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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter Z » Zoids Saga - Strategy Guide (Page 04)

Zoids Saga - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Zoids Saga - Strategy Guide (Page 04).

      Temporary Party Members: Schubaltz (Iron Kong SS)

    You can actually head toward this area any time after you see Burahdo.  
Before you can get to the Depression, you will be stopped by a lone Zoid - 
it's Colonel Schubaltz of the Guardian Force.  He'll tell you information 
about the Guardian Force's activities, and join your party.  (However, since 
he's usually less useful than Riize or Raven, you can probably wait until the 
very last moment to obtain him.)

    If you continue onwards, you'll eventually enter the strange depression.  
All of a sudden, a tremendous Zoid pops out of thin air!  Schubaltz explains 
this is the Guardian Force's base, so to speak.  At first, Ace thinks it is a 
fortress, but no - it's a Zoid.  A big Zoid.  Yes, this is the Ultrasaurus 
super-heavy assault carrier.  A Zoid so large, you can step inside.

    Inside, you'll meet a familiar face - the new 2nd Lieutenant Ban 
Freiheit!  Not to mention the other familiar faces from the Guardian Force, 
Irvine, Tom, Moonbay, and Feene.  Moonbay even manages to embarrass Regina - 
she asks what Regina has been up to, and Regina answers "This and that."  
(Iro iro.)  Well, 'this and that' has an idiomatic connotation, too, and 
Moonbay is quick to poke fun at Regina.  Oh well.

    Suddenly, a huge energy reaction is detected - time to see what's going 
on in the bridge!  The bridge is full of the entire Guardian Force and 
several familiar faces - Kruger, Harmon, O'Connell, Ford, and more.  
O'Connell spots the Death Stinger moving in at 7000 meters, and it's powering 
up the Charged Particle Cannon.

    This is a small problem, as the energy charge on the Ultrasaurus' shield 
can't outlast the firepower of the Death Stinger.  In fact, they can probably 
only hold out for about 30 minutes.  Hilz even pops up and delivers a 
message.

    It looks pretty bleak, but Harmon has a plan.  He proposes a secret 
attack.  Moonbay will pilot the Ultrasaurus, with Tom and Feene supporting 
her.  At this point, Moonbay cuts in ("Cho, chotto matte yo!  Atashi ga?"  
'W-wait a minute!  Me?')  Meanwhile, Irvine and Ban will attack from the weak 
side while the Ultrasaurus takes the brunt of the assault.  The plan is risky 
to start off with, but Atory volunteers your party to fight against the Death 
Stinger and draw its attention while the attack proceeds.

    You'll be taken back to the overland map.  Head back to New Helic City, 
and the Death Stinger will be waiting for you there.  Schubaltz will have 
left the party by this point, but you'll still have Raven and Riize.

      Boss Battle:
        Death Stinger (piloted by Hilz)
        About 1000 HP
        Gold: 1000 G  XP: 2592

        Strategy: You REALLY want to beat Hilz before he can fire.  Even if 
          he doesn't use the Charged Particle Cannon, the other attacks of 
          the Death Stinger will probably crush lesser Zoids.  The Breakwater 
          Formation can come in very handy at this point, and so can the 
          Conditions of the Prince (by boosting the other members statistics, 
          you can get critical hits and bypass the armor.)  You definitely 
          want critical hits, because the armor of this Zoid is among the 
          best in the game.  Don't be afraid to burn as much EP as you want.  
          The Concentrated Fire command can also come in handy here.

    Of course, Hilz isn't really defeated - he'll pop off a single Charged 
Particle Shot at the Ultrasaurus and then flee.  At first, everyone's 
concerned, but then they remember that Ban and Irvine must be out there - so 
the plan could still work.

    Return to the depression, where a Whale King will rendezvous with your 
team.  It seems that Ban is working on his side of the plan, but you might 
still be able to help out.  The Whale King will take you to another overland 
map to the north ...

     ------------------------
      Area 6: Gravity Cannon
     ------------------------

      Locations: Zoid Construction Shop (Scientist, NW corner) 
      Temporary Party Members: Irvine (Lightning Saix A), Tom (Dibision TS)

    The Whale King will drop you off on this smallish island.  There, you 
meet Dr. D (who is amazed that you look the same as always ...), and he will 
explain what is the whole purpose of this island.  He's building a 25 meter 
long, 16 meter diameter cannon, a Gravity Cannon.  This Gravity Cannon will 
eventually fire a Black Hole that, Dr. D is certain, will destroy the Death 
Stinger.

    There's a small problem.  He needs six units of Planetarucite for the 
ammunition, and that can only be found in the Dragon's Nest.  These are 
extremely dangerous ruins (two of them, actually).  Well ... I guess we 
better go find them, huh?

    Tom and Irvine will join your party, so you can add them or not as you 
like.

