_____ __ ___ __ / ___/__ _/ /__ ___ ____ __ / _ | ___ ___ ____ / / / (_ / _ `/ / _ `/\ \ / // / / __ |/ _ \/ _ `/ -_) / \___/\_,_/_/\_,_//_\_\\_, / /_/ |_/_//_/\_, /\__/_/ /___/ /___/ (ASCII version of GA Wing in progress) Galaxy Angel Gameboy Advance - Moridakusan Tenshi no Full Course Okawari Jiyuu FAQ by Skywalker777 of GameFAQs AuroralPhoenix at gmail dot com Created 02/02/05 Last Modified 03/02/05 Version 0.8 Copyright 2005 Michael Park This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. In other words. Don't steal my work. 'nuff said. This FAQ may ONLY be hosted on the following site: http://www.gamefaqs.com If you want to host it on your site, e-mail me for permission before you do. I'll be more than willing to say yes, and will add your site to the above list. I'll be very receptive to GA fan sites - gotta support each other! --- Version History --- 0.8 - 03/02/05. Added "items" section. Jukebox info added! Lots of grammatical corrections and stuff. 0.7.4 - 02/08/05. Corrected Milfeulle's name. 0.7.3 - 02/06/05. Corrected Ranpha's last name (I got it right the first time) and also fixed Mint's last name. 0.7.2 - 02/05/05. Various fixes to format and whatnot in FAQ. Nothing too extraordinary. Fixed spelling for Ranpha's last name. I THINK I have it right... gonna check the GA DVDs later on to make sure. Fixed Cosplay Roulette section scores. 0.7 - 02/02/05. First version. Created and submitted to GameFAQs on the same day. Everything's new. >>> Table of Contents 1. Intro <001INT> 2. Controls <002CTR> 2.1 Title 2.2 In-game 3. Gameplay <003GAM> 3.1 Character Selection 3.1.1 Stat Description 3.1.2 Starting Stats 3.2 The Board 3.2.1 Stuff Found on Board 3.2.2 Items 3.2.3 Challenges 3.2.3.1 Mini Games 3.3 Board Types 3.4 Ending 4. Hints <004HNT> 5. Unlockables <005UNL> 6. Outro <006OUT> For easy finding, simply type in the code for the particular section in your text editor/browser's search function (usually Command-F on a Mac or Control-F on a PC) to jump to it. This FAQ is best viewed with a monospace font with a character width of 79 characters. Anything else will look kinda funny. 1. Intro <001INT> Just what is Galaxy Angel? Think Excel Saga-style comedy thrown into a science fiction universe. Add five beautiful girls (backed up by extremely good voice actors) and random support characters here and there, and you get this anime series, made by Broccoli - the people known for their infamous Di Gi Charat series. Why's it so damn popular when it seems to be just another off-the-wall shoujo (beautiful girl) series? I honestly don't know, but something about the pure mindless fun aspect of this anime draws many people (including me) to it. I strongly suggest at least watching the first season (which is fully available from Bandai Visual on DVD) to get a hang of whether or not you'd like this series. As with any other anime series, it has loads of games, spinoffs, manga and merchandise associated with it. One of them is Marvelous Entertainment's (same guys who brought you the horrid KoF EX 1 port, which they made up for with their VERY high quality KoF EX 2 port) attempt at bringing the Galaxy Angel series to the GBA. The full name is indeed Galaxy Angel Gameboy Advance - Moridakusan Tenshi no Full Course Okawari Jiyuu. If you do not believe me, simply take a look at the screenshot of the title screen. A very rough literal translation of this title would be something like - Galaxy Angel Advance: Many Angel's Full Course Second Helping Freedom. Cutting out the bad grammar, I'm guessing it means Feel Free to have a Second Helping of the Full Course... it's sort of related to the second season's (Galaxy Angel Z) theme song and the whole "restaurant" theme the anime has going. This GBA game is a semi-board/party/mini-game game, not unlike Mario Party. This is actually somewhat of a departure from the other GA games, which were mostly either strategy games or semi-dating sims (which I honestly wouldn't mind playing, heh heh). Finding this game is damn difficult. It's over 2 years old and is a rare find anywhere. I highly recommend contacting Mark at markinjapan.com to have him locate it for you. I'm doing so as we speak... so far the best way to get it is in emulated form, BUT I AM NOT GOING TO TELL YOU HOW TO GET IT. ANY E-MAILS ASKING FOR THE ROM WILL NOT BE ANSWERED. I will be frank with you, I know very little Japanese outside of Katakana, Hiragana, and basic Kanji. I know the simple little Japanese phrases/slang used in anime, but that's it, really. Therefore, I'm definitely not going to answer e-mails asking for translations of what the game is saying, because I wouldn't be able to be of much help to you anyway. 2. Controls <002CTR> Controls are dependent on what mini-game you're playing. Outside of the mini-games, A usually is to acknowledge and/or skip a message, while B is usually used to back up a screen. Start usually skips a sequence, while Up/Down/Left/Right moves between menu commands as directed. The D-Pad also moves your Angel-tai around on the board after they have rolled their dice. From what I can tell, the L, R, and Select buttons are not used. Pressing the B button after rolling a die and/or while moving your Angel-tai on the board will bring up an in-game menu, which will be later explained in the menus section. >>> Menus 2.1 -- Title Screen 1) Hajimekara (Begin Game) Starts the game. 2) Tsuzukikara (Continue Game) Continues from a previously saved game. This only applies if you were playing a game and you saved before the third (final) level. 