Room 1.  You'll have to return to Ground on 
your own this time.

------------------------------------------------------------------------
 5.9     Mission 8 - Plant part 2
------------------------------------------------------------------------
  5.9.1    Ground

Hopefully by now you can make it back to Ground okay.  There won't be 
any more upgrades waiting for you at the maintenance tunnel - for the 
rest of the game.  While this is initially disappointing, Sophia kicks 
some serious techno-organic tail right now.  And let's face it, there's 
not much more frustrating than only getting to use your final abilities 
for the last two rooms of a game.  Sophia is fully operational for the 
last two missions of BMBA.  Enough talk...

Room 8 - As instructed, exit west to Room 9.  

Room 9 - Enemies: 6 Fireplants
You've probably been in here before, but now it is confirmed, your final 
destination lies behind the barriers on the other side of the waterfall.  
Exit east back to Room 8 to get started.

Room 8 - The last warp will be unlocked.  Cruise on in and warp to Plant 
2.

------------------------------------------------------------------------
  5.9.2    Plant part 2 Map


                 _____
    ___         |  12 |
   | 9 |        |__*__|
   |_G_|           u          
     u             |                 
  ___|__     ______n__   _________    
 |10_|__|]-[|_____ 11_| |    1    |                                  
  u  |            | |   |_________|                                   
  |  |            | |     W     u                                           
 _n__n            | |   GROUND  |                                              
|  8  |    ___    | |      _____n_____     _            GATE P2-1             
|_____|]-[| 37|   | |     |     2     |]-[| |           ____\/                  
 u        |_*_|   |_|     |___________|   | |          | 33  |             
 |                 u       u   u     u    | |          |_____|               
 n                 |       |   |     |    | |           u                   
| |                n       n   n__   n    | |           |                  
| |____     ______|_|_    | | | 3 | | |   | |           n                  
|_7____|]-[|__________|]-[| | |_G_| | |   | |-36       | |                 
               |  | |     | |   u   | |___|_|__|_      | |                 
               6--| |     | |   |   |__________  |     | |-32                
                  | |     | |  _n_   _____| |  |_|     | |                    
   ______         | |     |5| | 4 | |  _____|   u      | |                  
  |      |    ____| |__   | | |_*_| |_|         |      |_|                 
  |  13  |]-[|_______  |  | |        u          n       u                    
  |______|           |_|  | |        |         | |      |              
     u                    | |        n__     __| |      n____     ___     
     |                    | |       |   |]-[|__35|     |     |   | 31|      
     n                    | |       | 34|              |  30 |]-[| * |      
   _| |_                  |_|       |___|              |     |   |___|
  |  _  |                  u         u                 |_____|            
  | | | |-14               |         |                      u             
  |_| | |  ___     ________n     ____n     ______           |       
   u  | | | 24|]-[|         |]-[|  22 |]-[|____  |          n               
   |  | | |_G_|   |    23   |   |_____|        | |         | |               
 __n  | |         |         |               21-| |         | |              
| 16| | |______   |_________|    ___     ___|__|_|_     ___| |     ___         
|_*_| |  ____  |   u     u      |   |]-[|__________|]-[|___28_|]-[| 29|                     
      |_|    |_|   |     |      | 27|          | |                |_G_|
       u      u    n__   n__    |___|          |_|
       |      |   |   | | 25|      u            u
      _n_      _n_|   | |_*_|      |            |           
     | 15|    |    17 |    ________n   ___     _n_     ___              
     |_G_|    |_______|]-[|____26___| | 20|]-[| 18|]-[| 19|  
                                      |_*_|   |___|   |_G_|  
                  
                   
                       


              PLANT 2
            ----------- 

------------------------------------------------------------------------
  5.9.3    Plant 2

This level is pretty extensive, and with good reason.  Reincarnations of 
each of the previous seven bosses are scattered around the area waiting 
to lock horns with you for a chance to regain their dignity.  

Room 1 - Enemies: None
Just a room with a large tree.  You can hover to the top of most trees.  
Exit south to Room 2.

Room 2 - Enemies: 6 Flashlight Tanks, 2 Tarantulas (green)
This is a large cavern with lots of drop-offs.  Nothing you can't 
navigate through, however.  Exit south (center) to Room 3.

Room 3 - Enemies: None
       - Garage
Save and exit south to Room 4.

Room 4 - Enemies: Mission 1 Boss
       - Multi
Let the festivities begin!  Drive Sophia into the warp in the center of 
this glyph room to be transported to your first boss fight of the level.  
When you finish the fight you will warp back to the glyph room and be 
rewarded with a multi.  The first orb of the barrier in Ground Room 9 
will shatter.  Exit north to Room 3.

Room 3 - Save.  Exit north to Room 2.

Room 2 - Exit south (east side) to Room 36.

Room 36 - Enemies: None
This room consists of two tunnels that cross each other but don't 
actually connect.  Exit south to Room 35.

Room 35 - Enemies: None
A short tunnel.  Exit west to Room 34.

Room 34 - Enemies: 2 Dual Missile Launchers
This room is a deep canyon with radioactive goo at the bottom.  Exit 
north to Room 36.  

Room 36 - You are in the other tunnel this time.  Exit west to Room 2.

Room 2 - Okay, that seems to have been a pointless loop, but it actually 
served an important purpose.  It allowed me to show you those rooms.  
Exit south (west side) to Room 5.

Room 5 - Enemies: None
A tunnel.  Exit west to Room 6.

Room 6 - Enemies: 6+/- Crabs
The east-west tunnel is not connected to the rest of the catacombs 
inhabited by the crabs.  Exit west to Room 7.

Room 7 - Enemies: None
Yet another tunnel.  Exit north to Room 8.

Room 8 - Enemies: 6 Tarantulas.
A long room with ledges, goo, and floating platforms.  Hey, it's got it 
all.  The NW exit is concealed in the south face of a cliff.  Be careful 
around it though, as it is a one-way trip down.  Exit north (east side) 
to Room 9.

Room 9 - Enemies: None
       - Garage
Save and exit south to Room 8.

Room 8 - Exit east to Room 37 (like I said, the NW exit is one-way, and 
it's a long way back.)

Room 37 - Enemies: Mission 7 Boss
        - Multi
Enter the warp in this glyph room and take down your adversary.  You 
should still be warmed up from your last encounter with him, so put him 
away quickly.  The second orb in the waterfall barrier will shatter and 
you'll be awarded another multi (should you even need them at this 
point.)  Exit west to Room 8.