     -------------------------------------------
      Area 7: New Helic City North Map Overland
     -------------------------------------------

      Locations: Gravity Cannon (N section of overland map); Dragon's Nest 
        (hole in the water, NW section of map); Castle Ruins (southern edge 
        of map, on an island); West Shore (W of Dragon's Nest, N of Silver 
        Orb)
      Enemies: Wardick, Salamander F2, Storm Sworder, Black Redler, 
        Hammerhead, Hammerhead VL, Sinker, Saicurtis, Redler, Redler IC, 
        Salamander (water areas)

    This map is connected to the Southern map via the water on the south 
edge.  You should be sure to pick up the aquatic Zoids (using the Underwater 
Minelayer if you like), and the Salamander F2.  There's a large island to the 
west, but that's a separate section that can only be accessed later.

    Now it's time to hunt down that Planetarucite.

     ----------------------
      Area 8: Castle Ruins
     ----------------------

      Items: Core Active Ion Large x 2, Poison Gas Sprayer, 5400 G, EM 
        Jammer, Electromagnetic Unit
      Special Items: Planetarucite x 3
      Zoid Data: Spark Liger, Zaber Tiger SS, Iron Kong SS, Protobreaker
      Enemies: Gunsniper, Gunsniper W2, Black Redler, Storm Sworder, Dibison,
        Maccurtis, Demantis, Elephander SC, Dark Horn, Iron Kong MA, Blade 
        Liger, Genosaurer, Genobreaker, Shadow Fox, Rev Raptor PB, Gojulas 
        Gana, Elephander, Spinosapper, Lightning Saix, Lightning Saix B

    This is the lesser of the pair of ruins, but it has a considerable amount 
of Zoid Data.  The Main Hall is the first area you enter.  There are four 
rooms (northwest, northeast, southwest, and southeast).  The northwest room 
has the Zaber Tiger SS data.  If you head directly north from the entrance, 
you'll find the Iron Kong SS data.  The southeast room has a down stairwell, 
and there is another stairwell nearby in the hall proper.

    Take the southeast room stairwell.  This leads to a Core Active Ion Large 
and the Spark Liger data.  Backtrack, and take the other stairs.  From here, 
you will arrive at a pair of stairs.

    The right hand stairs leads to an EM Jammer and 5400 G.  The left hand 
stairs will lead to one Planetarucite and a Poison Gas Sprayer, and then take 
you to the southwest room of the Main Hall (previously inaccessible).  From 
here, go down two levels.  Don't take the east route, it dead ends.  The 
northern route splits into two; the eastern path (which is long) will lead to 
a stairs and eventually the Protobreaker data, another Planetarucite, and the 
Electromagnetic Unit.  The northern path will yield the last Planetarucite 
and a Core Active Ion Large.

    3 down, 3 to go.

     -----------------------
      Area 9: Dragon's Nest
     -----------------------

      Items: Core Active Ion Medium, 1500 G, Ion Irradiation Equipment, Heavy 
        Gatling, Rare Metal Armor, AB Unit, Laser Diffusion Equipment
      Special Items: Planetarucite x 3
      Zoid Data: Liger Zero X, Liger Zero PA, Blade Liger AB, Super 
        Genosaurer
      Enemies: Blade Liger, Blade Liger AB, Spark Liger, Demantis, Maccurtis, 
        Gojulas Gana, Genosaurer, Genobreaker, Gunsniper, Gunsniper W2, 
        Spinosapper, Dark Horn, Elephander, Black Redler, Shadow Fox, 
        Dibison, Rev Raptor PB, Iron Kong Mark II S, Iron Kong MA

    We're getting into some of the best equipment in the game (Rare Metal 
Armor / Laser Diffusion Equipment), and some serious Zoid Data!  Not only 
that, but you have the last 3 Planetarucite you need.

    The first floor has the Core Active Ion Medium, 1500 G, and the Ion 
Irradiation Equipment.  There's only one exit.  On the next level, there are 
three staircases.  The one in the northwest corner leads to the Liger Zero X 
Data.  The one in the middle headed up ends with one of the Planetarucite.  
The one in the east side will take you further into the nest.

    From here, don't head north - it's a dead end.  The south and west 
directions eventually merge into one exit, headed up.  Once you've headed up, 
this new floor has the Heavy Gatling and another Planetarucite.  There are 
two floors where you can do nothing but head to the next stairwell.

    Finally, you'll reach a fork with a chest nearby.  The chest has the 
Liger Zero PA data (useless, since Blue Gem will haven given you them 
already).  Going south will net you the Rare Metal Armor.  The northern route 
will eventually split - if you head southwest at the split, and then take the 
next south fork, you'll find an AB unit and a stairs that leads to the floor 
with the Blade Liger AB data.  Heading west will merge with the other split.