3) Gyarari (Gallery) Lets you view the game's gallery. Pictures are unlocked by accomplishing certain things in the game and/or picking them up in different game boards. They can also be bought from the Yo R Oz item shops. >>> Milfeulle Gallery (s001 - s021) >>> Forte Gallery (s041 - s060) >>> Mint Gallery (s061 - s085) >>> Ranpha Gallery (s022 - s040) >>> Vanilla H Gallery (s086 - s104) >>> Miscellaneous Gallery (s106 - s169) >>> Suraido Shou (Slide Show) 4) Shyata (Shots?) Various animations within the game. Unlocked by accomplishing certain objectives. >>> 00 - 13 5) Gemu (Game Practice/Train?) Lets you play the mini-games in the game. Pick a character's who's minigames you want to play, pick the minigame, then pick the opposing character. 6) Jyukku Bokkusu (Jukebox) [Dimmed out at start] Unlocked after buying the Jukebox item from the Yo R Oz item shop. The item has a picture of a dog listening to a gramophone. 7) GA Michi Michi 1 - 4 (GA... Unknown?) Think of these as short skits that happen within the GA universe. One gets unlocked each time you beat the game with a different character. Not sure if there is a #5, seems like there isn't, but I might try again. If you can't read Japanese like me, then you'll have no idea what the heck is going on. :P 2.2 -- In-game (Press the B button after rolling your dice) 1) Gezu Uses certain items that are bought from shops, bridges for example. Normally inactive if you don't have a useable item. 2) Mappu (Map) Views the board Map. Use the D-Pad to scroll around the Map, press the B button to get out of it. 3) (Player Status?) Displays the Angel-tai's status - how many of the goal they have collected, how many Galas they have, and what place they are in. If you see the back of an Angel-tai's head, that means they're not in the current board. 4) (Game Speed?) Toggles the speed of the board game movement. First kanji in this menu option changes every time you select it. I'm guessing one means Normal speed and the other means Fast. 5) Kyanseru (Cancel) Cancels out of the menu and goes back to the game board. Same thing can be done by simply pressing B. Additionally, if you're given between a choice of two options in various menus, the one on the left usually means "Yes" and the one on the right means "No". 3. Gameplay <003GAM> >>> 3.1 Character Selection You start the game by choosing one of the five Angel-tai. Each Angel-tai is differentiated by certain stats: Strength, Constitution, Intellect, and Luck. These are not the in-game names for these stats, but they're the best description for them. How good they are at each stat is represented by an X, Triangle, or O, with X being LV 1, and O LV 3. Switching between the Angel-tai in the selection screen has your Angel-tai introducing themselves to you. "Milfeulle Sakuraba desu!" >>> 3.1.1 Stats Strength (indicated by a gun symbol) I have yet to really figure out - I THINK it might be how much Galas (Galaxy Credits, I guess?) your character takes after winning a "battle", but I'm not sure. Constitution (indicated by a running stick figure) determines the chance your character will move additional spaces after their initial move. Intellect (indicated by the little 3x3 board) is probably what determines your chances of getting your character's game when you are "challenged" by another Angel-tai. Luck determines how often you get high dice rolls. >>> 3.1.2 Character Starting Stats Obviously, each character has their stats attuned to their personality. If you know the Angel-tai from the show then you can probably guess what they excel at in the game. Milfeulle Sakuraba (my favorite Angel-tai, btw): Strength: 1 Constitution: 1 Intellect: 1 Luck: 3 Ranpha Franboise: Strength: 1 Constitution: 3 Intellect: 1 Luck: 1 Mint Blancmanche: Strength: 1 Constitution: 1 Intellect: 3 Luck: 1 Forte Stollen: Strength: 3 Constitution: 1 Intellect: 1 Luck: 1 Vanilla Asshu (H): Strength: 1 Constitution: 1 Intellect: 2 Luck: 2 Vanilla's the only one that didn't have predictable stats. I guess her intellect is related to the fact that she's the only Angel-tai member that's too out of it to get into trouble, and her luck is probably attributed to her religious dedication -- or something like that. >>> 3.2 The Board After you select your Angel-tai, you are asked to pick a board to start your first of three levels on. All boards available to the Angel-tai are the same on the first and third levels. The second level always has a board that's geared towards that character's background. >>> 3.2.1 Stuff you find on the board Each level is divided into tiles. You advance the same number of tiles that you rolled on your dice roll. i.e. Roll a 6, move 6 spaces. You'll run into funny looking tiles along the way and interesting items and whatnot. I'll leave the level-specific stuff up to you, but I'll explain some of the more common tile-types here. 1) POW Upgrade Shop They look kind of like floating pink tops. These shops are run by Kela (source: Galaxy Angel Manga, Vol. 3), I believe, but I could be wrong. Here you can permanently upgrade your character's stats. Upgrading their stats to Level 2 costs 500 Galas/Galaxy Credits, while upgrading them to Level 3 costs 999 Galas. These upgrades stay over each level you play, but once you beat the three stages with your character, the upgrades are lost (no maxing out each of your Angel-tai to Level 3 permanently... that'd make things too easy). 