Gulkave (SG-1000) (English) Creation Date: 13 May 2018 Version: 1.0 File number: SG-1000-F-003 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- 1- Introduction 1.1- History 1.2- Game manual 1.3- Intro screen 2- Beginning the Game 3- Display 4- Controls 5- Weapons and Pick-ups 5.1- Weapons 5.2- Pick-ups 5.3- Firepower levels 6- Enemies 6.1- Regular enemies 7- Extra ships 8- Acts 8.1- Act 1 8.2- Act 2 8.3- Act 3 8.4- Act 4 8.5- Act 5 8.6- Act 6 8.7- Act 7 8.8- Act 8 8.9- Act 9 8.10- Act 10 8.11- Act 11 8.12- Act 12 8.13- Act 13 8.14- Act 14 8.15- Act 15 8.16- Act 16 8.17- Act 17 8.18- Act 18 8.19- Act 19 8.20- Act 20 8.21- Act 21 8.22- Act 22 8.23- Act 23 8.24- Act 24 8.25- Act 25 8.26- Act 26 8.27- Act 27 8.28- Act 28 8.29- Act 29 8.30- Act 30 8.31- Final moments 9- Codes and Cheats 8.1- Test mode 10- Frequently Asked Questions 11- Version History 12- Legal Section 13- Credits/Thanks/Other Stuff 14- Donations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1- Introduction =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Gulkave is my third foray into the games for the predecessor of the Sega Master System. The intro screen indicates that this game was an original Sega production made in 1986 for the SG-1000. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.1- History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Prior to writing this FAQ, I had no knowledge of this game. Now, instead of doing what I’ve usually done (which was to go blindly into the game), I took a few minutes to get some information on this title. According to SegaRetro.gov, Gulkave was developed by Compile and published by Sega. It is a scrolling horizontal shooter which involves the destruction of eight fortresses. These structures are in the Gulbas Empire and are defended by a variety of enemies. The game is broken down into 30 acts, which each comprise a distinctive background. Also, according to this same site, there was an MSX version that had been released by Pony Canyon. Quite the name for a video game developer, no? Furthermore, other sources mention a ColecoVision version. I did not delve any deeper into this aspect of the game’s history. I do remember playing ColecoVision games, but Gulkave is something I never came across. This FAQ will only concentrate on the SG-1000 version. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.2- Game Manual =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SegaRetro.gov has a PDF version of the manual. The document, though fun to look at (it has control configurations for four different consoles: SC-3000, SG-1000, SG-1000 II and Sega Mark III), is mostly in Japanese and has 15 pages. Some aspects of the ship and its components are identified in English. There are a couple of pages which deal with the different levels of firepower for the ship. These are outlined in Section 5 of this FAQ. The regular enemies you will encounter are also shown in the manual. The different types of these enemies and the bosses encountered are detailed in Section 6 of this FAQ. On to the game… =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.3- Intro screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If you don’t touch any buttons for a number of seconds while the intro screen is shown, the game will go into a brief demo mode. After a bit, it comes back to the intro screen. If you insist on demonstrating more patience, it will throw up the BEST PLAYERS OF GULKAVE list, which is your average high score table. This one’s generic listing follows: RANK SCORE NAME ACT 1ST 30 000 TAF 0 2ND 28 000 HIR 0 3RD 20 000 OSH 0 4TH 18 000 IMA 0 5TH 10 000 PAC 0 As you play and accumulate points, your score and three-character name will be inserted in the list if you score higher than these listed high scores. I don’t know how these fictional players gathered points without even playing one act, but I digress... Obviously, this list is reset to its default values when the game is turned off. Here’s a simple observation. I’m not sure about the names of the 1ST and 5TH places, but if you read the names of the 2nd to 4th places in order, you get HIR-OSH-IMA...HIROSHIMA! I don’t know if this is a coincidence or a hidden message. I guess it might be an 80’s era Easter egg. Also, refer to the CODES AND CHEATS section to unlock a hidden test mode. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2- Beginning the Game =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The intro screen shows the following elements: 1UP – Displays the score and ACT attained during the last game played by PLAYER 1. HI-SCORE – Present high score occupying first place on the BEST PLAYERS OF GULKAVE list. It is essentially the score to beat. 2UP – Same as for 1UP, but for PLAYER 2 – if there was a PLAYER 2 during the last game. Otherwise, the score and act indicate 0 and 1 respectively. GULKAVE – Obviously the title of the game. GAME START – Begin a new game option. As indicated below the options, press 1 to start a one-player game or press 2 to start a two-player game. CONTINUE – Continues a game which has just ended. As indicated below, press 1 to continue a one-player game or press 2 to continue a two-player game. Choosing CONTINUE starts your game at the beginning of the last act played. Your points are reset to 0 and your firepower level is back to 1. You seem to have an unlimited number of continues. I personally didn’t experience any difference between pressing 1 or 2 at the intro screen. Either button seemed to begin a one-player game. Let’s start this one up... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3- Display =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As the game begins, your ship is at the beginning of ACT 1. The screen is divided into three sections. The top-most section displays, from left to right: - 1UP (2UP): The score of the player playing at that moment. I included 2UP in brackets, but I have yet to play a game that included a second player. - HI-SCORE: This is the actual score that is in first place on the BEST PLAYERS OF GULKAVE list. If this score matches yours, then you have surpassed the old top score and will get to have yours be at the top of the aforementioned list when you are GAME OVER. - BARRIER: This is your ship’s defensive rating. It is represented by a blue status bar that will decrease when your ship takes damage. When the bar is completely gone, the next incident of damage on your ship will destroy it and you will lose a ship. Also, at the end of an act, a points bonus is awarded according to the remaining barrier. Ending an act with a full barrier nets you a 10 000 point bonus. Otherwise, the bonus is adjusted for what’s left. Losing a ship sends your firepower level back down to 1. - LIVES: Your lives are represented as ships shown below the BARRIER indicator. When there are no ships left, you are on your last life. The game starts with two ships in this section. The central part of the screen displays the action. Your ship, which begins on the left side of the screen, can pretty much travel over this whole area (there is a narrow vertical buffer zone, on the far right, which is off limits to your ship). Yes, even at the very bottom, where there is some background elements that may seem hazardous. It is not recommended to remain too long at the bottom, however, since many enemies come up from that area and are difficult to see among the background features. The bottom part of the screen shows two things. They are: - FIRE: This is your ship’s firepower level. Each pinkish-red square represents one level. From the number of available squares, it appears that the ship can attain level 16 in firepower. Sounds cool, but read section 5.3. - ACT: This is the act (or level, if you wish) that you are presently on. As indicated earlier, the game is broken up into 30 acts. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4- Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The controls in this game are as follows: DIRECTION PAD: Pressing UP, DOWN, LEFT or RIGHT steers your ship in that direction. 1 BUTTON: At the intro screen, pressing the 1 button starts or continues a one-player game. In the game, the 1 button is used to fire your weapon. Keep the button pressed for rapid fire. 2 BUTTON: At the intro screen, pressing the 2 button presumably starts or continues a two-player game. This has yet to happen to me. In the game, the 2 button also serves to fire your weapon. Keep the button pressed for rapid fire. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5- Weapons and Pick-ups =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.1- Weapons =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here are the different types of weapons available in relation the necessary levels of firepower for the ship which you will control throughout the game: Single missile: As the name implies, this is a single shot. The shot travels fairly quickly across the length of the screen. It looks like there can be three of these single shots on the screen at once. After a few minutes, you fervently wish you had a better weapon. Big Ball Blaster: You guessed it, this is a huge ball that is projected from your ship and across the screen. Don’t ask me how you are able to carry this giant object on your ship, never mind the countless number that you will shoot before powering up to the next level. For its size, you would think that the ball would clear everything out of its path, but that doesn’t seem to be the case. Its hit range seems narrower that it should be. Twin Beam 2: This shot type involves two parallel shots going straight ahead across the screen. Better than the single missile, but that’s the best I can say for it. Twin Beam 3: This shot type also involves two parallel shots going straight ahead across the screen. Maybe it is more powerful than the Twin Beam 2? Wide Blaster: The Wide Blaster is three shots in a vertical line and going straight across the screen. It is a good intermediary weapon. That is, until you get the SEB (below). Screen Eraser Blaster: The Screen Eraser Blaster (SEB) is six shots in a vertical line and going straight across the screen. During actual play, this is seven stacked shots. The stacked shots permit you to hit an enemy while keeping your ship off- center from their blasts. In my opinion, this is the best weapon in the game and should be held onto for as long as possible. Laser: The Laser is a continuous blast of energy that travels across the screen. I think this is a probably a powerful weapon that is rapid-fire. However, it remains a narrow, single shot. This does not help much when you are swarmed with enemies. Fire Ball: The Fire Ball involves your ship generating a fireball which is then propelled across the screen. This is a rapid-fire blast of fire that is quite devastating. Most projectiles stop when they hit a target, but the fireball goes through multiple targets across the screen. This is the fourth-best weapon in the game. (This weapon is not in the manual. Check out why in section 5.3.) Fire Ball Blaster: The Fire Ball Blaster involves your ship generating a giant fireball which is then propelled across the screen. This is a medium speed fire blast of fire that is quite devastating. Most projectiles stop when they hit a target, but the fireball goes through multiple targets across the screen. Also, the giant fireball is effective for its entire width This is the third-best weapon in the game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.2- Pick-ups =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Pick-ups seem to come from Parbos which make a number of appearances in each act. A Parbos can also be dropped by an enemy, such as a Teriz, after its having been destroyed. Depending on the flashing color scheme of the Parbo, a specific pick-up will be provided. Parbos have a tendency to travel, from right to left, across the top of the screen. A second Parbo may also appear at the bottom at the same time, but this one is a decoy. Touching it will only take away your barrier. If you touch it after picking up the top one and having your barrier reduced to zero, you will lose a ship. Finally, any pick-up acquired seems to restore 10% of the BARRIER bar. The pick-ups encountered are listed below: Red/yellow (moving) – 2000 pts Shooting this yields a shape with a number within. Refer to the shapes indicated in this list for details. Purple/blue/white/aquamarine – 50 000 pts Getting this Parbo while it is blue or white nets you 50 000 points in exchange for your entire defense rating. Coming in contact with it while it is aquamarine will provide the 50 000 points without diminishing your barrier. It comes in pairs – one at the top and one at the bottom. Beware that one of them is a decoy that will only eliminate your barrier. Tha Bomb – 2000 pts This is a white circle with a C in the middle. Getting this item eliminates all the enemies onscreen. Red Square – 2000 pts Will increase your firepower by one level, as indicated by the 1 in the square. Yellow hexagon – 2000 pts Will increase your firepower by three levels, as indicated by the 3 in the shape’s center. Blue tilted square – 2000 pts Will increase your firepower by five levels, as indicated by the 5 in the shape’s center. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.3- Firepower levels =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= At first, I thought that the level of fire power at the bottom of the screen was one of progression, where you may have had two levels for each type of weapon. After having played through four or five acts, I realized that this is not the case. It seems that each firepower level is associated to a particular weapon. Once at level 16, the next pick-up loops you back to level 1. Here they are: FIREPOWER LEVEL WEAPON 1 Single Missile 2 Single Missile 3 Big Ball Blaster 4 Twin Beam 2 5 Twin Beam 3 6 Wide Blaster 7 Single Missile 8 Wide Blaster 9 Screen Eraser Blaster 10 Twin Beam 2 or 3 10.5* Fire Ball 11 Twin Beam 2 or 3 12 Laser 13 Single Missile 14 Twin Beam 2 or 3 15 Single Missile 16 Fire Ball Blaster *When you are at Level 10 and you get a Red square (1), you get the Fire Ball weapon. However, the firepower meter does not seem to register this upgrade and all its squares are blank. The next one square upgrade brings the meter to 11 and, what I presume to be, the Twin Beam 3 weapon. It’s as if getting the Fire Ball were a cheat of some sort. I mean, it isn’t in the manual. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6- Enemies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As in any shooter game worthy of the name, this one has a variety of enemies to be dealt with. Obviously, there are regular enemies and bosses. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.1- Regular Enemies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The list of regular enemies is as they appear in the manual. Keep in mind that some of these enemies barely resemble their depictions in the manual. Unless otherwise specified, enemies require one hit to destroy. Here is the order in which they appear in the manual (take note that the point values indicated are from the manual and do not necessarily reflect the points received in the game): Parbo – 100 pts This item is actually what carries pick-ups. They come in a number of colors, with each color associated with a particular pick-up. Refer to section 5.2 for specifications. Also, keep in mind that for later levels, Parbo will be used as obstacles. It requires several shots to break through them when they are employed in this manner. Zolli – 80 pts A Zolli has the look of a shield with a cross on it. Onscreen they look like an angled red square with lines going from the center to each corner. Cepies spin on their axis and move in an oscillating manner. Kuka – 30 pts The Kuka is a small rectangle with spikes on each end. I think I’ve been referring to these as a different sort of Cepie, since they do have the same general look. Bagi – 100 pts Bagis are hexagons with a spike on the left side and what appears to be a pair of wings attached to the top and bottom and directed towards the right. In the game, these vessels are aquamarine and are a fair representation of the image in the manual. Zolla – 80 pts A Zolla (Wow, we’re already practically repeating names and we are only five enemies deep in the manual!) roughly has the shape of a surf board. These objects are yellow and fly across the screen in a diagonal path. Lopelio – 200 pts This enemy is essentially a big C with a smaller C within the curve of the big one. On screen, it looks more like a pink squid. Teriz – 90 pts Teriz seems to be...a yellow missile hitting a surface? This is the most polite description I can come up with. These enemies can turn around in mid- air, thus making them a small target during this process. Teriz shoot white projectiles that are the size of a dot. Teriz tend to come