Room 8 - Exit to 9 and save if you would like.  When you are ready, hop 
down the hole and exit north (west side) to Room 10.

Room 10 - Enemies: None
This tunnel only goes east-west.  Exit east to Room 11.

Room 11 - Enemies: None
More tunnels.  Exit north to Room 12.

Room 12 - Enemies: Mission 2 Boss
        - Gun Upgrade (x2)
        - Multi
Roddy will have to take this one on his own.  Collect the guns if you 
need them, then warp to the boss.  The third orb in the waterfall 
barrier will be destroyed when you win and you'll be awarded a multi.  
Exit south to Room 11.

Room 11 - Exit south to Room 6.

Room 6 - Eliminate all enemies to proceed.  Exit west (south end) to 
Room 13.

Room 13 - Enemies: 3 Jets, 2 Dual Missile Launchers
This is a large terraced room.  Exit south to Room 14.

Room 14 - Enemies: None
A branching tunnel.  Exit south (center) to room 15.

Room 15 - Enemies: None
        - Garage
Save and exit north to Room 14.

Room 14 - Exit south (west side) to Room 16.

Room 16 - Mission 5 Boss
        - Multi
Drive into the warp and take on the next boss.  Winning shatters the 
fourth orb in the waterfall barrier and nets you a multi.  Exit north to 
Room 14.

Room 14 - Exit to 15 and save if needed.  Exit south (east side) to Room 
17.

Room 17 - Enemies: 3 Fireplants
This is a pretty open room.  It is dark with many small islands that act 
as stepping stones to the north exit.  Fall into the depths and exit to 
Room 18.

Room 18 - Enemies: None
You will land in a small pond with terraced banks.  The west exit is 
concealed behind the waterfall.  Exit east to Room 19.

Room 19 - Enemies: None
        - Garage
Save.  Exit west to Room 18.

Room 18 - Exit west to Room 20.

Room 20 - Enemies: Mission 3 Boss
        - Gun Upgrade (x2)
        - Multi
Exit Sophia and warp Roddy to the boss fight.  Upon his return he'll be 
awarded another multi, and the fifth orb will shatter in the waterfall 
barrier.  Exit east to Room 18.

Room 18 - Exit north to Room 21.

Room 21 - Enemies: 3 Troopers with Rocket Launchers
        - Multi
The east-west branch of this room is a tunnel across the ceiling of the 
north-south room.  Destroy the Troopers to receive the multi.  Exit west 
(north side) to Room 22.

Room 22 - Enemies: 3 Hover Tanks
A deep terraced room.  Exit west to Room 23.

Room 23 - Enemies: 3 Troopers with Rocket Launchers
You will need to destroy the Troopers to continue.  The base of the tree 
trunk is a relatively safe spot to snipe them with Homing Missiles.  The 
multi will be waiting at the very top of this tall tree, though you may 
wish to save it for later if you need it, as getting up the tree is 
perhaps one of the more difficult parts of the level.  Exit west to Room 
24.

Room 24 - Enemies: None
        - Garage
Save.  Exit east to Room 23.

Room 23 - Exit south (east side) to Room 25.

Room 25 - Enemies: Mission 4 Boss
        - Gun Upgrade (x2)
        - Multi
This one is for Roddy.  Return victorious and the sixth orb in the 
waterfall barrier will shatter and another multi will be awarded.  Exit 
north to Room 23.

Room 23 - Exit to 24 if you wish to save.  The SW exit is located high 
up on the wall.  To get to it you will need to climb the tree.  I 
recommend starting on the flared portion of the south side of the trunk.  
Position yourself just right of center.  Jump and start hovering at the 
apex.  Right before you run out of power you will come to a branch.  
Push over to get your wheels on it when your hover jets run out of 
juice.  just try not to push yourself off the other side.  You may need 
to try this a few times to get the timing right.  Then, jump backwards 
to land on the branch proper.  Recharge and then continue up along the 
side of the trunk until you can land on the top.  There are a couple of 
hover recharge items floating above that you will need to get to the 
south exit.  Aim yourself in the direction of the exit, then jump and 
fly towards it.  If you hit your mark, exit south to Room 17.

Room 17 - Either follow the islands or glide down along the east wall. 
Exit east to Room 26.

Room 26 - Enemies: None
A tunnel.  Exit north to Room 27.

Room 27 - Enemies: None
This cavern's floor is covered with radioactive goo.  A small bridge and 
platform are there to help you cross.  Access the cliff along the east 
wall.  Exit east to Room 21.

Room 21 - You are in the east-west tunnel above the room with the 3 
Trooper.  A hole in the floor will drop you down amongst them, but I 
strongly suggest hovering over the floor and continuing along.  Exit 
east to Room 28.

Room 28 - Enemies: None
A stepped tunnel with pits of goo.  Exit east to Room 29.

Room 29 - Enemies: None
        - Garage
This is the last garage outside of the gate.  Exit west to Room 28.

Room 28 - Exit north to Room 30.

Room 30 - Enemies: 1 Bomber, 4 Tarantulas
A large, open room with a terraced topography.  Exit east to Room 31.

Room 31 - Enemies: Mission 6 Boss
        - Gun Upgrade (x2)
        - Multi
Send in Roddy and kick some tail.  Once you've defeated the last of the 
repeat bosses, the seventh orb will shatter, another multi will be 
awarded, and you'll be free to access the last room.  Exit west to Room 
30.

Room 30 - You can return to Room 29 to save if you want.  Exit north to 
Room 32.

Room 32 - Enemies: None
A switchback tunnel with goo pits.  Exit north to Room 33.

Room 33 - Enemies: 6 Crabs
        - Gate P2-1
If you haven't defeated all seven of the other bosses on this level you 
will be stuck in the tunnel.  Having cleared the other bosses, however, 
destroy the crabs and the last one will leave an energy item.  Collect 
it as you start to hover up the shaft at the end of the tunnel and you 
should be able to reach the next power item before depleting your energy 
cells.  Hover up into the main room.  You will come up out of a pit next 
to a damn holding back the west edge of a lake of radioactive goo.  Exit 
north to enter Gate P2-1.