2) Yo R Oz Kinda looks like trailer trucks with a giant Yo R Oz sign. They're basically item shops. They sell items that temporarily upgrade your stats, unlock items, and items that can be used within the game. As long as you don't use the item or you get yourself a stat booster, they'll stay with you throughout the three levels, unless replaced by another item. More info about the items in section 3.2.2. By the way, you can only have one item on at a time. Take note before going on a shopping spree here. 3) "Zippers" Similar to "zippers" you find in race games, running into one of these will automatically push your Angel-tai in the direction indicated. 4) One-way Arrows You'll find a lot of these in one of the first levels. They're what they are - after you pass a tile with a one way arrow pointing a certain direction, you won't be able to go back to them from that direction. 5) Switches You'll find a lot of these in Ranpha's second level. They do various things, mainly changing the format of the level. 6) Platforms They'll come in all different shapes and sizes. Stepping on to one will automatically transport you somewhere. Sometimes stepping on to these will also move related platforms with it (the first level with the lilies is a good example). Sometimes when you step on a platform, your moves will be truncated (e.g. you will end your turn), so be careful. 7) Goal Items This is stuff you pick up. i.e. Tori-san (the little birdie) in one of the first levels. Almost every level in the game requires you to get something and bring it over to a GA Goal Logo. 8) GA Logo This is your goal. Take what you collected and get to one of these. Your character will unload the items here, do a little victory pose and gain Galaxy Credits in the process. Your move also gets truncated upon reaching one of these, and usually the level doesn't end until ALL of the Goal items have been moved to the GA Goal Logos. You'll find other interesting things as you go along the way, but this is the more common stuff you'll find. So the basic premise for each board is simple: Pick up the target items and take them to the GA Goal Logos. Obviously, if the game was this easy, the FAQ would end right here. >>> 3.2.2 Items Some new info about items from another who has played this game. Special thanks to aurora_ptw! * Unlockables - Jukebox (picture of dog with gramaphone) - Unlocks the Jukebox menu item on the main menu. - Icons of Angel-tai/Normad/Volcott - Unlocks images for that Angel-tai's respective gallery. Volcott's probably unlocks miscellaneous images, while Normado unlocks Shots. * Stat enhancers These increases your stats by one level. I don't believe they do anything if your particular stat is maxed out. - Lucky charm - increases your Luck by one level. - Coffee - increases your Constitution by one level. - Gun - increases your Strength by one level. - Rubix cube - increases your Intellect by one level. * Usable items Certain items bought from the Yo R Oz shop are "usable". This allows the first option in the in-game menu to be selectable. - Bridge - builds a 1-tile bridge on an empty space in the direction the Angel-tai is facing. - Bunny slippers - uncomfirmed, but is said to switch your position with that of a random Angel-tai. More info will be posted as found. >>> 3.2.3 Challenges Just 'cause you managed to get to the Goal Items first does NOT mean you'll be able to keep them until you get to your Goal. If you occupy the same space as an Angel-tai while you or your fellow Angel-tai has an item, you end up getting into a mini-game challenge with that Angel-tai member. What happens after the challenge is dependent on who challenges. If an Angel-tai challenges another Angel-tai who has the items, then if the former character wins, she ends up taking the Angel-tai's stuff. However, if the latter character wins, she ends up taking some of the former Angel-tai's credits. This is the best way to make money, but it's also rather risky if you haven't mastered the mini-games. Your turn ends prematurely if you end up issuing a challenge to another Angel-tai and losing. Plan accordingly. >>> 3.2.3.1 The Mini-Games Each character has mini-games that are specific to their personality. One game is normally a self-challenge (which are generally easy), while their other game is a competition. When you are challenged by an Angel-tai member, you get to randomly select either your personal challenge, your character's competitive challenge, or the opposing Angel-tai member's competitive challenge. The chance of getting your own challenges is probably determined by your character's Intellect. Milfeulle Sakuraba Personal Challenge - Cooking Competition Cook up a meal for your fellow Angel-tai by following Normad-san's directions. For those who can't read all of the Japanese that gets thrown at you, the game goes in the following phases: Frying Pan Phase: Pick the correct ingredients. Ignore all the Japanese except for the number that Normad spits out. Go to the displayed ingredient and hit "A" the same amount of times