in low, along the ground, before rising and moving off to the right. Zaii – 200 pts A Zaii looks like an oval that is vertical and separated into three sections that are joined by some type of central rod. Zaii are white and will travel along the top or bottom of the screen, eventually releasing a flurry of shots when level with your ship. If left unbothered, it will then leave the screen. Degio Calto – 120 pts I don’t know why this one merits a first and last name. They could have used one of these to replace the Zolla name. Regardless, this space critter is an irregular green rectangle which tends to travel with a mirror image of itself above. The Degio Calto tend to come onscreen in lines that hug the top and bottom parts of the screen. They then move across the screen and meet up somewhere in the middle (in a sort of X pattern) before separating and leaving the screen. In later levels, they come onscreen assembled and split up. Zamie – 500 pts The Zamie is a rectangle that sports right angle triangles at each corner. This object is yellow and shoots from each triangle’s point in a diagonal manner. Requires multiple shots to destroy. Cepie – 600 pts Cepies look like ninja throwing stars. They are red and have what seems to be an L in the center. They shoot from the point of each spike. Cepies spin on their axis and move in an oscillating manner. Padda – 120 pts A Padda resembles a Bagi without the spike and longer wings. I think these are what I’ve identified as purple Mini-Tock in the game. That is what they look like. Talio – 50 pts This enemy is a small red rectangle that has rods coming out of each corner at 45 degree angles. Talio shoot a red dot-sized projectile. Clear these enemies from the screen as they appear. Otherwise, since they track your ship, you can easily become overwhelmed if too many of them are on the screen at once. Cepi – 150 pts Woo-hoo! Another easy name! Cepis are tilted squares with a circle in the middle. They are white and move in an oscillating pattern. An alternate version of this enemy materializes in light blue and then turns white. Balo – 100 pts A Balo is similar to the Padda, without the hexagon between the wings. It resembles an elongated crystal. It is of a purple/pink color and either drops from the ceiling or rises from the floor in a vertical manner. Fla – 90 pts The Fla can be described as some type of altar – a table atop a pedestal. In the game, though, these opponents are of a light grey color and look more like a battleship than a table top. Sede – 0 pts It might be a blob or a cloud, your choice. When you first encounter them, they are green. If you get too close, they stick to your ship and turn red. In this state, Sede suck the power from your barrier. After taking about 10% of your barrier’s energy, Sede eventually let go and move to the left. Shooting them turns them red and makes them actively seek you out. Avoiding these pesky entities is the best tactic. Alup – 150 pts It is a vertical half of the Zaii. These are yellow craft (sort of a half-moon shape) which fly in a zig-zag pattern and shoot blasts of fire. These blasts block your shots – all of them. This, even if you have the stacked weapons. So you need to be quick to eliminate this enemy. Fuz – 300 pts A ship shaped like a tear drop with small rectangles above and below the thick end. Tock – 80 pts A ship that looks like three missiles connected together – kind of a top view of Star Trek’s USS Enterprise without the saucer structure. This thing is yellow and travels diagonally. It does not have any firepower. There is also a smaller, purple version of the Tock. Ofu – 200 pts Really? They couldn’t come up with anything better than UFO backwards? Anyway, it’s a spherical object with a vertical slot on the left. Maybe it’s an interstellar piggy bank? In the game, it has a striking resemblance to a yellow bowling that it rolling along the screen. And the narrow slot is more like a hole in the ball. Maybe they are yellow olives without the pimento... Their shots originate from the hole and can be as many as four at once. Also, this enemy requires multiple hits to dispatch. Triade – 200 pts Simply put, its three stacked rows of horizontal chevrons. This enemy is of an aquamarine color. Its movements are fairly linear. Triade attack by coming apart, with each piece taking a shot, when they near your ship. Gelt – 120 pts A small circle with a long spike at each cardinal point. During play, these look like small yellow stars that appear onscreen. They fire three-shot bursts at a slow rate. Guv – 50 pts A red hexagon which is quite small, almost the size of a shot. The manual image shows it being divided into four quarters, but this doesn’t appear to be the case. Anyway, it’s too small to tell. Hum – 300 pts A robot shaped like a crow’s head with one leg. In the game, it resembles a green missile with a leg. As you may expect, it hops across the screen. Hizarv – 1000 pts Looks like a transformer with a sniper rifle. It resembles more a purple astronaut with a handgun. This enemy floats towards your ship and stops before shooting a blast of fire which sends it backwards a bit. The sequence starts anew. Their shots block yours. The best strategy is to aim for their legs. Multiple hits are needed to send them packing. Cadia – 1000 pts Has the appearance of a sled you would stand up on. This thing is purple and fires a volley of five shots which spread across the screen. These shots block yours as the vessel travels up and down across the screen. Once again, the Screen Eraser Blaster is the most useful. Work your way past the volleys of enemy shots and position your ship above the Cadia, all the way at the top of the screen. The Cadia movements will not reach you there. Fire mercilessly while pacing yourself with your enemy’s movements. Cevia – 1000 pts Two mirror image rhombus shapes connected by a square with spikes. The whole structure is yellow and stays in the middle. It has a Twin Beam, making it a pain to take on from the front. Your best bet when dealing with this enemy is to have either a Wide or Screen Eraser Blaster (SEB). This vessel also has a pair of small, blue orbs which float around its front end. These serve as a sort of shield. Stay above it if you have the SEB. Requires multiple shots to destroy. Oaxia – 1000 pts Looks like an ordinary plane, but with its wings facing backwards. In the game, this red ship is pretty much as portrayed in the manual. It is accompanied by little blue spheres that orbit around it. Oaxia move in an up and down fashion. Multiple shots are required to eliminate it. Degia – 1000 pts (seems like 400 pts in the game) Has the overall shape of a Batarang but with spikes. This is a fairly big green ship that looks more like an over-sized Bagi. This enemy splits into two horizontal parts. It also has those blue flying spheres (which are used as shots) running interference. If you have the Screen Eraser Blaster, just hang around above it and keep firing. You’ll avoid those blue spheres and your shots will hit more often. Multiple shots are required to down it. There are what appear to be mini Degias which are unaccompanied and come from the left. NOTE: From this point down, the enemies listed do not appear in the manual. They are therefore identified and described as they appear on-screen. Y-Shield – 100 pts This looks like a round, yellow shield. It travels along a straight horizontal path and does not fire projectiles. It does, however, slingshot back in the direction it came from. The Y-Shield disintegrates with one hit. Missile Rider – 500 pts This is the strangest one yet. It is a yellow missile with what appears to be a green alien head on top. This enemy comes from the right. When it is about halfway across the screen, the head separates from the missile and moves to the upper right. Multiple shots do nothing from the front, since the soft spot seems to be the green head. Attacking from the top is what works best. One well-placed shot quickly turns this monstrosity into space debris. Also, I’ve been able to destroy the head on its own for 200 points, but not the missile. Maybe it is invulnerable without the rider. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6.2- Bosses =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Act 2: Blue 4 This is a huge blue ship that takes up the right third of the screen. There are four cannons on its surface. Knock out the cannons and this guy is history. Start from the bottom and work your way up. If you’ve got the Screen Eraser Blaster, stay at the bottom left, moving forward and backward to avoid the boss’s shots. Act 6: Blue 6 This second boss maintains the color scheme and sports six cannons on its surface (2 white, 2 purple, 2 yellow). Once again, your goal is to eliminate all the cannons in order to beat the boss. If you stay in line with the bottom cannon (which looks like a Zamie), your ship should be safe from enemy fire. From this position, the Screen Eraser Blaster does wonders. After a certain amount of time, larger white Talio come from the right. Carefully move upwards, keeping an eye on the Talio and enemy shots. Act 10: Blue 8 This third boss maintains the color scheme and sports eight cannons on its surface (2 white, 4 purple, 2 green). Your goal remains to eliminate all the cannons in order to beat the boss. If you have the SEB, the tactic of starting at the bottom and working your way up is still valid. After a certain amount of time, larger white Talio come from the right. Carefully move upwards, keeping an eye on the Talio and enemy shots. Act 14: Blue 10 This fourht boss maintains the color scheme and sports ten cannons on its surface (8 purple, 2 green). Your goal remains to eliminate all the cannons in order to beat the boss. If you have the SEB, the tactic of starting at the bottom and working your way up is still valid. After a certain amount of time, larger white Talio come from the right. Carefully move upwards, keeping an eye on the Talio and enemy shots. Act 18: Blue 8-2 This fifth boss maintains the color scheme and sports eight cannons on its surface (2 white, 2 purple, 4 green). Your goal remains to eliminate all the cannons in order to beat the boss. If you have the SEB, stay in the middle of the screen and wipe out the four middle cannons before moving to the bottom and working your way up is still valid. After a certain amount of time, larger white Talio come from the right. Carefully move upwards, keeping an eye on the Talio and enemy shots. Act 22: Blue 10-2 This sixth boss maintains the color scheme and sports ten cannons on its surface (2 white, 4 purple, 4 green). Your goal remains to eliminate all the cannons in order to beat the boss. If you have the SEB, stay at the extreme left and align yourself with the second purple cannon from the top. From this position, enemy projectiles do not touch your ship and you should be able to take out the four purple and two front green cannons before the Talio show up. Maintain your position until the last two green cannons go ka-boom. Next, work from the bottom up or from the top down to take out the white cannons, all the while keeping an eye on the Talio and enemy shots. Act 26: Blue 10-3 This seventh boss continues with the blue color scheme and the ten cannons on its surface (2 white, 2 purple, 2 green, 2 yellow and 2 orange/purple). Your goal remains to eliminate all the cannons in order to beat the boss. If you have the SEB, stay at the extreme left and align yourself with the red line in the boss’s middle. From this position, enemy projectiles do not touch your ship and you should be able to take out all of the cannons in the middle of the boss, leaving the green ones untouched. For now. You should have two or three of the middle cannons to destroy by the time the big Talio start to appear. Slight evasive actions may be necessary, but keep piling it on the middle cannons. When only the green cannons are remaining, carefully move up or down to take out one and then in the opposite direction to eliminate the other. Keep an eye on the Talio and enemy shots. Act 30: Blue 12 This eight boss continues with the blue color scheme and has a whopping 12 cannons on its surface (2 white, 2 purple, 4 green, 2 yellow and 2 orange/purple). Your goal remains to eliminate all the cannons in order to beat this final boss. If you have the SEB, stay at the extreme left and align yourself with the red line in the boss’s middle. The difference with this boss is that you will occasionally have to move forward and backward to avoid the rare enemy shot that makes its way to your position (actually, if you stay about three ship lengths from the left edge of the screen, you are pretty much safe from enemy fire). This actually permits you to make quicker work of the closer cannons since frequency of fire depends on distance to the target. (In case you hadn’t noticed this fact.) The Talio also start to appear earlier than usual (after you’ve destroyed 2-3 cannons). Slight evasive actions may be necessary to take these out, but keep piling it on the middle cannons. When only the green cannons are remaining, carefully move up or down to take out one and then in the opposite direction to eliminate the other. Keep an eye on the Talio and enemy shots. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7- Extra ships =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Extra ships are gained by attaining certain point totals. These are listed below: 1 – 50 000 points 2 – 80 000 points 3 – 160 000 points 4 – 240 000 points The first one is easily obtained by grabbing the grey Parbo in Act 1. It also looks like there isn’t room for more than six extra ships on the screen. Thus, after 240 000 points, I was not able to note the points needed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8- Acts =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.1- Act 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Act 1 has a starry night sky and a blue-purplish landscape as a background. As the message indicates at the beginning of the act, there are eight fortresses to destroy. Let’s get to it... The first enemies you encounter are Talio coming from the right. Pretty soon after you see your first Talio, Teriz begin coming up from the ground. Their presence isn’t always obvious as they turn around and become a small target as they do so. Pretty soon, Talio also begin skimming the surface from the right and travelling left to come up behind you. Unlike Teriz, which rise in the air and go to the right and go off-screen, Talio tend to hang around and track your ship. Quickly clear these guys in an effort to avoid being swarmed. Oh, did I fail to mention that your ship can only face to the right. As such, you are particularly vulnerable to attacks coming from the left. After some seconds of this, both Talio and Teriz will leave the screen as Degio Calto make an appearance in halves along both the top and bottom of the screen at once. They will start on the right and move towards the left. At some point, the Degio Calto will meet in the middle (in an X formation) to briefly join the halves before moving off-screen. The X formation adjusts to your position on the screen, so don’t stay still. These guys hang around for quite a while. Some spinning Zolla will eventually make an appearance. They fly across the screen, in a relatively fixed rising and descending diagonal trajectory. A red Parbo will also come along and change into a yellow pick-up. Collect it to increase your firepower level by the number indicated in the pick-up. Next up is a series of Guv, which are small red hexagons that can easily pass for projectiles. Pay attention to a blue Parbo which will provide you with 50 000 points. Keeping your barrier intact is a challenge, though. After more Zolla and Guv, you come across a static red Pardo. This one restores some of your barrier and may also give your firepower another boost. After this wave come the Zolli, which spin on their axis and move in an oscillating manner. Soon after the Zolli, there is another static red Pardo. If you’ve gotten all the pick-ups, your ship should have a firepower level of 6. This provides you with the Wide Blaster, which makes it much easier as the next wave of enemies includes Talio and Teriz. Soon, another pick-up provides your ship with another three levels of firepower. With the kind of coverage the Screen Eraser Blaster provides, I stuck with it for as long as possible. The act ends soon after... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.2- Act 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Act 2 appears to occur inside a man-made tunnel. However, there are mountains in the distance which are similar to Act 1’s landscape. Maybe we are beneath a structure of some kind. A very, very, very loooong structure. The first wave of enemies are Zolli, which are quickly followed by their Cepi. You will also see the odd Zaii, which will travel along the top or bottom of the screen and release a flurry of shots when level with your ship. The Zolli and Cepi are replaced by Guv and Zolla, while Zaii still hang around. After three pick-ups, the enemies change to Bagi and Lopelio, which look more like giant squid than their image in the manual. Following the appearance of one pick-up, Teriz and Guv show up anew. After a Teriz drops a Parbo, you will run a gauntlet of Zaii. Once past these pests, Teriz and Talio return. There is then a mix of just about everything you’ve seen thus far. Not long after the next pick-up, you encounter your first Zamie. This thing shoots projectiles from the tip of each triangle on its surface. These shots travel in a diagonal manner. A mix of Degio Calto and Cepi are immediately behind the Zamie. Talio and Lopelio follow. After a pick-up, the enemies change to Teriz, Degio Calto and Zolla. One pick- up later, Zaii come back with Bagi and Zolla. After a last pick-up, which is a white circle with a C (I call it the Tha Bomb because it clears all the enemies from the screen), the act ends and it is boss time. Boss fight: Blue 4 This is a huge blue ship that takes up the right third of the screen. There are four cannons on its surface. Knock out the cannons and this act is history. Start from the bottom and work your way up. If you’ve got the Screen Eraser Blaster (which I intend to have in all the boss fights), stay at the bottom left, moving forward and backward to avoid the boss’s shots. Move up gradually as the screen becomes less crowded with projectiles. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.3- Act 3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I don’t think I will keep describing the acts as I have been. Otherwise, it will take 20 pages. From here on in, I will describe it as follows: Background (a brief description of the level) Wave of enemies (type or types of enemies will be indicated) Pick-ups (pick-ups encountered during the aforementioned wave). The number in parentheses is as seen on the pick-up. Note that the pick-ups will be what I encountered during my gameplay and may differ from yours. The pick-up is also what separates the waves, which are more of a continuous stream of enemies. Next wave. Next pick-up. And so on until boss, if applicable, and end of act. Some notes might be included when faced with new enemies or an obstacle. The bigger and rarer enemies, such as Cevia, often travel alone and may occupy their own line in the flythrough. Here we go... Background: Not sure what this is supposed to be. Maybe we are now in the structure from Act 2. I am getting some Tron-like flashbacks... Flythrough: Wave 1 – Cepi and Cepie Pick-ups – Red square (1), Red square (1) Wave 2 – Zamie Pick-ups – Red square (1) Cevia (is equipped with a Twin Beam and has two small blue orbs floating around its front, stays in the middle-right of the screen) Wave 3 – Guv Pick-up – Red square (1), Parbo (50 000 pts) Wave 4 – Cepie, Zaii, Degio Calto Pick-up – Yellow hexagon (3) Wave 5 – Zolla, Zolli Pick-up – Yellow hexagon (3) Wave 6 – Degio Calto, Lopelio Pick-up – Red square (1) Wave 7 – Bagi, Zolli Pick-up – Red square (1) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.4- Act 4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: I think we’ve flown out the other side of the Tron zone and are back beneath it the structure of Act 2. Flythrough: Wave 1 – Tock (kinda looks like a light yellow wish bone) Wave 2 – Sede (These are blobs that stick to your ship and suck the power from your barrier. Shooting them just makes them angry and want to chase you. Avoiding them is your best bet.) Wave 3 – Fla (I think. These enemies look like battleships which travel along the bottom of the screen. Not taking care of these guys early quickly provides you with a barrage of enemy fire across the screen.), Cepi (light blue/white variation which appears in the middle of the screen) Pick-up – Blue tilted square (5) Wave 4 – Balo (look like purple crystals which fall from the ceiling or rise from the floor) Pick-up – Red square (1) Wave 5 – Tock, Ofu (resemble yellow rolling olives) Pick-up – Blue tilted square (5) Wave 6 – Sede, Hum (green one-legged robot that hops across the screen) Pick-up – Blue tilted square (5) Wave 7 - Fla =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.5- Act 5 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: Whatever that thing is in the distance, it looks like it’s on fire. So, I hope it does not move closer. Flythrough: Wave 1 – Teriz, Cepi, Talio, Lopelio Pick-up – Red square (1), Yellwo hexagon (3) Wave 2 – Zamie Degia - A fairly big green ship that splits into two horizontal parts. It also has those blue flying spheres (which are used as shots) running interference. Wave 3 – Cepi, Zolla Pick-up – Red square (1), White circle (C) Wave 4 – Bagi, Zaii, Cepi, Zolla Pick-up – Red square (1) Wave 5 – Bagi, Zolli, Degio Calto Pick-up – Yellow hexagon (3) Wave 6 – Teriz, Cepi, Bagi, Lopelio, Talio Pick-up – Red square (1), Red square (1) Wave 7 – Degio Calto, Zaii, Zolla, Guv Pick-up – Yellow hexagon (3), Blue Parbo (50 000 pts) Wave 8 – Zolli, Cepi =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.6- Act 6 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: We’ve returned to some type of tunnel with a blue floor and cieling. Flythrough: Wave 1 – Degia, Sede (wait until these pass before taking out the Degia) Pick-up – Red square (1) Wave 2 – Sede, Oaxia Wave 3 – Sede Boss fight: Blue 6 This second boss maintains the color scheme and sports six cannons on its surface (2 white, 2 purple, 2 yellow). Once again, your goal it to eliminate all the cannons in order to beat the boss. If you stay in line with the bottom cannon (which looks like a Zamie), your ship should be safe from enemy fire. From this position, the Screen Eraser Blaster does wonders. When the three bottom cannon were destroyed, larger white Talio come from the right. Carefully move upwards, keeping an eye on the Talio and enemy shots. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.7- Act 7 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: The same décor as Act 6. Flythrough: Wave 1 – Balo, Sede Pick-up – Yellow hexagon (3) Wave 2 – Balo, Ofu Pick-up – Tilted blue square (5) Wave 3 – Balo, Fla, Degia Pick-up – Tilted blue square (5) Wave 4 – Balo, Tock, Hum Pick-up – Red square (1) Wave 5 – Gelt, Balo, Cepie Pick-up – Red square (1) Wave 6 – Alup, Cepi Pick-up – Tilted blue square (5) Wave 8 – Tock, Cepi Pick-up – Yellow hexagon (3) Wave 9 – Fla, Mini-Degia, Cepi Pick-up – Yellow hexagon (3) Wave 10 - Hizarv =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.8- Act 8 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I call this level The Long Wait, because you wait quite a while between enemies, of which there aren’t really any waves. This is more like a mini-boss running of the gauntlet. Background: The same décor as Act 5. Flythrough: Wave 1 – Degia, Oaxia, Cevia Pick-up – Parbo (50 000 pts), top one Wave 2 – Cadia Pick-up – Yellow hexagon (3) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.9- Act 9 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: Perhaps we are on Mars. The landscape has gone red and is quite mountainous. Flythrough: Wave 1 – Cepi, Teriz Pick-up – White circle (C) Wave 2 – Cepi, Teriz, Talio Pick up – Red square (1) Wave 3 – Lopelio, Cepi, Bagi Pick-up – Red square (1) Wave 4 – Cepi, Bagi, Zolli Pick-up – Red square (1) Wave 5 – Cepi, Zolli, Guv Pick-up – Red square (1) Wave 6 – Guv, Cepi, Zolla Pick-up – Yellow hexagon (3) Wave 7 – Degio Calto, Cepi Pick-up – Yellow hexagon (3) Wave 8 – Oaxia, Degio Calto Pick-up – Red square (1) Wave 9 – Degio Calto Pick-up – Red square (1) Wave 10 – Degio Calto, Zaii Pick-up – Tilted blue square (5) Wave 11 – Degio Calto, Zaii, Zamie, Zolla Pick-up – Red square (1) Wave 12 - Guv =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.10- Act 10 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: Back into what looks like a ship. Flythrough: Wave 1 – Sede, Ofu Pick-up – None due to the type of enemies onscreen Wave 2 – Sede, Fla (quickly get behind the Sede to attack the Fla before too many shots are onscreen), Balo, Mini-Degia Pick-up – Blue tilted square (5) Wave 3 – Mini-Degia, Sede, Tock (use the same tactic as with the Fla), Hum Pick-up – Blue tilted square (5) Wave 4 – Sede, Hum, Gelt, Cepi Pick-up – Red square (1) Wave 5 – Sede, Cepi There is a pause which almost makes you believe that this act is done. However... Wave 6 – Triade (these vessels come apart and each piece shoots when near enough to your ship) Pick-up – Yellow hexagon (3) Wave 7 – Triade, Alup Boss fight: Blue 8 This boss has eight cannon on its surface. If you’ve got the SEB, proceed as with the previous bosses. The thing to beware of is yellow objects that kind of look like Talio, but bigger and with a cross in the middle. These annoyances show up after you’ve taken out three or four of the enemy’s cannon. They come from the back of the boss and track their way to your ship. Multiple shots are needed to get them out of the way. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.11- Act 11 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: A blue landscape with lines of mountains at different distances in the background. Flythrough: Wave 1 – Mini-Degia, Tock Pick-up – Red square (1) Wave 2 – Mini-Degia, Tock, Sede, Hum Pick-up – White circle (C) Wave 3 – Mini-Degia, Tock, Sede, Hum, Hizarv Pick-up – Parbo (50 000 pts) top one, Red square (1) Wave 4 – Triade, Cepi Pick-up – Yellow hexagon (3) Wave 5 – Cepi, Hum Pick-up – Red square (1) Wave 6 – Hum, Cepi =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.12- Act 12 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: This act is a second look at the Tron-like environment. Flythrough: Wave 1 – Zolli Pick-up – Red square (1) Wave 2 – Zolli, Teriz Pick-up – Yellow hexagon (3) Wave 3 – Teriz, Zolli, Cepi Pick-up – Red square (1) Wave 4 – Zolli, Talio, Lopelio Pick-up – Yellow hexagon (3) Wave 5 – Lopelio, Zolli, Bagi Pick-up – Tilted blue square (5) Wave 6 – Bagi, Zolli, Guv Pick-up – Tilted blue square (5) Wave 7 – Zolli, Guv, Zolla Pick-up – Red square (1) Wave 8 – Zamie, Zolli, Cepie Pick-up – Red square (1) Wave 9 – Cepie, Zolli, Zaii Pick-up – Red square (1) Wave 10 – Cepie, Zolli, Degio Calto Pick-up – Tilted blue square (5) Wave 11 – Degio Calto, Zolli, Tock (purple) Pick-up – Yellow hexagon (3) Wave 12 – Tock (purple), Zolli Pick-up – Yellow hexagon (3) Wave 13 – Zolli, Alup Pick-up – Yellow hexagon (3) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.13- Act 13 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: This is a repeat of the décor which includes a blue structure with red blocks above a landscape that has blue mountains. Flythrough: (Read the note at the end of the flythrough before beginning this act.) Wave 1 – Alup Pick-up – Red square (1) Wave 2 – Alup Pick-up – White circle (C) Wave 3 – Alup Pick-up – Red square (1) Wave 4 – Alup Pick-up – Red square (1) Wave 5 – Alup Pick-up – Red square (1) Loop back to Wave 1. Note: As seen just above, this act loops if you play it in a regular fashion, which means shooting everything that moves. You can proceed as such if you need the pick-ups. However, to end the level, you need to fly through the five waves without destroying a single enemy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.14- Act 14 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: We are back inside a ship or some such structure. Flythrough: Wave 1 – Zamie, Cepie, Cadia Pick-up – Red square (1) Wave 2 – Guv Pick-up – Yellow hexagon (3) Wave 3 – Guv, Degia Pick-up – Yellow hexagon (3) Wave 4 – Degia, Degio Calto Pick-up – Red square Wave 5 – Degio Calto Pick-up – Red square (1) Wave 6 – Degio Calto, Zamie Pick-up – Tilted blue square (5) Wave 7 – Zamie, Cepie Pick-up – Red square (1) Wave 8 – Zamie, Cepie, Lopelio Boss Fight: Blue 10 This fourth boss maintains the color scheme and sports ten cannons on its surface (8 purple, 2 green). Your goal remains to eliminate all the cannons in order to beat the boss. If you have the SEB, the tactic of starting at the bottom and working your way up is still valid. After a certain amount of time, larger white Talio come from the right. Carefully move upwards, keeping an eye on the Talio and enemy shots. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8.15- Act 15 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Background: I think we are in deep space, where there aren’t even any stars or planets. In essence, there is no background. Flythrough: Wave 1 – Y-Shield Pick-up – Tilted blue square (5) Wave 2 – Y-Shield, Teriz Pick-up – Tilted blue square (5) Wave 3 – Y-Shield, Teriz, Cepi Pick-up – Red square (1) Wave 4 – Cepi, Talio, Y-Shield Pick-up – Yellow hexagon (3) Wave 5 – Talio, Lopelio, Y-Shield Pick-up – Red square (1) Wave 6 – Bagi, Y-Shield Pick-up – Parbo (50 000 pts) (top), White circle (C) Wave 7 – Zolli, Y-Shield, Guv Pick-up – Red square (1) Wave 8 – Y-Shield, Zolla, Zamie Pick-up – Yellow hexagon (3) Wave 9 – Zamie, Y-Shield, Zaii Pick-up – Red square (1) Wave 10 – Cepie, Y-Shield, Mini-Tock Pick-up – Red square (1)
Wave 11 – Mini-Tock, Y-Shield, Degio Calto
Pick-up – Yellow hexagon (3)
Wave 12 – Y-Shield
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.16- Act 16
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
We are back inside a ship or some such structure.
Flythrough:
Wave 1 – Teriz, Mini-Tock
Pick-up – Red square (1)
Wave 2 – Teriz, Mini-Tock, Cepi, Talio
Pick-up – Yellow hexagon (3)
Wave 3 – Lopelio, Bagi
Pick-up – Tilted blue square (5)
Wave 4 – Zolla, Guv, Zamie, Cepie
Pick-up – Tilted blue square (5)
Wave 5 – Zamie, Cepie, Zaii, Lopelio, Talio, Zolla
Pick-up – Red square (1)
Wave 6 – Talio, Zolla, Cepi
Pick-up – Red square (1)
Wave 7 – Teriz, Zolli
Pick-up – Tilted blue square (5)
Wave 8 – Degio Calto, Teriz
Pick-up – Yellow hexagon (3)
Wave 9 – Degio Calto, Zaii, Zolla, Talio
Pick-up – Yellow hexagon (3)
Wave 10 – Zolla, Talio, Zaii, Zolli
Pick-up – Yellow hexagon (3)
Wave 11 – Zaii, Bagi, Mini-Tock
Pick-up –White circle (C)
Wave 12 – Cepi, Parbo (as obstacles)
Pick-up – Red square (1)
Wave 13 – Parbo (as obstacles)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.17- Act 17
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
Blue structure that appears to be on fire.
Flythrough:
Wave 1 – Parbo (as obstacles)
Pick-up – Red square (1)
Wave 2 – Parbo (as obstacles)
Pick-up – Red square (1)
Wave 3 – Sede, Parbo (as obstacles), Tock
Pick-up – Red square (1)
Wave 4 – Tock, Mini-Degia, Balo
Pick-up – Yellow hexagon (3)
Wave 5 – Balo, Mini-Degia, Sede, Ofu, Fla, Gelt, Kuka, Hum
Pick-up – Yellow hexagon (3)
Wave 6 – Gelt, Kuka, Hum, Triade, Alup
Pick-up – Red square (1)
Wave 7 – Alup Kuka, Triade
Pick-up – Red square (1)
Wave 8 – Hizarv
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.18- Act 18
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
A red mountainous landscape with a black sky.
Flythrough:
Wave 1 – Degio Calto
Pick-up – Tilted blue square (5)
Wave 2 – Degio Calto
Pick-up – Red square (1)
Wave 3 – Degio Calto
Pick-up – Tilted blue square (5)
Wave 4 – Degio Calto
Pick-up – Tilted blue square (5), Parbo (50 000 pts, bottom)
Wave 5 – Degio Calto
Pick-up – Red square (1)
Wave 6 – Degio Calto
Pick-up – Yellow hexagon (3)
Wave 7 – Degio Calto
Pick-up – Red square (1)
Wave 8 – Degio Calto
Pick-up – White circle (C)
Wave 9 – Degio Calto
Pick-up – Red square (1)
Wave 10 – Degio Calto
Boss Fight: Blue 8-2
This fifth boss maintains the color scheme and sports eight cannons on its
surface (2 white, 2 purple, 4 green).
Your goal remains to eliminate all the cannons in order to beat the boss.
If you have the SEB, stay in the middle of the screen and wipe out the four
middle cannons before moving to the bottom and working your way up is still
valid.
This battle even provided a pick-up (yellow hexagon).
After a certain amount of time, larger white Talio come from the right.
Carefully move upwards, keeping an eye on the Talio and enemy shots.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.19- Act 19
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
Another Tron-like level.
Flythrough:
Wave 1 – Tock
Pick-up – Red square (1)
Wave 2 – Tock
Pick-up – Parbo (50 000 pts, top)
Wave 3 – Missile Rider
Pick-up – Red square
Wave 4 – Missile Rider, Balo
Pick-up – Yellow hexagon (3)
Wave 5 – Missile Rider, Mega-Talio
Pick-up – Red square (1)
Wave 6 – Missile Rider, Flames (bursts from the right), Hum, Gelt, Mini-Degia,
Tock
Pick-up – Yellow hexagon (3)
Wave 7 – Mini-Degia, Tock, Flames
Pick-up – Tilted blue square (5)
Wave 8 – Mini-Degia, Tock
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.20- Act 20
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
A starry sky with three lines of white mountains.