------------------------------------------------------------------------
  5.9.4    Plant 2 Gate 1 Map

                     _____
                    |  16 |
                    |  *  |
                    |_____|
                       u   
                       |   
                       n   
             _________|G|  
            |15_______  |  
            | |       |R|  
            | |        u
            | |        |
 _____      | |      __n__     _____     _____
|  17 |    _| |_    |  R  |   |  12 |   |  11 |
|  * B|]-[|R___G|]-[|G *14|   |  E  |   |  E  |
|_____|             |__*__|   |__G__|   |__R__|
                       u         u         u
                       |         |         |
           _____     __n__       n       __n__
          |  5  |   |  B  |    _|G|_    |  R  |
          |  * R|]-[|R 4 G|]-[|G___G|]-[|G 10 |
          |__G_G|   |__R__|      |      |__R__|
             u         u         13        u
             |         |                   |
             n       __n__               __n__
            |G|_    |  R  |             |  R  |
          6-|__G|]-[|G * 3|             |  9  |
                    |_____|             |__R__|
                       u                   u 
                       |                   |
           _____     __n__               __n__
          |     |   |     |    _____    |  R  |
          |  2  |]-[|  1 G|]-[|G_7_G|]-[|G *8 |
          |_____|   |_____|             |_____|
                      / \
                    PLANT 2
            
         



          PLANT 2: GATE P2-1 LEVEL 1
        ------------------------------



                               _____
                              |  8  |
                              |  *  |
                              |_____|
                                 u
                                 |
                     _____     __n__           
                    |     |   |  B  |          
                    |  6 G|]-[|G 7  |          
                    |__G__|   |_____|           
                       u                    
                       |                   
           _____     __n__     _____
          |     |   |  G  |   |  3  |
          |  4 G|]-[|G*2*R|]-[|R E  |
          |__G__|   |__R__|   |_____|
             u         u                    
             |         |                    
           __n__     __n__                     
          |  G  |   |  R  |                    
          | 5 E |   | 1 E |                    
          |_____|   |_____|                    
            
         



          PLANT 2: GATE P2-1 LEVEL 2
        ------------------------------



                     _____
                    |     |
                    | 3 * |
                    |_____|
                     u
                     |
         _____       n
        |  1  |    _|R|_
        |  E R|]-[|R__ 2|
        |_____|       | |
                      |R|
                       u
                       |
                     __n__           
                    |  B  |          
                    |  4  |          
                    |_____|          
                       u
                       |
                     __n__           
                    |  5  |          
                    |  G  |          
                    |_____|          
                       u
                       |
                      _n_                      
                     | 6 |                     
                     |_+_|                    
                                                  
                         
                            



       PLANT 2: GATE P2-1 LEVEL 3
     ------------------------------
                       

------------------------------------------------------------------------
  5.9.5    Plant 2 Gate 1

Room 1 - Enemies: 2 Evil Vincent Generators (3.0 and 4.0)
Typical room. Exit west to Room 2.

Room 2 - Enemies: None
Enter to watch an interesting cut-scene that might clear up some 
confusion in the plot...or just make things worse.  *shrug*  Exit east 
to Room 1.

Room 1 - Exit north to Room 3.

Room 3 - Enemies: 3 Lava Imps
       - Red Switch
The room is filled with a pool of radioactive goo. Run across the 
catwalks to get to activate the switch in the middle of the room.  Exit 
north to Room 4.

Room 4 - Enemies: 2 Evil Vincent Generators (2.0)
A red barrier blocks the north exit of this large room.  Exit west to 
Room 5.

Room 5 - Enemies: None
       - Mini-garage
       - Green Switch
Save, then activate the switch in the middle of equipment room.  Exit 
south to Room 6.

Room 6 - Enemies: 7+/- Evil Vincents (3.0)
Because a corridor with floor spikes isn't enough, this one also has 
kamikaze robots.  Exit east to Room 3.

Room 3 - Exit south to Room 1.

Room 1 - Exit east to Room 7.

Room 7 - Enemies: 3 Spider Drone Generators
This corridor will seem very long if you try to clean out all the vermin 
before moving on.  When you've finished playing around, exit east to 
Room 8.

Room 8 - Enemies: None
       - Red Switch
       - Gun Upgrade (x2)
Raid this storeroom, then activate the switch.  Exit north to Room 9.

Room 9 - Enemies: None
This room is one of my personal favorites.  The floor is covered with 
goo, but growing out of the goo are large plants.  Unfortunately the 
plants happen to grow up right through the catwalks that traverse the 
radioactive mess below.  Have Roddy play lumberjack and blast the trees.  
The top halves will fall into the goo and burst into flames.  Hop across 
the stumps to reach the rest to the catwalk.  Exit north to Room 10.

Room 10 - Enemies: 6+/- Dustpans, 4+/- Firepods
The equipment may be about the best thing to destroy in this room.  
Moving through quickly will conserve gun upgrades.  Exit north to Room 
11.

Room 11 - Enemies: None
        - Elevator (to 2-1)
Ride the elevator to Level 2.

Level 2

Room 2-1 - Enemies: None
         - Elevator (to 1-11)
Exit north to Room 2-2.

Room 2-2 - Enemies: None
         - Red Switch
         - Green Switch
         - Gun Upgrade
Just a storeroom.  Leave the switches set to red for now.  Exit east to 
Room 2-3.

Room 2-3 - Enemies: None
         - Elevator (to 3-1)
Ride the elevator to Level 3.

Level 3

Room 3-1 - Enemies: None
         - Elevator (to 2-3)
Exit east to Room 3-2.

Room 3-2 - Enemies: 3 Spider Drones (2.0)
A short corridor.  Exit north to Room 3-3.

Room 3-3 - Enemies: None
         - Console
         - Gun Upgrade
Clear out the stores and destroy the console.  The console controls the 
red barrier blocking the north exit of Room 1-4.  Exit south to Room 3-
2.

Room 3-2 - Exit west to Room 3-1.

Room 3-1 - Ride the elevator to Level 2.

Level 2

Room 2-3 - Exit west to Room 2-2.

Room 2-2 - Activate the Green Switch.  Activate west to Room 2-4.

Room 2-4 - Enemies: 6+/- Dustpans, 2+/- Firepods
There are a lot of indestructible tanks in this room.  Exit south to 
Room 2-5.

Room 2-5 - Enemies: None
         - Elevator (to 1-12)
Ride the elevator to Level 1.

Level 1

Room 12 - Enemies: None
        - Elevator (to 2-5)
Exit south to Room 13.

Room 13 - Enemies: None
A peaceful corridor.  Exit west to Room 4.