    That other split (the northern one) also branches off.  The west branch 
leads to the merge point with the southwest fork (see above); the east branch 
leads to the final stairwell.  The last floor is pretty straightforward.  
There's the Super Genosaurer data, and then a large space with two chests.  
The left chest is the Planetarucite, the right chest is the Laser Diffusion 
Equipment.  That's all six!  Time to use an Emergency Evacuation Capsule and 
get out of here.  (Unless you feel the need to backtrack ...)

     -----------------------------------
      Area 10: Ultrasaurus / West Shore
     -----------------------------------

      Enemies: Storm Sworder, Climer Wolf, Command Wolf Urban Combat Variant, 
        Zaber Tiger AT, Dark Horn, Iron Kong Mark II S, Iron Kong PK, 
        Gunsniper W2, Gordos, Gojulas Gana
      Locations: Armaments Shop (first soldier on the left side); Items Shop 
        (second soldier on left side); Zoid Construction Shop (soldier on SE 
        corner)
      Purchasable Items:
        Core Active Ion Medium - 1,500 G
        Core Active Ion Large - 3,000 G
        Shockwave - 2,800 G
        Zoid Core Reinforcement Medicine - 4,600 G
        Poison Gas Sprayer - 1,100 G
        Corrosive Gas Bomb - 2,300 G
        Ultra Cannon - 7,900 G
        Laser Diffusion Equipment - 9,000 G
      Items: Napalm Missile (box, upper entrance of Ultrasaurus)
      Commands: Gravity Twister (soldier, upper right hand corner)

    Your next destination is the Gravity Cannon, actually.  Return to the 
island.  However, before you can get to the Gravity Cannon, someone 
intercepts you - Burahdo, of course.

    He and Ops are here for the Planetarucite you've obtained.  Something 
that powerful is sure to help bolster the plans of the Emperor.  Of course, 
Ops being Ops, only Burahdo will face you.

      Boss Battle:
        Geno Hydra (piloted by Burahdo)
        About 1160 HP
        Gold: 1000 G  XP: 907

        Strategy: The main concept of this battle is the same as any boss 
          battle - know how much damage you can inflict, don't count on any 
          criticals (they rarely occur against bosses, sadly), and burn 
          through EP as much as you want.  The Concentrated Fire command has 
          definite merit, as does the Breakwater Formation (if you're sure 
          you can hit the 1160 before the Geno Hydra can fire back.)  The 
          only weapon you really have to worry about is that Charged Particle 
          Cannon (248 listed damage).  The rest do less than half that 
          amount.  Since you have ample time to prepare for this battle, a 
          good strategy is to use the weapons with the highest listed damage, 
          visit a Zoids Construction Shop beforehand to restore HP/EP, and 
          then use Concentrated Fire to ensure that Defense drops to zero.

    After the battle, there will be a high energy reaction with the 
Planetarucite, centered on Burahdo.  It seems Ops is not above experimenting 
on his own team members, nor is he inclined to help them at all.  Burahdo 
cannot move (since the Planetarucite creates an intense gravity wave).  
Atory, being the 12 year old heroic type, valiantly shoves Burahdo out of the 
center.  Everyone (and I mean everyone) is shocked, especially Burahdo.  (And 
of course, Regina is worried sick about Atory.  I think you know why.)

    Burahdo doesn't take to Ops' experimentation kindly, and promptly blasts 
him, thus obviating any need to fight off his custom Cannon Tortoise.  Seems 
like the Empire is not as coherent a front as you might have expected ...

    Anyway, Burahdo and Ops flee.  This is good, because there's a laser 
reaction that heralds the Death Stinger (again).  But the Cannon is ready 
now, and the plan is set into motion.

    You'll be on the bridge of the Ultrasaurus briefly, and then you regain 
control at the entrance.  The soldiers there have a command (Gravity Twister, 
good for slow Zoids) and the services of an item, armament, and Zoid 
Construction shop.  Take advantage of these for convenience - you'll get 
another chance to resupply and repair before the real boss battles.

    Once you exit the south side of the screen, the operation begins.  Tom, 
Ban, and Irvine leave (so Tom and Irvine leave your party) to corner the 
Death Stinger.  You need to buy time for the Ultrasaurus, so fight Zoids on 
the West Shore.  It took me three groups of Zoids before the story advanced.

    You'll cut to a scene of Tom, Ban, and Irvine surrounding the Death 
Stinger.  Ban calls out, "Delta Formation.  Blockade!"  The Death Stinger is 
surrounded by some sort of energy field, and can't move.  This is the moment 
Harmon has been waiting for.  Calling Hilz "The Terror of the Republic", 
Harmon fires the Gravity Cannon (as of this writing, I cannot confirm if you 
can hack force that weapon into an inventory.  Don't ask!)  In an epic shot, 
the Gravity Cannon obliterates the Death Stinger, leaving a broken Zoid and a 
lot of cratering.