as indicated by Normad. You'll have two "waves" to do. If you do it correctly, you'll hear Milfeulle say "Yarimashita!" After picking your ingredients, she'll throw it in a frying pan. Push the D-Pad in the indicated direction. Oven Phase: Pick the next ingredient that Normad tells you to throw in. After doing so, simply mash on the A button to high to cook the ingredient in the oven. Mixing Phase: Pick the indicated ingredient and the correct amount. Milfie will then throw that ingredient in a mixer. The game will instruct you to spin the D-Pad in a clockwise motion to mix the thing. Max out the bar and you'll hear Milfie whoop. Taste Test Phase: Pick the final ingredient, which Milfie will throw in raw. You'll have a cute SD version of Milfie present the meal to an SD version of your opposing Angel-tai member. They'll take a bite out of it, say something, and then give you a score. Anything 50 or higher will win you the game. Competitive Challenge - GA Trivia This one's a nightmare, since it requires you to be able to totally read Japanese. If you can make out some of the hiragana, katakana, and kanji, you'll be able to get a few of the questions right. Some of the questions are gimmies, such as Milfie's age, Mint's last name, etc. Read carefully. You'll be presented 5 questions. Time is indicated by a border around the questions. If you answer wrong, you end up losing a good chunk of the border. Volcott asks a question, then as soon as you press A, time will begin ticking. You can pick from one of three answers. If you answer incorrectly or do not answer at all, after a short amount of time the correct answer will be displayed with an "O" over it. You can actually run out of time if you take too long to answer, then pick the wrong one. If you run out of time before the five questions are up, you automatically lose. The person with the most questions correct after all five are asked wins. In the event of a draw, if Milfie is the defending Angel-tai (the one with the stuff), she will lose and give the stuff to the opposing member. Ranpha Franboise: Personal Challenge - Kung Fu This one's kind of fun, and very easy to do. You are given 60 seconds. The level takes place in a little Chinese training room. Notice the line of 15 Normad dolls on the bottom, that's how many you have to take out to win the level. Normad is hiding with the other Angel-tai. Each of the Angel-tai will randomly pop out, Milfeulle from the right, Vanilla from the left, Forte from the top, and Mint from the bottom. If they appear with Normad attached to them, press the corresponding direction and Ranpha will hit them, causing a Normad doll to drop out. If Ranpha hits them when they don't have Normad on them, she'll end up being stunned and you'll notice the indicated Angel-tai's bag on the upper right hand corner get bigger. Four incorrect hits on an Angel-tai will cause you to automatically lose. Normad pops up on the tail end of Vanilla and Milfeulle. He pops up next to Forte, and only shows himself with Mint *as she is about to go back down*. Don't worry about missing - you don't lose anything if you do. As you approach 15 dolls collected, the game starts progressing faster and faster. However, as long as you keep your finger on the trigger, you should be able to pass this one easily. Competitive Challenge - Bag Shopping This one is sort of easy. You have bars on the left and right. Your goal is to collect as much merchandise that is flung out of nowhere as possible. Your opponent will also try to do the same. Each merchandise successfully collected will raise your bar one level. Beware of the junk stuff though - anything that doesn't look like something a girl would want to buy at a shopping mall will cause you to lose a level *and* stun you. The merchandise is thrown out in a random direction and will land in a random place. Your goal is to get to it before your opponent does. You and your opponent CANNOT occupy the same space. If you strategize well, you can actually be very dirty and block your opponent from collecting items. Beware, if you challenge Ranpha at this game, she moves the fastest of all the Angel-tai. It *may* be affected by the fact that she has a high Constitution stat, but I'm not sure. I'm gonna test this by maxing out another of the Angel-tai's Constitution stat and comparing it against Ranpha. Mint Blancmanche: Personal Challenge - Cosplay Roulette This one's not a personal challenge, but can only be played if you play as Mint. Remember that old roulette game from Super Mario Brothers 3 - the one where you gotta match up the pieces that are sliding across the screen to make a picture? If you get it right, you get free lives. That's basically what this game is - however it's a lot harder, since Mint's costumes all look the same and a different timing is required to stop the roulette on the ones you want. You also have a 99 second time limit. If you manage to fully match up Mint's costume, you get 40 points. If you match up two of the three parts, you get 10 points. If you fail to match them up, you get none. You keep doing the roulette over and over again until time runs out. The one with the most points wins. If Mint is the defending Angel-tai and there is a tie, she loses and gives her stuff to the opposing member. Competitive Challenge - Cosplay Racing Objective