Flythrough:
Wave 1 – Sede, Ofu
Pick-up – Tilted blue square
Wave 2 – Ofu
Pick-up – Red square (1)
Wave 3 – Ofu, Tock
Pick-up – Red square (1)
Wave 4 – Hum, Sede
Pick-up – Tilted blue square (5)
Wave 5 – Sede, Hum, Hizarv, Alup
Unless you want to loop back to wave 1 (after a looong series of pick-ups and
waves) only take out the Hizary after the wave of Sede
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.21- Act 21
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
Another whirl through the inside of a seemingly endless ship.
Flythrough:
Wave 1 – Parbo (as obstacles)
Pick-up – Tilted blue square
Wave 2 – Parbo (as obstacles)
Pick-up – Red square (1)
Wave 3 – Parbo (as obstacles)
Pick-up – Yellow hexagon (3)
Wave 4 – Parbo (as obstacles)
Pick-up – Red square (1)
Wave 5 – Parbo (as obstacles), Zamie
Pick-up – White circle (C)
Wave 6 – Parbo (as obstacles), Zamie
Pick-up – Red square (1)
Wave 7 – Parbo (as obstacles), Zamie
Pick-up – Yellow hexagon (3)
Wave 8 – Parbo (as obstacles), Cepie
Pick-up – Red square (1)
Wave 9 – Parbo (as obstacles), Cepie
Pick-up – Red square (1)
Wave 10 – Parbo (as obstacles), Cepie
Pick-up – Yellow hexagon (3)
Wave 11 – Parbo (as obstacles), Cepie
Pick-up – Red square (1)
Wave 12 – Parbo (as obstacles), Cepie
At this point, I stopped shooting the Parbo and the act ended about 10 seconds
later.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.22- Act 22
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
The prolongation of the inside of a seemingly endless ship.
Flythrough:
Wave 1 – Teriz, Cepi, Talio, Lopelio, Bagi
Pick-up – Yellow hexagon (3)
Wave 2 – Zolli, Guv, Lopelio, Bagi, Zolla, Zamie
Pick-up – Tilted blue square (5)
Wave 3 – Zamie, Guv, Cepie, Zaii, Degio Calto, Mini-Tock
Pick-up – Tilted blue square (5)
Wave 4 – Zaii, Cevia, Small blue spheres, Sede, Fla
Pick-up – Red square (1)
Wave 5 – Fla, Triade, Alup
Pick-up – Red square (1)
Wave 6 – Alup, Gelt
Pick-up – Tilted blue square (5)
Wave 7 – Gelt, Tock, Mini-Degia, Hizarv
Pick-up – Yellow hexagon (3)
Wave 8 – Ofu, Degia
Note that I did not shoot any Ofu. Degia eventually showed up and blasting
them ended this act’s flythrough.
Boss Fight: Blue 10-2
This sixth boss maintains the color scheme and sports ten cannons on its
surface (2 white, 4 purple, 4 green).
Your goal remains to eliminate all the cannons in order to beat the boss.
If you have the SEB, stay at the extreme left and align yourself with the
second purple cannon from the top.
From this position, enemy projectiles do not touch your ship and you should be
able to take out the four purple and two front green cannons before the Talio
show up.
Maintain your position until the last two green cannons go ka-boom.
Next, work from the bottom up or from the top down to take out the white
cannons, all the while keeping an eye on the Talio and enemy shots.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.23- Act 23
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
A further prolongation of the inside of a seemingly endless ship.
Flythrough:
There are no enemies for an unusual amount of time. I know it’s weird, but be
patient.
Wave 1 – Hizarv
Pick-up – Yellow hexagon (3)
Wave 2 – Hizarv (They took their sweet time showing up, but there’s a flood of
them!)
Pick-up – Parbo (50 000 pts, top)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.24- Act 24
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
Another look at the Tron wannabe decor.
Flythrough:
Wave 1 – Fla
Pick-up – Yellow hexagon (3)
Wave 2 – Fla
Pick-up – White circle (C)
Wave 3 – Fla, Sede, Balo
Pick-up – Red square (1)
Wave 4 – Balo, Fla, Cepi
Pick-up – Red square (1)
Wave 5 – Alup, Fla, Triade
Pick-up – Red square (1)
Wave 6 – Triade, Fla, Gelt
Pick-up – Red square (1)
Wave 7 – Fla, Gelt, Hum
Pick-up – Yellow hexagon (3)
Wave 8 – Fla, Hum, Tock
Pick-up – Yellow hexagon (3)
Wave 9 – Tock, Fla, Degia
Pick-up – Red square (1)
Wave 10 – Fla, Ofu, Hizarv
Pick-up – Red square (1)
Wave 11 - Hizarv
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.25- Act 25
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
Yes, I know. It’s the frozen mountains with the starry sky. Again.
Flythrough:
Note: Wait until enough of the field has been populated by the blocks and then
start navigating your way through them. Keep in mind that the blocks are an
obstacle to your shots. By the time the Zamie show up, you should have
identified a fairly clear path along the bottom.
Wave 1 – Grey blocks (cannot be destroyed), Lopelio, Zamie, Teriz
Pick-up – Tilted blue square (5)
Wave 2 – Teriz, Bagi, Zaii, Talio, Zolli
Pick-up – Red square (1)
Wave 3 – Talio, Guv
Pick-up – Tilted blue square (5)
Wave 4 – Talio, Cepi
Pick-up – Tilted blue square (5)
Wave 5 – Talio
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.26- Act 26
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
A simple black background.
Flythrough:
Wave 1 – Teriz, Cepi, Lopelio, Zolli, Guv, Zolla, Talio, Bagi
Pick-up – Red square (1)
Wave 2 – Guv, Zolla, Teriz, Cepi, Talio, Lopelio, Bagi, Zolli
Pick-up – Yellow hexagon (3)
Wave 3 – Talio, Lopelio, Bagi, Zolli, Guv, Zolla, Teriz, Cepi
Pick-up – Red square (1)
Wave 4 – Zamie, Cepie, Zaii, Degio Calto, Cepi, Guv
Pick-up – White circle (C)
Wave 5 – Zamie, Cepie, Degio Calto, Lopelio, Zaii, Bagi, Guv
Pick-up – Red square (1)
Wave 6 – At this point, I stopped shooting the enemies and Cadia showed up.
They were accompanied by Guv, Degio Calto, Zamie and Cepie
Pick-up – Yellow hexagon (3)
Wave 7 – Cadia, Guv, Zolla, Zamie, Bagi, Teriz
Pick-up – Red square (1)
Wave 8 – Guv, Degio Calto, Cepie, Teriz, Bagi, Talio
Pick-up – Red square (1)
Wave 9 – Talio, Bagi, Teriz, Cepie, Zamie, Degio Calto
Break
Wave 10 – Guv (vertical line of them)
Boss Fight: Blue 10-3
This seventh boss continues with the blue color scheme and the ten cannons on
its surface (2 white, 2 purple, 2 green, 2 yellow and 2 orange/purple).
Your goal remains to eliminate all the cannons in order to beat the boss.
If you have the SEB, stay at the extreme left and align yourself with the red
line in the boss’s middle.
From this position, enemy projectiles do not touch your ship and you should be
able to take out all of the cannons in the middle of the boss, leaving the
green ones untouched. For now.
You should have two or three of the middle cannons to destroy by the time the
big Talio start to appear. Slight evasive actions may be necessary, but keep
piling it on the middle cannons.
When only the green cannons are remaining, carefully move up or down to take
out one and then in the opposite direction to eliminate the other.
Keep an eye on the Talio and enemy shots.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.27- Act 27
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
It’s the return of the flaming structure in the background.
Flythrough:
Note – Immediately move away from the left, since the first enemies come from
that direction.