    Is that the end of it?  Of course not.  Ops, the genius, has a plan to 
resurrect the Death Stinger.  How?  He's researched Rare Hertz, and he now 
has something better - the power of the Zoid Eve.  Even Regina is spooked at 
the very concept.  Raven and Riize, however, have other places to be, and 
they leave the party.

    Well, we're going to have to do something about Zoid Eve ...

    Head to the Whale King, waiting at the northeast corner of the West 
Shore.  You'll report the problem to Harmon, who will helpfully transport you 
back to New Helic City.  Where is this resurrection going to take place?

    Why, at the Abandoned City, of course.  Why else would they put it on the 
overland map?

     -------------------------
      Area 11: Abandoned City
     -------------------------

    Arriving at the Abandoned City, you'll see Ops who is amazingly only a 
spectator to the power of the Zoid Eve.  The Death Stinger is somehow 
incorporated into the Death Saurer, which revives with the Dark Kaiser (if 
you think he looks like Prozen, you're not wrong!).  The Dark Kaiser is a 
twisted product of Prozen and the core of the Death Saurer.  Anyway, even the 
Dark Kaiser is in for a little surprise.

    While Hilz is mostly brainwashed, he's not entirely submissive.  He 
basically overrides the Dark Kaiser and takes over the Death Saurer himself.  
Ops, meanwhile, is muttering "Excellent, excellent!" to himself over and 
over.  Oh well.  He's not your problem.

    Can you possibly stand against the power of the Death Saurer?  Only a 
miracle (that's what Ace thinks, anyway) can save you now.  Atory, being the 
hero, refuses to run away.  He advances, and this sparks the courage of the 
Three Warriors of Arcadia.  Before the big fight, though, comes the under 
card:

      Required Battle:
        4 x Genosaurer
        383 HP each
        Gold: 4000 G  XP: 2992

        Strategy: The Genosaurers will line up on the flanks - which suggests      
         a Piercing or Spread attack.  If you choose the small Zoid method 
        (see the next battle), use Obstacle Deployment/False Negotiations.  
        Conserve your EP!  Don't use any EP if you don't have to - and you 
        shouldn't have to use EP to beat the Genosaurers.  After weakening 
        the enemy with the first two rounds, use the Breakwater Formation and 
        finish them off.

    It's time for the big showdown.  Ban appears, and he has a plan.  You'll 
need to cover for him while he prepares to be shot out of the Gravity Cannon!

      Boss Battle:
        Death Saurer (piloted by Hilz)
        Between 2600-2850 HP
        Gold: 1000 G  XP: 6750

    There's so much involved in the strategy, that it deserves several 
paragraphs.  First off, you should prepare very carefully before entering the 
Abandoned City.  Don't go in without your HP/EP topped off and your best 
Armaments.  At this point, you'll want to have the Hind Buster, Anti-
Ballistic Missile, and Charged Particle Cannon.  The alternative is to use as 
many Hyper Napalms as you could afford.  Apart from the one offensive 
armament, stack as much armor (1 x Rare Metal, and as many Reinforced 
Conformal Armors as will fit) onto your Zoids.  You won't be using anything 
but your best attacks.

    You have two approaches to the battle.  You could 1) use 4 x Small Zoids, 
rely on the False Negotiations / Obstacle Deployment, and kill the Death 
Saurer in three turns; or you could 2) take your strongest/best Zoids, and 
prepare for a slugfest.  Let's break down both strategies.

  Method 1: 3 Turn Countdown

     You MUST switch to 4 x Small Zoids.  You can't afford to not get in all 
8 attacks before the Death Saurer fires.  While strong small Zoids (Rev 
Raptor PB, Lightning Saix B, Gunsniper W2/LS) may survive a round of fire 
from the Death Saurer, you don't want to risk Hilz landing a critical and 
blowing your line-up to shreds.  Placement of your Zoids doesn't matter, as 
you aren't planning on getting hit, anyway.

     You can also squeeze in one extra attack (with Atory, most likely), by 
getting in a False Negotiations.  The extra damage may be the difference 
you're need.

     If you are of high enough level, you might try using 8 shots of Hyper 
Napalm.  That stuff ignores all Defense, which means that Atory can get in a 
good 345 points of damage if you've maxed out his Attack.  Even at 115 base 
damage, you'll get in a guaranteed 460 damage (and 920 on the second run when 
you use the Breakwater Formation).  The key to seeing if this will work is 
simply adding the listed damage for your Hyper Napalms when equipped and 
multiplying by 3.  (You get the listed damage the first round, and twice that 
the second.)  If you beat 2800 HP, rejoice.  The rest is academic.

    If not, you can switch to higher damage armament that doesn't ignore 
defense.  The problem with that is you'll need to clear 300 base damage 
usually to beat a Hyper Napalm shot in damage after defense is added.