Room 4 - Exit north to Room 14.

Room 14 - Enemies: None
        - Red Switch 
        - Green Switch
        - Gun Upgrade (x2)
You can loot this storeroom now or save it till later.  You can now 
access the save in Room 5 anytime by first activating the Red switch.  
With the Green Switch activated, exit west to Room 15.

Room 15 - Enemies: None
This set of corridors links to a center room.  The branch corridors are 
trapped with floor spikes, and a rotating laser sensor will sweep the 
room for signs of intruders - i.e. you.  You can jump over the lasers 
while waiting to get past the spikes.  If you trip the alarm, Evil 
Vincents (3.0) will be generated and sent your way.  Exit north to Room 
16.

Room 16 - Enemies: None
        - Console
        - Gun Upgrade
Loot the boxes, then destroy the console to deactivate the aqua barrier 
in Room 2-7.  Exit south to Room 15.

Room 15 - Exit west to Room 14.

Room 14 - With the Green Switch still activated, exit south to Room 4.

Room 4 - Exit east to Room 13.

Room 13 - Exit north to Room 12.

Room 12 - Ride elevator to Level 2.

Level 2

Room 2-5 - Exit north to Room 2-4

Room 2-4 - Exit east to Room 2-2

Room 2-2 - Exit north to Room 2-6

Room 2-6 - Enemies: None
An empty tank room.  Exit east to Room 2-7.

Room 2-7 - Enemies: 10+/- Spider Drones
The north exit will be blocked by a barrier if you failed to destroy the 
console in 1-16.  With all the opposition, this may not be the best 
place to make a stand.  Exit north to Room 2-8.

Room 2-8 - Enemies: None
         - Console
Destroy the console to deactivate the green barrier blocking Room 1-17.  
Exit south to Room 2-7.

Room 2-7 - Exit west to Room 2-6

Room 2-6 - Exit south to Room 2-2

Room 2-2 - Exit west to Room 2-4

Room 2-4 - Exit south to Room 2-5

Room 2-5 - Ride the elevator to Level 1.

Level 1

Room 12 - Exit south to Room 13

Room 13 - Exit west to Room 4

Room 4 - Exit north to Room 14

Room 14 - Activate the Red Switch.  Exit north to Room 15.

Room 15 - Exit west to Room 17

Room 17 - Enemies: None
        - Console
        - Gun Upgrade
Access into this storeroom would be denied by a barrier if the console 
in room 2-8 weren't destroyed.  Destroy the console in this room to shut 
down the blue barrier in room 3-4.  Exit east to Room 15.

Room 15 - Exit south to Room 14

Room 14 - Activate the Green Switch.  Exit south to Room 4.

Room 4 - Exit east to Room 13

Room 13 - Exit north to Room 12

Room 12 - Ride elevator to Level 2

Level 2

Room 2-5 - Exit north to Room 2-4

Room 2-4 - Exit east to Room 2-2

Room 2-2 - Activate the Red Switch.  Exit east to Room 2-3

Room 2-3 - Ride the elevator to Level 3

Level 3

Room 3-1 - Exit east to Room 3-2

Room 3-2 - Exit south to Room 3-4

Room 3-4 - Enemies: None
If you failed to destroy the console in room 1-17 a barrier would block 
your path.  This room also is filled with goo and large plants, but none 
of the plants here felt the need to grow through the catwalks.  
Therefore your passage is unobstructed.  Exit south to Room 3-5.

Room 3-5 - Enemies: None
         - Garage
Finally, whew.  Save and prepare yourself.  When ready, exit south to 
Room 3-6.

Room 3-6 - WARNING!

When the battle starts, Roddy will find himself on an elevator platform 
that is quickly ascending.  The plasma bat flies, so shooting it may be 
difficult depending on what gun level you are at.  Don't worry, his 
attacks are all pretty easy to dodge, so while the fight may take some 
time, a good combination of napalm and hypersonics, plus a few good 
strafing opportunities, and you'll clip the wings on one more boss.  For 
more detailed strategy, see the Boss section below.  After grounding the 
Plasma Bat, a warp will open.  Step into it and the last orb shielding 
the waterfall in Ground Room 9 will shatter.  Sophia, with Roddy at the 
helm, will rematerialize back in Ground Room 8.  Save now, before you 
forget.

------------------------------------------------------------------------
 5.10    Final Confrontation

The time has finally come.  Stock up any secondary weapons that aren't 
at max power and then head to Room 9.  Upon entering you will be asked 
if you are "ready for it."  Be honest now.  A pretty cool movie (albeit 
some of the voice acting is crap - Kaiser sounds cool though) will set 
up the final fight scene.  

You will wind up in a large empty room.  Empty except for a very large 
bad ass on the far side!  Your auxiliary power cell will have 
essentially infinite power during this fight, so you can fly around as 
much as you want.  Flying is important if you want to damage anything 
vital.  Kaiser has eight basic attacks, and while they are all pretty 
easy to avoid, as the fight continues, his attacks will become stronger, 
faster, and more aggressive.  For a more detailed strategy, see the Boss 
section below.  Be persistent, be agile, and you will overcome.

When you win the fight you will be treated to a cool movie.  The credits 
are nicely done too.  Another movie follows the credits as a losing 
epilogue.  After it finishes, you will be prompted to save your game.  

========================================================================
6.0   Bonuses

After defeating Kaiser, wait for the epilogue movie after the closing 
credits.  Afterwards you will be able to save your game.  Save to access 
the bonus items, but remember, the save file needs to be on the memory 
card in slot one.

 6.1   Sophia III

If you continue using the save file you made after beating the game, you 
will start a new game on a harder difficulty, and Sophia will now appear 
as Sophia III.  The new graphic only effects Sophia in Blaster mode, all 
other functions utilize Sophia J-7's graphics.

A new option will also be opened on the main menu allowing you to start 
a new game at any time with any setting using Sophia III graphics.  
Selecting New Game will still start a normal game.

 6.2   Movies

If your save file is on the memory card in slot one (I've repeated this 
enough you've probably caught on that it took me awhile to figure this 
out) all of the movies you've seen up to the most recent boss you've 
defeated will be available for review using the Movie Test on the 
Options menu.  After completing the game and saving after the credits 
you will be able to watch all of the movies at your leisure.  