of the game, get through the obstacle course. The course consists of some really weird stuff: 'magicians', Volcotts (WTF?!), Normad holes, random lines, etc. To move, press the A and B buttons alternatively. Screw it up, you fall down, lose a life, possible Galaxy Credits, and your lead. Don't get hit by the stuff I mentioned and try to make it before your opponent does. It's a pretty simple game, but it can be one of the few that you can lose if you are careless. If you lose all your hearts before you get to the end, you automatically lose. The CPU Mint can be either extremely challenging or totally idiotic. Hope for the latter for an easy game. Forte Stollen: Personal Challenge - 3-D Shooter Play a really trimmed-down Starfox-ish sort of game as Forte. Get the indicated score before you reach the end of the level (the game indicates this by both the Time and the Border [goal] score). The D-Pad moves Forte's Emblem Frame. Pressing on the A button fires. Holding on the A button autofires. Shoot down the dice that you are heading towards to get points. The side they display to you determines the number of hits they take and the amount of points x 10 they give you. If you run into a dice or the black cubes, you'll get stunned and lose precious time (which means you also lose points in the process). If you have the goal score by the time you reach the end, you win. If you don't, you lose. Competitive Challenge - Gun Shootout This one is easy. Your goal is to shoot down as many Normads as possible within the time allotted. Forte's sight moves the fastest of all the Angel-tai, and you have unlimited bullets. The D-Pad moves the sight, A button fires, and B button reloads. If you hit any of the friendlies on the screen, you lose points and you can't fire for a short while. No strategy here, really. It's more based on reaction. Vanilla H: I absolutely HATE her challenges, by the way. They both require some thinking and memorization. Personal Challenge - Animated Puzzle Pretty simple one. You are given an animation to memorize. The animation then gets broken up into square pieces. Put them back together within the indicated time and you win. Use the D-Pad to get to a particular piece, then use the A button to select it. Use the D-Pad again to move it to a particular place and press the A button to confirm. The piece you move will be moved to where you selected, while the piece it replaces will take the position of the old one. I initially thought this was a slide puzzle (the one where you can only move the pieces next to each other) but realized it was a much easier version. Competitive Challenge - Concentration/Memorization I HATE THIS GAME. Angel-tai with high Intellect will stomp you to the ground if you're not careful. You are given a random background image. There's a total of a gazillion cards that are displayed to you for a few seconds, with each card having a random picture of an Angel-tai. Afterwards, the cards are hidden from your view, and then it's up to you to pair up the cards based on where you remember them being. You are given a total of three turns for each player to match up as many cards as possible. If you screw up a match, the game will show you the position of a card that matches the first one you selected. Often, the computer is cruel enough to take that card away from you to make the game's "hint" useless. I am way too much like Milfie to be able to remember ANY of this stuff, and I often lose if I play as Vanilla H or challenge her in this game. The computer is VERY vicious about challenging you. If they lose and you're still around afterwards, they'll end up challenging you again. The game probably doesn't know how to make a computer "give up" - the only way to get the computer off your back is to unload your Goal Items. >>> 3.3 Board Types You get to select a board for each level. Level 1 boards are usually easy and quite profitable. Level 2 boards earn you a lot of Galas, but are very time consuming. Level 3 boards don't get you a lot of Galas, but are huge and require some bit of planning to work out. Level 1 These boards were meant to teach you the basics of the game, especially board 1.1. Level 1.1 - Rescue the Birdie This is probably the most simple board you can play. The main goal of the level is to rescue the birdie that's nearby your starting position. The character you selected will ALWAYS start nearest to the birdie. If you're playing as Milfie, she usually gets to the birdie first. After you get the bird (hah), just head all the way down to finish the level. You can visit the POW and Item shops along the way, if you want. There's multiple Zippers here to help you along too. Level 1.2 - In the Jungle This level is annoying. You each start on different sides of the map. Your goal is to get the Lost Technology in the middle of the map. You must cross the river, however, to get to it. The way to the middle is bridged by lilipads, which are really annoying. Each time you step on one, your turn ends and they end up changing position - rotating counter-clockwise. This level actually lets you test your ability to mess with the computer's AI. Their behavior changes depending on how everyone and the lilies are positioned. Otherwise, though, it's still a pain in the butt either way. After getting the Lost Technology, head back towards your Angel Frame. Level 1.3 - Castles in the Sky This one is a literally straightforward level. 