    Again, if you can't beat it in three turns, but you have strong Zoids 
(Defense in excess of 40%, HP in excess of 300), you can go for three or 
possibly even four rounds.  It's a risk, but a relatively safe one.  The best 
Zoids for this work are 4 Rev Raptor PB's (highest HP, one Offensive Armament 
slot, very strong armor), but Lightning Saix B work almost as well.

    Use the following commands in this order:

    Turn 1: False Negotiations.  (Probably let Atory hit the enemy for a good 
amount of damage.)

    Turn 2: Obstacle Deployment.  (Everyone gets in their attacks.)

    Turn 3: Breakwater Formation.  (And that should be all ...)

  Method 2: Gun Fight

    In this method, you take the strongest, toughest Zoids and pack them with 
armor and firepower.  The Trinity Liger BA is a no-brainer, of course.  What 
other Zoids could you use?

    I'd avoid aerial Zoids (you will almost always be faster than the Death 
Saurer, after all.)  Even the Storm Sworder can't match the statistics of a 
Genobreaker at this point.  The following are good choices:

    Genobreaker (probably the strongest)
    Konig Wolf (could paralyze, this is a bonus)
    Liger Zero X (like the Konig Wolf)
    Spark Liger (more armor, faster, but doesn't hit as hard)
    Blade Liger AB (can't mount offensive armaments on this)
    Liger Zero PA (B Big Ban offers the most damage; still, not the best)
    Salamander F2 (well, you can fit one L class, Flamethrower is nice)
    Gojulas Gana (tougher than the Salamander)
    Shadow Fox (in this instance, weaker than the Konig Wolf or Spark Liger)

    Follow the armament suggestions just as in Method 1.  The bonus here is 
with defense in the 100% or more range, you can probably withstand four or 
five salvoes of fire.  If you fear the Charged Particle Cannon (as well you 
should), use the Sandstorm command and deploy 3 in the front, 1 in back (the 
one in the back probably won't be able to attack that turn).

    Your command set can include:

    Conditions of the Prince, False Negotiations, Sandstorm, Rear Support (if 
you put one in the back only), Prince's Cheer (or Royal Principles, if you 
can hold off until your Zoids are almost trashed), Supreme Right, 
Concentrated Fire, and Breakwater Formation (use this to deliver a finishing 
attack).

    Slug it out.  If not all your Zoids are hit, consider using items (Core 
Active Ion Large will usually cover the damage) if you can.  Why?  If 3 of 
your Zoids take 300 damage, 3 pilots can heal with items, and the fourth can 
attack.

    Once you've done the required amount of damage, a cinematic sequence will 
ensue.  The Ultrasaurus will fire Ban's Blade Liger out just as the Death 
Sauruer fires its Charged Particle Cannon.  Everyone's face flashes in the 
dialogue window, and Ban's Liger blasts right through the Charged Particle 
shot, dissipating it!  The Liger strikes home, and the world is once again 
safe.  (Well, excepting a time travelling Emperor with a Berserk Furher core.  
Hmm.)

    Everyone gathers around what I can only assume is Zoid Eve.  There are 
words of parting, and the party is returned to the overhead map.  But wait, 
why aren't we being automatically transported to Arcadia?

    Oh, looks like someone's waiting at the orb.  It's Ops, of course, and he 
has his own version of the Death Stinger for you.

      Boss Battle:
        Death Stinger OS (piloted by Ops)
        About 1000 HP
        Gold: 1000 G  XP: 1792

        Strategy: This battle is a lot easier than the one with the real 
          Death Stinger.  Why?  Absolutely no Charged Particle Cannon.  In 
          fact, the weapons on this version will not do more than 100 points 
          of base damage, and can only hit a single target.  You can win just 
          by having whoever is hit healed by an item (Core Active Ion Medium 
          should cover it, maybe even a Small if your defense is high) while 
          everyone else shoots at Ops.

    Well, after that pleasant little diversion, it's time to head back to 
Arcadia.

 ***************************
  Scenario 9: Our Final War
 ***************************

     --------------------------
      Area 1: Arcadia Overland
     --------------------------

      Locations: Arcadia Town (center of the map); Arcadia Castle (western 
        section of map); Space-Time Transmission Center (eastern section)
      Enemies: Zaber Tiger AT, Zaber Tiger FT, Gunsniper, Gunsniper W2, 
        Heldigunner DT, Saicurtis, Double Sworder, Redler, Redler IC, Black 
        Redler, Blade Liger, Blade Liger AB, Storm Sworder, Demantis, Iron 
        Kong, Climer Wolf, Command Wolf Urban Combat Variant, Keroberos, Dark 
        Horn, Spark Liger, Elephander, Dibison, Shadow Fox, Genobreaker, 
        Protobreaker, Mad Thunder, Gojulas Gana, Rev Raptor PB, Lightning 
        Saix B
      Purchasable Items: (in Arcadia Town)
        Core Active Ion Medium - 1,500 G
        Core Active Ion Large - 3,000 G
        Zoid Core Reinforcement Medicine - 4,600 G
        Emergency Evacuation Capsule - 15,000 G
        Hybrid Cannon - 20,200 G
        Buster Cannon - 10,400 G
        Rare Metal Armor - 8,200 G
        Laser Diffusion Equipment - 9,000 G
      Temporary Party Members: Any two that you have received previously, 
        with the addition of two 'hidden' characters (see below)