Wave 1 – Mini-Degia
Pick-up – Red square (1)
Wave 2 – Mini-Degia, Sede, Ofu
Pick-up – Yellow hexagon (3)
Wave 3 – Mini-Degia, Ofu, Fla
Pick-up – Tilted blue square (5)
Wave 4 – Balo, Mini-Degia, Tock
Pick-up – Tilted blue square (5)
Wave 5 – Tock, Mini-Degia, Hum
Pick-up – Red square (1)
Wave 6 – Mini-Degia, Gelt, Cepi
Pick-up – Red square (1)
Wave 7 – Mini-Degia, Cepi, Alup, Triade
Pick-up – Tilted blue square (5)
Wave 8 – Triade, Mini-Degia, Blasts of fire, Tock
Pick-up – Yellow hexagon (3)
Wave 9 – Mini-Degia, Tock
Pick-up – Yellow hexagon (3)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.28- Act 28
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
A mountainous red landscape with a simple black sky.
Flythrough:
Wave 1 – Blasts of fire, Small blue spheres
Wave 2 – Walls of Sede (shoot the top one and go through the space it occupied
in the wall)
Wave 3 – Cadia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.29- Act 29
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
Hopefully, this is our last visit to the inside of that endless ship.
Flythrough:
Wave 1 – Sede, Balo, Mini-Degia, Ofu, Tock, Fla, Hizarv, Hum
Pick-up – Yellow hexagon (3)
Wave 2 – Balo, Mini-Degia, Tock, Fla, Hizarv, Hum, Ofu
Pick-up – White circle (C)
Wave 3 – Mini-Degia, Hizarv, Hum, Tock, Ofu, Fla, Balo, Triade, Alup, Cepi,
Gelt, Sede
Pick-up – Red square (1)
Wave 4 – Gelt, Hum, Sede, Tock, Mini-Degia, Triade, Alup, Cepi, Gelt
After seeing the Sede again, I realized that I was in a loop. I decided not to
shoot anything and seemed to go through two more loops. Hmmm.
At the beginning of the next loop, I just shot the Sede. Immediately, a Parbo
(50 000 pts, top one) appeared. That broke the loop and lead to a prolonged
sequence with no enemies. Until...
Wave 5 – Cepi (about 20 at once appear in the middle of the screen)
Pick-up – Red square (1)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.30- Act 30
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Background:
A simple black background.
Flythrough:
Wave 1 – Cevia
Pick-up – Red square (1)
Wave 2 – Sede, Tock
Shoot only the Tock. After reducing 10-12 of them to space debris, those
annoying Talio from the boss fights will show up. Take them out as quickly as
possible. After 4 of those, you return to regular enemies.
Wave 3 – Fla, Balo
Pick-up – Red square (1)
Wave 4 – Fla, Balo, Alup, Cepi, Triade
Pick-up – Yellow hexagon (3)
Wave 5 – Triade, Cepi, Cadia, Ofu
Pick-up – Yellow hexagon (3)
Wave 6 - Ofu
Boss Fight: Blue 12
This eight boss continues with the blue color scheme and has a whopping 12
cannons on its surface (2 white, 2 purple, 4 green, 2 yellow and 2
orange/purple).
Your goal remains to eliminate all the cannons in order to beat this final
boss.
If you have the SEB, stay at the extreme left and align yourself with the red
line in the boss’s middle. The difference with this boss is that you will
occasionally have to move forward and backward to avoid the rare enemy shot
that makes its way to your position (actually, if you stay about three ship
lengths from the left edge of the screen, you are pretty much safe from enemy
fire). This actually permits you to make quicker work of the closer cannons
since frequency of fire depends on distance to the target. (In case you hadn’t
noticed this fact.)
The Talio also start to appear earlier than usual (after you’ve destroyed 2-3
cannons). Slight evasive actions may be necessary to take these out, but keep
piling it on the middle cannons.
When only the green cannons are remaining, carefully move up or down to take
out one and then in the opposite direction to eliminate the other.
Keep an eye on the Talio and enemy shots.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.31- Final moments
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Following the final boos fight, the game establishes your final score by
adding 10 000 points for each extra ship in reserve
Next, a cordial ‘CONGRATULATIONS!’ appears at the bottom of the screen and a
message scrolls up:
‘You have destroyed the 8 fortresses therefore the Gulbas is destroyed...’
You are then treated to the credits and a screen indicating how to access the
TEST MODE.
After that, there is a GAME OVER screen (as if you failed during the last
act). Why not a ‘THE END’ screen?
Lastly, is the HIGH SCORE rankings, where you get to inscribe your name on the
list. Use the D-Pad to advance the highlighted letter and press Button 1 or 2
to confirm your choice and move on to the next letter. Once you are done,
there is a brief pause and then a return to the intro screen.
=============================================================================
9- Codes and Cheats
=============================================================================
A quick internet search revealed one Code/Cheat for this game. It involves
access to a Test Mode.
=============================================================================
9.1- Test Mode
=============================================================================
When the intro screen pops up, enter the following code, using the D-Pad, to
unlock a test mode:
UP, UP, DOWN, DOWN, UP, RIGHT, DOWN, LEFT, DOWN, DOWN
Don’t be thrown off by the changing screens as you enter the code.
Once the code is entered, you get a screen which shows the following options:
- Sound Test
- Game Level
- Exit
The Sound Test option permits you to listen to 22 different sound effects and
samples from the soundtracks of some acts. Pressing LEFT or RIGHT on the D-Pad
permits the cycling through the 22 choices. Pressing buttons 1 or 2 activates
the sound effect or tune.
The Game Level is a difficulty setting. The only settings are NORMAL and Hard.
Yeah, I left it at NORMAL. Pressing the 1 or 2 buttons toggles between the
settings.
Exit is self-explanatory. It brings you back to the intro screen.
=============================================================================
10- Frequently asked questions
=============================================================================
This section will be developed as readers send in some feedback and need more
information on specific aspects of the game.
=============================================================================
11- Version history
=============================================================================
Version 0.5 - Started FAQ/Walkthrough on May 13, 2018.
Version 1.0 - Completed the FAQ/Walkthrough on July 1, 2018.
Submitted to GameFAQs and Neoseeker on July 1, 2018.
=============================================================================
12- Legal Section
=============================================================================
This document may 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.
This document should only appear on GameFAQs and Neoseeker, if you find this
FAQ on another website, please inform me about this by e-mail at
joselaflamme@gmail.com .
This document is Copyright 2018 Jose Laflamme.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
=============================================================================
13- Credits/Thanks/Other Stuff
=============================================================================
- Thanks to Joni for writing the Alien Syndrome FAQ from which the format for
my first FAQ was derived.
- Thanks to the game and its producers, Compile and Sega Entertainment, for
making and releasing the game.
- If you think anything is missing in this document then please e-mail about
it with the heading "Gulkave FAQ contribution". I'll give you credit, of
course. If you don't want your name mentioned then I'll just put "anonymous
contributor" in place of your name.
- If you're gonna e-mail me any comments (good or bad) or questions about this
Document, then have the heading be "Gulkave FAQ comment".
=============================================================================
14- Conclusion/Donations
=============================================================================
I do hope that you’ve enjoyed reading and using this FAQ to get you through
the game. I did my best to make it as informative and precise as possible, all
the while keeping it entertaining. However, I cannot deny that preparing a
document of this type is quite a task. Therefore, here is something that I’ve
seen in some other FAQs.
Below is an email address for people who wish to make a donation to further my
efforts in drafting future FAQs. For everyone who used this FAQ, thank-you for
trusting my work and don’t be shy about giving me any feedback.
Paypal address: joselaflamme@gmail.com
THE FUN NEVER, EVER STOPS.
==========================