90% of this level is covered with one way tiles, so again make sure you plan your moves before you - uh - move. Your goal is to collect the gold stuff and the popcorn around the map. There are two forks on the map: one gets you to the goal items while the other gets you to the Item and POW Shops. Pick and choose what you think is the suitable path for you, since you are not allowed to go backwards. Milfie can either have a really easy or really hard time with this map. Since she rolls so many sixes, she's forced to move extremely far ahead. This gives her a huge lead on the other Angel-tai, but if you chose to take the non-goal paths, then she'll be way too far ahead to be able to have an Angel-tai land on her space so she can win goal items from them. Level 2 Level 2 is always a character-dependent level. All of these take a lot of time to complete. Level 2.1 - Milfeulle Sakuraba - Catch Ham-chan! This level HEAVILY specializes on Milfeulle's luck. Your goal: catch all the little Ham-chans (hamsters, did I mention Forte is afraid of these guys?) within 30 turns. Normal Angel-tai wouldn't be able to do this, but Milfeulle 1) loves these little guys and 2) is the only Angel-tai capable of rolling enough sixes to freely move about the level. You start in the Angel-tai's main room. You must try to get all the hamsters and also your Angel-tai's prizes possessions for them. Each turn, the hamsters will move about randomly. They'll traverse rooms through special passages that only they can fit through. Additionally, for about 5-10 turns, a new one will pop up in a random room. As Milfie, you must get to these guys. There's a chair in the main room you can use to transport you to the other side of the room. There's also a chair in the room north of Milfeulle's room you can use to transport yourself to Volcott's room (the west room with the chessboard). This board requires a small bit of forward planning. While these hamsters move in random directions, they tend to move one-way. If you anticipate their moves, you can have some of these guys "land" on Milfeulle. You might have wanted to increase Milfie's Constitution or bought the Coffee power-up prior to this level. You'll need the extra moves. Don't be afraid to "waste" moves by moving in the same two tiles over and over again if you have to catch a hamster. Once you get all the hamsters and items, head southwards to go through the one-way path to the exit. Take the chair along the way to get a free ride to the end. Sidenote: you are NOT required to get the Angel-tai posessions. Any that you manage to fetch while getting the hamsters will count as bonus points. Level 2.2 - Ranpha Franboise - Shopping Spree This level is a HUGE time sink. Ranpha can't resist the urge to collect merchandise, and she especially goes nuts once she sees bags, shoes, etc. strewn about the level. She's not the only one, however. The other Angel-tai are with her - and this is where it gets absolutely crazy. No turn requirement, but what makes this level a pain in the butt are the switches that you'll have no choice but to step on. Each flip of a switch changes the layout of the level - and since your CPU Angel-tai weren't exactly programmed with forward thinking in mind, you may find yourself running around in circles just to get to where you want to go. Bags on this level are worth more Galas than Shoes, so go for those first. Avoid stepping on switches unless you want to slow down your fellow Angel-tai or to get to your desired destination faster. This level becomes really hectic because of the close proximity of the Angel-tai and the distance of the (only) Goal tile. You will be challenged a lot, and you will lose a lot of Galas and/or your items in the process. There's not much strategy here - avoid getting into challenges if necessary, and don't let the three Angel-tai gang up on you at the same time while you have an item - that makes things go REALLY slowly. Level 2.3 - Mint Blancmanche - Cosplay Photo Chase Mint's got herself into the infamous chicken costume. In this level, your goal is to get to all three of the photo booths without being seen. Milfeulle, Forte, Ranpha, and Vanilla will move about the map. They all have a "patrol" path, indicated by the colored areas. They always follow these paths. You start at the top of the map and have to circle around back to the top to finish it. You must avoid being seen - an Angel-tai will only see you if you are within their line of sight. If you manage to somehow end up behind one of them while they're walking a certain direction, they'll be too dumb to turn around to catch you. Probably the most tricky part about this level is the photo booth on the right. You end up within the line of view of a lot of the Angel tai. There are various nooks and crannies you can use to "play it safe" and waste moves in. Use them. Predict the Angel-tai's path before you move, and ALWAYS look at your map before you get going anywhere. The line of sight of the Angel-tai is very, very long. Level 2.4 - Forte Stollen - Downtown Memories (direct in-game translation) Reminiscent of the episode where Forte visits her old home planet. You start off near the top with three other Angel-tai. Your goal's to collect the Lost Technology