========================================================================
7.0   Enemy Compendium

There are plenty of bad guys in this game, but none (well, there are a 
few) have names.  So I have dubbed them all based on what they look like
or how they act.  If anybody knows the programmers and can provide me 
with actual names I will put them in.  There are a few boss names indicated
in the credits, and I have parenthetically listed them next to the boss I
think they are for, but I'm just guessing.  Some of the enemies appear in
stronger forms, often with addtional attacks.  I've noted these upgrades
with version numbers.

 7.1   Underworld
------------------
Whirligigs - Rotating satellites that hover over the ground.  They
             attack with downward lightning strikes.  
    Threat - small.  Not very fast, but sometimes hard to target.
     Found - Ground, Water, Lava, Cave 2, Lava 2

Flashlight Tanks - Small, tread driven tanks that look light 
                   flashlights.  They have a laser attack.  
2.0 - Redish hue, faster and more maneuverable and aggressive.
          Threat - almost none.  Slow and not very aggressive.  Can also
                   be destroyed using Roddy, since they are too tall to
                   hit him with their laser.
           Found - Ground, Cave, Water, Lava, Water 2, Cave 2, Lava 2, 
                   Plant 2

Jets - Small, maneuverable jet craft.  They attack with bursts of 
       bomblets and energy pulses.  
2.0 (Bomber) - Larger, attack with homing missiles in addition to normal 
               payload.
      Threat - Medium. They are hard to target and will fly around you in 
               circles.  Easily taken down with homing missiles or thunder.
       Found - Ground, Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2, 
               Plant 2

Face Cannons - Large upright cannon installations resembling a giant 
               face.  If in range will shoot a barrage of pairs of 
               fireballs.
      Threat - Medium.  Jump and side jump to dodge and strafe while firing.
       Found - Ground, Plant, Cave 2, Lava 2

Fire Plants - Stationary plants.  If in range, they will spew a small 
              fountain of exploding seed pods.  
2.0 - Much more durable.  Will self-detonate if you get too close.
     Threat - Low. A couple of shots will take them out.
      Found - Ground, Water, Plant, Lava, Water 2, Cave 2, Lava 2, Plant 2

Tarantula - Large 4-legged mecha-spiders with one red eye.  Shoots a 
            shower of energy orbs at close range, and a pair of mild homing 
            missiles at long range.  Jumps and is pretty agile.
2.0 - Green tint.  Will send up a drone that will fire a stream of 
      lasers at you while the Tarantula continues its normal attacks.
   Threat - Medium.  Jump and strafe to dodge missiles.  get close to 
            initiate orb attack and retreat while firing.
    Found - Ground, Cave, Water, Plant, Cave 2, Plant 2

Cabs - Vehicle size hermit crabs with a large red eye.  They scuttle 
       around in groups and shoot green globs of goo.  Often use hit and
       run tactics.  
2.0 - Purple in color, spew a fan of goo globules.
Threat - Low.  Strafe to dodge while plowing them down.  Be aware of 
         their numbers.
 Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Plant 2

Dual Turrents - Gun turrets with two cannons.  They track and shoot 
                fireballs with both barrels in bursts of three.
       Threat - Medium.  Dodge attack and wade in during pause.
        Found - Cave, Cave 2

Missile Launcher - Boxy turret that fires a stream of twelve homing 
                   missiles.
2.0 - has two launchers.  Twice as deadly.
          Threat - Medium high.  Strafe to dodge the onslaught and the kill
                   during brief pause.  Thunder works well, though Field 
                   Guard will destroy many of the missiles in flight.
           Found - Cave, Water, Plant, Cave 2, Lava 2, Plant 2

Mantas - Ray looking fish.  Swim like Jets.  Attack with mini guided 
         torpedoes. 
Threat - Low-medium.  Same strategy as Jets, but water slows down 
         movement.
 Found - Cave, Water 2, Cave 2

Hover Tank - LARGE hovering tank with a two-armed gun turret.  Performs 
             strafing runs firing energy pulses. Also trails a bunch of 
             large bomb pods that explode when they stop moving.  Pods 
             have a medium blast radius.  
    Threat - Medium-high.  It's large.  Use it's size to your advantage and 
             hit it while strafing.  
     Found - Cave, Lava, Water 2, Cave 2, Plant 2

Narwhale - Purple, spear-shaped swimmers.  They charge in an attempt to 
           ram you, as well as firing a laser.  They also appear to release
           an ink cloud to obfuscate.
2.0 - Yellow in color.  Faster and more aggressive.
  Threat - Low-medium.  Slowed movement in water, combined with large 
           numbers of narwhales can lead to heavy damage.  Drop back while
           firing, but remember their attacks are linear, so don't go head-
           to-head.
   Found - Water, Plant, Water 2

Mines - Stationary pods, floating in the water.  If you get too close, 
        they will power up and self-detonate with a large blast radius.
Threat - Low-medium.  The danger of mines, is accidentally falling in 
         near them.  Other wise, they can be safely detonated from a 
         distance.
 Found - Water, Water 2

Troopers - These bipedal robots stand slightly taller than Sophia.  They 
           glide quickly across the ground, but appear unable (or very 
           reluctant) to jump.  They attack physically and with laser shots.
2.0 - These Troopers sport a shoulder mounted rocket launcher to fire 
      homing missiles at you.
  Threat - High.  Troopers are much faster than Sophia an typically attack 
           in groups of three.  Surrounding Sophia they can quickly reduce 
           her to scrap metal early in the game.  Take advantage of their 
           lack of vertical mobility and snipe them from an elevated platform
           with homing missile to soften them up, then finish them with 
           thunder.
   Found - Plant, Cave 2, Plant 2
 

 7.2   Gate
------------

Evil VINCent - (you have seen The Black Hole, right?)  Floating drones 
               that shoot lasers
2.0 - Orange tint, slightly larger.  Faster, more aggressive.
3.0 - Small with greenish tint.  Once alerted to your presence, will 
      charge you in a kamikaze attack.  Medium radius.
4.0 - Small, bluish tint.  More aggressive and accurate model of version 
      2.0
      Threat - Low-medium.  Strafe and jump.  Because they hover, you may not 
               hit them if you stand still. Napalm generators.
       Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2, Plant 2

Bats - Well...they're bats.  Just like every other game in existence, 
       they're small, annoying, and hard to hit.
Threat - Annoying.  Shoot constantly, napalm or hypersonic, or risk 
         losing gun upgrades.
 Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2