    The cutscene reveals the basement of the Arcadia Castle, where Ops is 
busy at work on the Berserk Furher core that Burahdo recovered.  The various 
technologies, including the Organoid-like system (as expressed in the 
Ultimate X Core for this new project), the Charged Particle Cannon, and et 
cetera are being integrated into the ultimate Zoid for the Emperor.  Ops 
estimates it will be 4, no, 3 cycles before its done.  (His words, not mine.)

    The view switches, and there's a great flash.  Could it be?  Atory and 
party race to the windows (in the bar).  The Emperor appears (using the same 
holographic project that Hilz used earlier), and states his intention to use 
his new Charged Particle Cannon to rule the Arcadian Empire, and then all of 
Planet Zi.

     Luckily, Jack has a plan.  The Space-Time Transmission Center could be 
used to pull 2 (why not all of them?  I wish I knew.) of the pilots you've 
met before to help you in a final assault against the castle.

     Ace, Jack, and Regina will take positions around the room.  Talking to 
Ace or Jack will eventually bring up a list of available pilots.  You could, 
at this point, have up to 28 different pilots available (actually, 26 - but 
I'll explain in a moment.)  Talk to Ace to assign one pilot, then Jack to 
assign the other.  Talking to Regina will allow you to exit the top floor.  
Return here if you want to change your party choices.

    What pilots could you have?  The follow list has the pilot name, followed 
by their statistics (Endurance, Attack, Defense, Reaction, and Accuracy) and 
the total number of bonus points they've received (for comparison).  The Zoid 
in brackets is their assigned Zoid, which as usual cannot be changed, nor can 
armaments be added to it.

    Ban: 90, 50, 55, 30, 30 (255 total points) [Blade Liger BS]
    Feene: 10, 0, 20, 5, 0 (35 total points) [Salamander]
    Irvine: 70, 35, 35, 45, 60 (245 total points) [Gojulas AS]
    Moonbay: 50, 10, 50, 10, 30 (150 total points) [Pteras Bomber]
    Harmon: 45, 60, 45, 20, 40 (210 total points) [Gojulas G Ogre]
    Ford: 20, 20, 30, 20, 30 (120 total points) [Gordos Long Range Attack 
      Type]
    O'Connell: 20, 40, 30, 30, 40 (160 total points) [Koenig Wolf]
    Kruger: 70, 60, 60, 30, 80 (300 total points) [Mad Thunder]
    Ban 2: 120, 80, 90, 50, 60 (400 total points) [Blade Liger AB]
    Feene 2: 20, 10, 40, 10, 10 (90 total points) [Salamander F2]
    Irvine 2: 80, 50, 45, 50, 80 (305 total points) [Lightning Saix A]
    Moonbay 2: 70, 30, 70, 30, 40 (240 total points) [Ultrasaurus]
    Schubaltz: 55, 50, 25, 45, 60 (235 total points) [Iron Kong SS]
    Tom: 70, 60, 65, 40, 55 (290 total points) [Dibison TS]
    Bit: 90, 80, 60, 70, 60 (360 total points) [Liger Zero PA]
    Leena: 1, 80, 0, 9, 10 (100 total points) [Gunsniper LS]
    Jamie: 10, 25, 14, 100, 14 (163 total points) [Raynos]
    Leon: 60, 60, 60, 60, 60 (300 total points) [Blade Liger LS]
    All Star: 50, 50, 100, 70, 60 (330 total points) [Liger Zero X]
    Solid: 60, 60, 60, 55, 75 (310 total points) [Super Genosaurer]
    Brad: 70, 60, 50, 70, 70 (320 total points) [Shadow Fox]
      Naomi: 50, 50, 30, 45, 100 (275 total points) [Gunsniper NS] OR
      Harry: 0, 0, 0, 0, 0 (0 total points) [Dark Horn HS]
    Raven: 60, 90, 80, 60, 70 (360 total points) [Genobreaker RS]
    Riize: 50, 75, 65, 60, 65 (315 total points) [Psycho Genosaurer]
    Rosso: 25, 40, 80, 20, 25 (190 total points) [Iron Kong Mark II]
    Viola: 25, 20, 40, 50, 20 (155 total points) [Redler BC]
    Masked Man: 50, 80, 80, 40, 50 (300 total points) [Storm Sworder]
    Masked Woman: 42, 66, 84, 25, 33 (250 total points) [Storm Sworder]

    Remember, only pilots you've recruited can appear on this list (which is 
why Naomi and Harry are indented - you'll have one or the other.)  Also, 
Rosso and the Masked Man are one in the same, sort of - if you have one in 
your party, you cannot have the other.  (E.g., You put the Masked Man in your 
party.  Rosso will not appear in the other list.)  The same holds true for 
Viola and the Masked Woman.  (Really, the only incentive for getting those 
two is their masked forms.)