and to also catch the younger Forte that's running around the level. There aren't *too* many tricks here. Just be careful when you get to the train and car areas - they move, and if you get pushed off the map you end up back at the top. Oh yeah, if you end up walking on top of the manholes in the upper area, you end your turn prematurely. You may end up wasting a few moves trying to catch your younger self, since she runs around in random directions. Otherwise, this is probably the most straightforward and easiest second level of the Angel-tai. Level 2.5 - Vanilla H - Test of Faith This level is a major pain in the butt. You start off on the west side - your goal is to collect the little red jewels that are protected by shrines. These red jewels are what Vanilla uses for her healing power - I believe they're called nano-technology, or something. The level starts off somewhat straightforward, step on those ice-blocks with the zippers and they'll lead you to the middle of the level. This is where it gets tough for Vanilla. The shrines are protected by special blocks that blow up and end her turn prematurely. The problem here is, they ONLY blow up if she steps on them. There's a long line of them in the middle of the level - try not to step on too many of them if possible. There's also a set of them near the goal - kinda gives the level a "gauntlet" feeling, as you as Vanilla are forced to blow them up just to get there - which means you're almost guaranteed to get challenged at least 9 times before you get to your goal. Oh yeah, the shrines with the nano-technology are also protected by these tiles. Lastly, you'll have to deal with the fire tiles to the east of the set of shrine tiles in the map. Every turn a set of them erupts. You'll know when they'll erupt if the tile you're on has a small bit of fire underneath it. If you're on the tile when it erupts, you lose a turn. Your fellow Angel-tai don't seem too concerned with this, however. Plan ahead when you cross that section. Level 3 The Level 3 levels have somewhat challenging themes and low profit margins. Level 3.1 - Alien Invasion This is probably the easiest of the three levels. Your goal: collect the aliens that are invading your home base in 25 turns. The aliens are spread out throughout the entire level, so the Angel-tai can go in different directions. This is good for you, as your chances of being challenged are lowered. There are Item and POW shops scattered throughout the entire level. You can screw your fellow Angel-tai over by stepping on the transport platforms. They move you to different parts of the level, and the direction they move in changes each time you step on one. You can escape from the other Angel-tai by planning your steps on these things. Nothing too complicated, really. After collecting a few of the aliens, run back to the middle and get your Galas. Careful where the bottlenecks are, though, your opponents will pounce on you if you get yourself stuck in one of these areas. I've never lost this level by running out of turns, as your fellow Angel-tai will also be collecting aliens as well. Level 3.2 - Carnival Rescue This level is somewhat difficult. You must rescue the trapped civilians from the flood by running around the carnival and picking them up. There are various transporters throughout the level, including the giant ferris wheel in the middle. Be VERY careful when you get on to this thing. The flood goes up one level every turn, and it's very easy to get caught in it if you don't plan your moves on the ferris wheel correctly. Your turn ends prematurely if you get onto it, so make absolutely sure the other Angel-tai members won't force you into the flood when you get onto it. This level feels much like Level 1.2. The CPU does not care about its nor your position, and will repeatedly walk onto that ferris wheel to screw you up. If you feel like letting the CPU duke it out, you can collect what civilians you can and head to the top, then waste turns while your other Angel-tai battle for civilians. If any of them get caught in the flood, they automatically get removed from the game. If you get caught in the flood, you lose the game. Level 3.3 - Tank Rampage Remember the episode where "Tank-san" (as Milfeulle calls it) goes nuts on the city? Yeah - well, you get to play it out in board game format. This one is another tricky one. The Angel-tai start off in different areas, while the tank randomly runs around the city. Navigation is VERY difficult because of the transporters. They're semi-one-way transporters, so you can end up blocking your teammates and yourself off from a way back if you do it incorrectly. The tank itself doesn't move that much, but it tends to move in the favor of your teammates. As always, there are Item and POW Shops strewn about, but it's best not to waste your time on them. Getting to the tank is your upmost priority. Even Milfeulle's luck won't be able to help you out here, as stepping on these transporters ends your turn before it finishes. Once you get the tank, it's somewhat smooth sailing. You see all those buildings around the map? The tank can blast through those, making a trail back to your Emblem Frame. However, because you're making a pretty straightforward path back, the other Angel-tai can catch on to your city busting and chase you on that