Spider Drones - 4-legged hovering attack drones.  Fast and well armored.  
                they attack with a triad pulse gun and a barrage of energy
                balls after locking onto a target.
2.0 - Equiped with twin missile launchers, will fire a barrage when 
      locked on in addition to normal attacks.  Can also jet up to dodge and 
      get the drop on you.
       Threat - Medium-high.  Strafe and napalm.  Very dangerous in groups.  
                Sometimes drops guns.
        Found - Cave, Water, Plant, Lava, Water 2, Cave 2, Lava 2, Plant 2

Dustpans - More dangerous cousins of the Vincents, these are flying 
           wedges that attack with a triangular energy wave.
  Threat - Medium-high.  Their attack covers a large area making it hard 
           to dodge.  Their mobility, and the fact that they may be floating
           out of Roddy's plane of fire, make them difficult to hit.  Very 
           dangerous in groups.  Strafe and jump, though often in may be more
           prudent to simply move on to the next room.
   Found - Water, Water 2, Plant 2

Firepods - Small cylinders mounted on the floor, usually in pairs.  They 
           periodically open an shoot a small barrage of fireballs.  
  Threat - Medium.  While not incredibly dangerous alone, Firepods usually 
           appear with other enemies, particularly Dustpans.  Their low 
           stature places them below Roddy's plane of fire making them almost
           impossible to hit without using napalm or hypsersonic.
   Found - Water, Water 2, Plant 2

Draconians - Large (taller than Roddy) reptilian bipeds that hop around 
             trying to get close enough to swipe with their powerful arms.  
    Threat - Low.  Despite their large size, they are slow.  Running in 
             small circles after getting them to chase Roddy will keep you 
             permanently out of their range.  Drop napalms while running 
             and they will swiftly succumb.
     Found - Plant, Lava, Water 2, Cave 2, Lava 2

Super-Draconians - These Draconians have large pods growing out of each 
                   shoulder.  The pods can be charged, and will then 
                   discharge energy orbs that have mild tracking abilities.
                   They can absorb the energy discharge of Roddy's gun and
                   will then grow to twice their original size.
          Threat - Medium.  While they are twice as powerful in their giant
                   state, and armed with a range attack, they are still 
                   vulnerable to the same attack strategy as their normal
                   cousins.
           Found - Water 2, Cave 2, Lava 2

Lava Imps - These pests dwell in lava or radioactive ooze.  If Roddy 
            comes near them they will jump up from their cover to attack, 
            then drop back to safety.
   Threat - High.  Imps are difficult to attack because they are only in 
            range momentarily, during which time they fire a revolving 
            energy crescent that tracks will track Roddy over a long 
            distance.  The attacks are strong and sometimes difficult to 
            dodge.  Jumping when the Imp fires will almost inevitably lead
            to Roddy being hit, as the energy swirl is released above the 
            imp's head.  Strafing is much more effective.  
    Found - Plant, Lava, Lava 2, Plant 2

 7.3   Bosses

Mission 1  -  Solar Mech Guardian
-----------------------------------
This Boss has 18 gages.  In order to critically damage the vital region 
it will be necessary to strip off the auxiliary parts.  The guardian 
will be unable to perform certain attacks if the parts used to make that 
attack have been destroyed.  

Attack 1: Seeker Flare - Opens pods and launches a barrage of seeking
          energy bolts that fly in an arc.
Attack 2: Ice Plasma Bolts - Guardian rotates shooting pairs of
          starburst-shaped plasma bolts.  The bolts travel slowly in
          straight lines.
Attack 3: Energy Fan - The guardian unleashes multi-directional plumes
          of energy while strafing.  The plumes have a large diameter.
Attack 4: Solar Charge - An energy field surrounds the guardian as it
          charges forward in an effort to ram Sophia.

Shoot constantly.  Face the enemy when it initiates Attack 1.  Pause 
while it fires, then move in underneath it to dodge the missiles.  Turn 
towards it and retreat to the center mound (or other high ground) as it 
readies for Attack two.  If bolts approach, backup off the mound to let 
the bolts pass over head.  Attack 3 moves much more quickly than Attack 
2, but the same basic strategy should be employed.  Listen as the 
guardian charges for this attack to anticipate when it will fire.  The 
guardian will remain momentarily stationary as it charges its shield for 
Attack 4.  Turn towards it and jump to the side and circle as it passes 
with its charge.  Repeat.  Hit with your Blaster whenever there is a 
clear shot.  You do not have much ammunition at this point, so use it 
only when you are confident in hitting.  This is a long fight, so 
dodging its attacks is imperative.


Mission 2  -  Liquidator (Murph?)
----------------------------------
This boss only has 5 gages, but can by can be damaged critically without 
trimming off his extra parts, though a little pruning will crop his 
available attacks.

Attack 1: Yellow Drips - It is possible that these are related to a  
          pinkish ball that bounces around that can be destroyed and has
          no apparent connection to anything else.  The drips fall
          randomly around Roddy and slowly heat up turning red, at which
          point they explode leaving burning flares on the ground. 
Attack 2: Arm Swipe - Liquidator will take swipes at Roddy with his arms
          making green splashes.
Attack 3: Slime Geyser - Liquidator ducks down into the slime, then
          spews a large mouth-full at Roddy, chasing him around for
          awhile.
Attack 4: Eye Laser - Liquidator charges (flashing triangles around
          eyes) then fires 3 shots.
Attack 5: Water Cannon - Liquidator launches large water globules from
          his arms in alternating blasts.

Always avoid the drips.  They are harmless when they're yellow, but give 
yourself plenty of room to dodge other attacks when they turn red.  
Aiming directly at his chest at close range seems to finish him off 
quickly without wasting time on his arms and the disc on his head.  Jump 
back to dodge his arm attacks.  Attack 5 seems to be used infrequently, 
but can be easily dodged by running side to side.  Attacks 3 and 4 
really are the only ones you need to worry about though...those and the 
drips.  For Attack 3, continue firing as he ducks into the muck and 
stands (you can probably take his hat off) and then move to the side.  
The slime he spits sticks to the ground momentarily and can still damage 
you so be sure to jump over it when you need to double back.  This can 
sometimes be difficult if you first have to hurdle the current slime 
being spat.  For Attack 4, continue firing as his eyes charge, and then 
run and jump as soon as the triangles disappear.  He tracks quite well, 
so even though you are running you may still get hit, but timing your 
jumps for when he shoots should eliminate that threat.  If you keep a 
modest amount of fire on him while dodging his attacks, he will quickly 
start spasming and explode all over the room.