    Who should you chose?  That's really up to you.  Some weak pilots 
(Moonbay 2, Feene 2, Harmon) have VERY strong Zoids.  (The Ultrasaurus, even 
with a modest 30% attack bonus, can do 520 points of damage in a Square area.  
In Moonbay 2's hands, it will have 3400 HP, too.)  Ban 2 and Raven are 
popular choices (Ban 2's the better pilot, but Raven has the better Zoid), as 
are Bit, All Star, Riize (since Specular is an Organoid), and the Masked Man.

    There are no new commands - Roman's not in the bar.  The best armor in 
the game (Rare Metal / Laser Diffusion) is available, and you should stock 
up.  The Silver Orb cannot be accessed (The Space-Time Transmission Equipment 
is being used to keep the 2 guest pilots here, after all).

    You can level up as much or as little as you want.  Before proceeding, be 
sure you are completely healed, and have a good supply of Core Active Ion 
Large (Medium can come in handy, too).

    Proceed to Arcadia Castle.

     ------------------------
      Area 2: Arcadia Castle
     ------------------------

    The party arrives at the front area of the castle.  Fran arrives to great 
you.  She states that she's fighting because of Burahdo (I'm not sure if 
they're related or if Fran likes Burahdo.)  She sort of laughs at herself - 
isn't she a foolish woman?  Ace, of course, replies that there are many 
foolish men.  Even though you don't really want to fight Fran (and she has no 
desire to fight you), the Emperor seems to be holding all the chips.

      Boss Battle:
        Salamander FS (piloted by Fran)
          About 600 HP
        2 x Storm Sworder
          250 HP
        Gold: 3000 G  XP: 1816

        Strategy: This is a small taste of the battles to come.  The enemy 
          will use a well-planned staggered deployment (you'll never hit more 
          than 2, no matter what weapon you use).  Fran's in the back row (so 
          the Storm Sworders can use their Sword Attack, most likely).  The 
          really nice thing is that Fran cannot use her Flamethrower (unless 
          you kill both Storm Sworders).  She does have a decently powerful 
          Spread attack (about 100 damage).  Don't bother trying to out-pace 
          the Storm Sworders (Fran's speed is a mere 200 or so).

    Once you beat Fran, you'll proceed to the Western entrance (the area you 
once entered to get to the Space-Time Transmission Center).  An exchange 
between Fran and Burahdo (who rides in on a Geno Hydra KA) will ensue.  
Everyone seems surprised to see Burahdo for some reason (was he imprisoned?  
Killed?  Dismissed?  I haven't a clue.)  Fran will ditch the Salamander, 
which promptly explodes.

    You could return to Arcadia at this point.  (In fact, you can do so 
between any of the boss battles except the last two.)  Otherwise, if you head 
onwards, you meet the next Heavenly King - Gail.

    Jack will exchange some words with his former commanding officer, and 
Gail states that he has to fight - it is all he knows.  He's an army man, 
through and through, and he has nothing left anymore.  Jack mentions his 
daughter, Jaria, but even that doesn't do anything to dissuade Gail. 

      Boss Battle:
        Gojulas GS (piloted by Gail)
          About 1000 HP
        2 x Liger Zero PA
          300 HP
        Gold: 3000 G  XP: 3688

        Strategy: This battle, unlike the last one, is going to be a true 
          pain.  The Liger Zero PA's are in the back row (which is fine, 
          since they only have ranged armament), while Gail's sitting front 
          row center.  There is one trick you can use if you want to delay 
          the Liger Zero PA's from participating in the battle.  Use the 
          Sandstorm command, and they can't do anything (again, all they have 
          is ranged armament).  You can concentrate your attacks on Gail (who 
          will use his Hyper Fang on your front rank if he gets the chance, 
          but he's rather slow), and save the Panzers for the next turn.  If 
          you do use the Sandstorm, be sure you have some hand-to-hand 
          attacks!

    Gail is impressed by Jack's strength, and tells Jack that with time, 
perhaps he'll understand more.  The party moves on, and Gail's strong front 
breaks down.  He says, "Jaria, your papa has been defeated."  He goes on a 
bit more, basically apologizing to Jaria (no, she's not there - he's just 
confessing his shortcomings before he dies) for lots of things.  Then Burahdo 
shows up, and like Fran, he ditches his Zoid which promptly explodes.  (I 
know, I know - it's anti-climactic.)