path. Only then does a high Luck stat save you, helping you maintain a distance between yourself and the other Angel-tai. By the way, it's very hard to catch an Angel-tai after they get the tank. You'll be wasting moves on transporters while they'll be shooting their way back to their Emblem Frame. If you see that one of the girls are going to get to the tank, stop pursuing her and cut her off at the goal. It's the best way to reclaim the tank, although the trek back to your own Emblem Frame may be a long one. Play this one if you enjoy strategizing - it's not as frustrating as the Carnival Rescue level, but not as easy as the Alien Invasion level. >>> 3.4 Ending After you finish, you'll get a little ending sequence. The sequence you get is based on your performance from the previous levels. If you placed first in every level, you'll get a special sequence (some of the scenes of the sequence become unlocked both in the Shots and Gallery menu items). If you didn't do too well, you'll get a normal ending. After that, you'll get a little Staff Credits Roll. Hit Start and you'll be back to the intro screen. 4. Hints <004HNT> A majority of the gameplay hints were given to you in the previous sections, but as a review, I'll repeat some of them here. - Plan ahead The events that happen in these boards are dynamic. Therefore, you're going to have to plan your moves so you can time them to match up with the events you want to happen. Is it worth it for you to challenge that Angel-tai with a majority of the Goal Items, or is it better to head off to the POW Shop nearby to increase your chances of getting good rolls? etc. - Be wary of transporters Watch out for transporters that move. They may move you somewhere that will cause something or someone to be unreachable. They also may end your turn early. Use them with caution. - Upgrade your Angel Level up your stats. They'll prove to help you in the long run. Give them items if you can't level them up. Your leveling priority should probably be Luck, Constitution, Strength, and Intellect, with the first being the highest priority. - Master the minigames This one is a duh. But I have to place it here for completion's sake. Get used to the minigames - you'll be playing them often. - Know your role Know when to go on the offense or defense. If the area around you seems relatively dangerous, don't jump into it, this is especially true for areas that are infested with Angel-tai competing with each other. Only get into them if you feel you have the mental stamina to take them on. Sometimes this cannot be helped - Vanilla H's second level for example, but I personally try to avoid continuous matches unless I need the Galas or if I REALLY need to take their items. --- More to come 5. Unlockables <005UNL> There are multitudes of unlockables in this game. I don't know the specific locations for the Gallery unlockables, but it's best to explore each of your characters' boards to find them. Go to areas you wouldn't dare exploring. Only do this after you've completed the game and unlocked what you can. - GA Michi Michi 1-4 These are unlocked by beating the game with four of the Angel-tai. They're little skits that won't be of much help to you since they're totally in Japanese. Except for the first one - that one's friggin' awesome. XD - Gallery and Shots Already explained above. Shots are usually unlocked if you beat the game. - Jukebox As mentioned before, this option is bought at the Yo R Oz item shops. The item has a picture of a dog listening to a gramophone. - Practice Games Unlocked as you play them as the various Angel-tai. Don't worry about this one, just play as each of the Angel-tai and you'll unlock them for each character per full game. If anyone wants to provide input for this section, please e-mail me. I don't have the time to go through each and every level finding the specific locations for the Gallery pictures. 6. Outro <006OUT> Hope you enjoyed this FAQ. It's probably unlikely that Bandai Visual will ever bring this game over to the states, much to the dismay of the ever-growing GA fanbase here in the U.S. We can keep our fingers crossed for an American version of the PC/PS2/XBox GA games though - I would so want to be able to play them - and understand what the heck's going on! Special thanks - Kanan - The original creator of Galaxy Angel. Without her, I wouldn't be making this FAQ and we would never have been blessed with such a wonderful series. Broccoli - They make funny anime. Go read some Di Gi Charat manga, you'll know what I mean! Bandai-Visual - For bringing over the anime to the states and giving it a chance to flourish! Can't wait for localized merchandise to be made! GameFAQs - I would never have learned there was a GBA game if it wasn't for this place... and without this place - I would have no idea what the heck I'm doing in the games I've been playing. aurora_ptw - For menu, items, and jukebox unlocking information You - For enduring my babbling and supporting the success of the GA series! --- You know where to contact me if you got questions, suggestions, or additions for this FAQ. Thanks for reading and let your own invincible success story begin! -- Skywalker777 *** Written on a Macintosh G4/450 using TextWrangler by Bare Bones Software. Think different. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.