Mission 3  -  Blocks
---------------------
There are 15 Blocks that will materialize.  If you have the plasma torch 
(fully upgraded gun,) assuming you can find the block as soon as it 
appears, you can destroy the block before it moves.  Blocks will 
materialize in random locations throughout the room.  There will be a 
momentary pause after the block appears, and then it will move (like a 
rook in chess,) pause again, and perform an attack.  After attacking it 
will fade to a blue color and become impervious. Randomly, blocks will 
awaken from this dormant state and move and attack, then return to 
dormancy.

Attack 1: Brain-glow - The block will become translucent as it charges. 
          Orange energy will collect in the center (looks like a brain)
          and then be released in a fan of orange energy bullets.
Attack 2: Power Burst - Similar to first attack, but block shoots three-
          directional blue pulses.
Attack 3: Lightning Tether - A bolt of electricity will connect two
          blocks, which will then move across the room stretching the
          field between them.  Sometimes one block will change
          directions and sweep around the other.
Attack 4: Massive Shot - The block powers up similarly to Attack 1, but
          releases one, large starburst energy pulse that moves slowly
          once fired.
Attack 5: Rook - The block will charge quickly, flashing, and then fire
          a four-way blast that quadrants the room.

Attack blocks as they appear from close to medium range.  Attack 
diagonally, so that you hit a corner instead of a face.  This will keep 
you out of the way when it moves and if it executes Attack 5.  Keep 
close enough to drop napalms too.  If you cannot destroy the block 
before it attacks, hypersonic or jump to dodge fire.  If it executes 
Attack 3, dodge or hypersonic depending on your location.  Always attack 
blocks as soon as they materialize or become active.  Letting the room 
fill up will make things very difficult, as multiple blocks will be 
active at one time and the room will be very congested with enemy fire.  


Mission 4  -  Bug-eyed Fry Chicken (Hornhead?)
------------------------------------------------
[I was just going to call this guy Firefly or Firebug, but it appears to 
have a bird head.  *shrug*]  This guy flies around a lot, mostly far 
from the floor that you are confined to, and out of range.  The camera 
will automatically swivel to keep both of you on the screen at the same 
time. One of the biggest threats will not be from  the boss, but the 
huge lava plumes that will flare up through the floor.  Getting stuck in 
one of these will cost you dearly.  The flares move around on the floor, 
and with the constantly moving camera angle, it can be difficult to see 
if you are about to run right into one.

Attack 1: Fire Stars - While Flying, Fry guy will unleash two twirling
          discs that will home in on your location.
Attack 2: Radiation Burst - While hovering over the floor, Fry Chicken
          will unleash and electric burst of heat energy.
Attack 3: Flare Thrust - The boss will charge up, as if he was going to
          go hypersonic, and then charges forward engulfed in flames.
Attack 4: Energy Spheres - Launches a series of blue orbs.

The match will start with Chicken-head flying off to the horizon where 
he will attack several times with Attack 1.  Keep an eye on the 
incomings, and keep moving to dodge.  After awhile, he'll get bored and 
fly down and make a few strafing runs trying to hit you.  You'll have to 
keep moving to keep him from hitting you, but try to drop napalms such 
that they explode as Fry Chicken flies through them.  If he pauses, 
preparing for Attack 2 or 4, try to get in close and hypersonic.  Going 
hypersonic when he initiates Attack 3 is often a waste, since his thrust 
usually takes him far out of range.  If you can dodge his attacks and 
the flares, and hit him with napalm and hypersonic, you will eventually 
send him supernova. 


Mission 5  -  Nova Mech Guardian
----------------------------------
The Mission 1 boss is the most challenging boss of the first four levels 
because the fifth level is bossed by a more challenging version of the 
same enemy.  

Attack 1: Seeker Flare - A long, fast barrage of blue homing missiles
Attack 2: Large Plasma Bursts - Fires a rotating series of plasma
          starbursts.
Attack 3: Fire Fan - A large, three burst fan of fire plumes.
Attack 4: EM Pulse - A powerful energy wave fired from lower guns
Attack 5: Electric Morning Star - Two balls of energy, similar to that
          fired by Attack 4, are chained to the boss by streamers of
          energy.  The balls fly around him attempting to bash you with
          them.
Attack 6: Juggernaut - The boss envelopes himself in a blue energy
          shield and charges forward.

Tactics for Attacks 1, 2, 3, and 6 are similar to those for the 
respective attacks by the Mission 1 boss.  The main differences are the 
speed and size of the attacks, and the topography.  While the arena 
appears to be level, not providing cover for surface clearing attacks, 
there is a depression around the perimeter of the room to hide in.  
Attack 4 is linear, so if you are attacking from its front when it 
raises its lower guns, jump to the side.  Attack 5 has a limited range, 
though it is longer than one might expect.  Clear the area and attack 
from a long range.  The boss will sometimes complicate matters by 
initiating another attack while 5 is still in use.  Keep your distance 
in such instances.  The easiest way to eliminate this boss and avoid a 
lengthy fight is to use Thunder.  Dodge the first attack by driving 
under the enemy, then attack with Thunder from behind.  Keep behind him 
by side-jumping around him, and move away only if necessary to avoid an 
attack.  If you have at least five Thunder gages, you should be able to 
destroy about all of the auxiliary parts.  Use Blaster to finish off any 
other pieces so that Attack 6 is the only attack available.  


Mission 6  -  Emissary (Ringage?)
----------------------------------
Roddy meets this paltry creature earlier in the stage when he tells 
Roddy about his sister.  Obviously Roddy isn't too pleased to see this 
guy again, except maybe to rip that thing off his head... 

The Emissary spits out a series of orbs that will anchor themselves to 
the corners of the platform the fight takes place on.  Once in place, a 
line of energy will flash between the orbs indicating the path the 
Emissary's shots will travel.  Move to an open space and fire.  The 
Emissary will move around, slightly altering the course of his shots, 
but unless you destroy a sphere, the overall path will not change.  If 
you take out a sphere, he will replace it before his next barrage, which 
gives you more time to attack, but the spheres are large and move 
quickly, so may pose a threat when trying to dodge.  After sustaining a 
certain amount of damage the Emissary will shield himself by an orbiting 
circle of orbs.  These make it difficult to get in close or get shots on 
target.  The best tactic at this point is to jump in close and go 
hypersonic.  It shouldn't take too many attempts to shut him up for 
good.


Mission 7  -  Tri-Chariot w/ Trooper
--------------------------------------
A Trooper appears to be mounted on the back of this Boss, but he is just 
decoration, damage his gage sufficiently and he'll be ejected.  

Attack 1: Seeker Laser Volley - Primary attack consists of a rotating
          volley of seeking lasers.  
Attack 2: Energy Blast - Charges a blast that fires from the top point
          of the chariot.
Attack 3: Plasma Fountains - The tips of each prong will charge and a
          stream of plasma will issue forth.  The three plasma streams
          will follow Sophia before terminating.
Attack 4: Shrapnel Pods - A cloud of shrapnel pods will be released
          behind the chariot.
Attack 5: Laser Bolts - A barrage of yellow lasers.
Attack 6: Solar Flare - Charges a large blast from the center of the
          chariot.  The blast travels in a straight line, but will be
          aimed at Sophia.

Attack 1 can be dodged by flying in continuous circles around the 
screen.  Attack 2 can be easily dodged when the boss begins charging.  
Attack 3 is dodged in the same fashion as Attack 1.  Note that the three 
fountains start and stop sequentially.  Attack 4 can be easily dodged, 
but it becomes hard to shoot back since the barrage acts as covering 
fire.  Attack 5 also can be dodged in the same fashion as 1 and 3.  
Attack 6 also won't connect if you keep moving.  After a certain level 
of damage has been sustained, lava flares will erupt from the lava river 
below. The most dangerous attacks from the chariot come from its 
strafing runs.  At various intervals the chariot will fly past you on a 
diagonal path.  It will then re-enter the screen in another attempt to 
hit you.  The problem with the second pass is that you cannot see where 
it will come from.  Typically, moving to the opposite corner you fled to 
on the first pass will keep you safe from the second.  The chariot will 
also stop in front of Sophia and begin rotating.  If the arms hit you, 
Sophia will take damage.  Try to position yourself in a void, and move 
with it as the chariot rotates.  If you have leveled up your secondary 
weapons, they will help immensely.  Start with Field Guard and use its 
extra shots to soften up your adversary.  Once that has been depleted, 
switch to Blaster to finish it off.


Mission 8  -  Plasma Bat
-------------------------
This fight may take some time as your opponent will spend a lot of time 
out of reach.  As you damage it, its body will gradually lose substance 
until it is just a field of energy.

Attack 1: Sweeping Laser - A continuous laser beam that is swept across 
the ground.
Attack 2: Energy Pulses - Horizontally discharged fireballs.
Attack 3: Energy Orb Barrage - Blue spiked energy orbs that track 
mildly.
Attack 4: Hypersonic Charge - Bat charges and then barrels forward.  As 
he passes, the bat will drop a smattering of discs that erupt in flames 
if you walk over them.  
Attack 5: Fire Breath - The bat will bellow fire and then fly around 
trying to scorch Roddy.
Attack 6: Whirlwind - The Plasma Bat will generate two whirlwinds and 
throw them down to the ground where they will spin for awhile until 
dissipating.

Approach this fight similarly to the fight with the Fry Chicken.  Most 
attacks can be dodged by moving and jumping.  However, that makes it 
difficult to attack.  Most of this fight will be spent dodging, but 
napalms can be dropped strategically so that the Bat flies through them 
on its strafing passes.  The best chance to do damage is when the Plasma 
Bat comes in for Attack 2.  Go hypersonic to hit him hard and dodge his 
attack.  You can hypersonic in the air while jumping.  Additional 
attacking opportunities can be created using this technique.  Hypersonic 
when appropriate and the Plasma Bat will eventually dissipate. 


Final Boss -  Kaiser
---------------------
Kaiser is large.  But shooting his 'feet' will not aid you in your 
fight.  Aiming at his face will cause the most useful damage.  

Attack 1: Shoots energy balls from hands
Attack 2: Charges hand and discharges orange lightning
Attack 3: Surrounds Sophia with orbiting diamonds
Attack 4: Summons a fire flare
Attack 5: Purple plasma balls
Attack 6: Summons ice crystals
Attack 7: Homing starbursts
Attack 8: Particle barrage after charging wings
Attack 9: Yellow laser blasts from hands
Attack 10: Critical Mass Core Blast

Everything can be dodged by not stopping and watching for indicative 
charging animations.  Attack 2 places diamonds around Sophia that act to 
block your shots.  Take them out or shoot through them.  Once in place, 
Kaiser will usually use Attack 4 or 6 which creates an elemental 
eruption beneath Sophia.  This attack is still dangerous when flying as 
the burst will fly up high into the air.  Moving to the sides will dodge 
these attacks.  After inflicting a certain amount of damage to Kaiser, 
he will initiate Attack 10.  He will charge a sphere of energy over his 
head that will expand and then the screen will white-out.  When Kaiser 
initiates this attack, stay in the air and fade back as far as possible.  
It appears that damage can be avoided if you stay off the ground when 
the screen goes white.  After the screen returns to normal, resume your 
attack.  Once Kaiser has been reduced to about half life, he will move 
out in the room and many of his attacks will increase in speed and 
power.  He will also use multiple attacks simultaneously. The easiest 
method to take down Kaiser is to rely on your maxed-out secondary 
attacks.  Start with Thunder.  Hover in close at head level and move 
side to side to dodge any attacks.  Thunder will devastate a lot of 
gages if you stay close and high.  Turn off Thunder if you have to 
retreat to conserve ammo.  Once your Thunder battery has been drained, 
switch to Blaster and drop back to medium range.  Try to target his face 
when you fire.  The area of effect of the Blaster shot will rip apart 
most of the remaining parts damaged by Thunder.  If Kaiser is still 
alive when you've depleted your Blaster, switch to Field Guard and drop 
back to mid-long range.  Keep moving and finish him off.


========================================================================
8.0   Credits and Final Word

This walkthrough/faq is authorized for hosting exclusively on 
Gamefaqs.com  

Special thanks to my wife Julia for putting up with my addic...er, 
lifestyle.  

Thanks to Sunsoft for creating such an entertaining game concept and 
following through with a quality PlayStation sequel.

Thanks to Crave for bringing BMBA to the States.

Thanks to Gamefaqs for being a quality resource and hosting my faq. 

Thanks to you for reading this.  I hope you find it useful or at least 
entertaining.