    The next boss, of course, is Ops.  Ops is just rotten to the core, having 
no remorse or reason for his actions.  He and Regina (being the respective 
intellectuals of their group) have a long series of rather angry discussions 
before the fighting occurs.

      Boss Battle:
        Death Stinger OS (piloted by Ops)
          About 1300 HP
        Mad Thunder
          507 HP
        Gold: 2000 G  XP: 2340

        Strategy: This battle is probably the easiest of the Heavenly King 
          fights.  The two Zoids kindly line up in a row.  It shouldn't be 
          hard to take down the Mad Thunder at the same time as you're 
          attacking the Death Stinger (two or three Hyper Napalms will do the 
          trick), and the Death Stinger is just as weak now as it was in the 
          previous scenario.

    Ops is beaten, says a few things, and you move on.  Can you guess who 
shows up?  Yes, Burahdo shows up, and Ops hitches a ride with him.  I have no 
idea why Burahdo tolerates Ops at this point (there was a lot of unresolved 
issues when Ops basically left Burahdo to rot in a Black Hole).

    You can use an Emergency Evacuation Capsule as soon as you get control of 
your party.  Don't move up, for you'll have to fight the Emperor.  It's 
better to resupply before then.

    The Emperor has a few surprises for you.  First off, he has a Berserk 
Furher Z.  This customized variant is very strong (on par with your Trinity 
Liger BA, to be sure - maybe even better).  Not only that, but he removes his 
mask, revealing his true identity.

    Who is the Emperor?  He's Atory's older brother!  Thought lost in some 
sort of accident, I imagine, something that left him with a nasty scar across 
his face.  He wants Atory to join him in ruling the Empire of Arcadia (for it 
rightly belongs to Atory's older brother), and all of Planet Zi.  Of course, 
Atory won't stand for it.  The Emperor summons two more little surprises - a 
Storm Furher and a Berserk Furher Y.  Oh boy ... talk about a family quarrel!

      Boss Battle:
        Berserk Furher Z (piloted by the Emperor)
        About 1050 HP
        Berserk Furher Y (460 HP) and Storm Furher (460 HP)
        Gold: 3000 G  XP: 4822

        Strategy: Yuck!  This battle is difficult, but not impossible.  You 
         definitely want to get rid of the Storm Furher and Berserk Furher Y 
         as soon as possible - they've got strong attacks.  They'll be on the 
         front rank, while the Emperor's in the back.  If you've packed Hyper 
         Napalm, hit one of the front Furhers while also damaging the 
         Emperor.  Sandstorm can come in quite handy here, as that will make 
         the Emperor powerless.  The worst part is this - you'll need to 
         conserve some EP for the next battle, which is harder and follows 
         immediately after this one.  As 3 out of the 4 Zoids in that battle 
         have as much HP as the Emperor, you'll want to save at least 2 or 3 
         rounds worth of EP (you won't have a chance to use Brown-out).  The 
         typical commands (False Negotiations, Coercion/Obstacle Deployment, 
         Breakwater Formation) should be used as you see fit.

    You might think that this would be the last boss.  Oh no.  The Furher 
trio is hard (fast, strong Zoids with plenty of armor and EP), but the next 
fight is a doozy.

    The Heavenly Kings, for reasons I can't even begin to fathom, want one 
more shot at the title.  And they've brought out the best of the best.  Laugh 
all you want at Burahdo - because he's back, and he's in the what's probably 
the second strongest Zoid you've seen in the game.  (Only the Deathsaurer is 
more trouble.)

      Boss Battle:
        Geno Hydra KA (piloted by Burahdo)
          About 1500 HP
        Genobreaker GS (piloted by Gail)
          About 900 HP
        Protobreaker (piloted by Ops)
          About 1050 HP
        Geno Trooper (piloted by Fran)
          About 670 HP
        Gold: 4000 G  XP: 4272

        Strategy: Let's first look at the deployment.  The Protobreaker is by 
          itself in the back, with the other Zoids being the Genobreaker GS, 
          Geno Hydra KA, and Geno Trooper from the top to the bottom.  It's 
          a strong 3-1 deployment pattern.  The weak link is Fran (thank 
          goodness she likes flying Zoids!).  She's got low HP, and the 
          flight capacity of the Geno Trooper will only increase her evasion 
          a little.  You can use Spread or Square attacks (the Protobreaker 
          is also quite weak).  Again, False Negotiations, Obstacle 
          Deployment/Coercion should always be used when possible.  Mid-Air 
          Minelayer will also work against Fran (in which case you should 
          focus on Ops and Gail).  All of these Zoids have the Charged 
          Particle Cannon (for at least 150 damage), so you should try to 
          take down as many as you can before they can fire.

    Once you've taken down the Heavenly Kings, the Space-Time Transmission 
Center behind the Emperor will change into a Black Hole.  (Why?  Who knows - 
maybe it's a reaction with Planetarucite?)  The Emperor will then willingly 
enter the event horizon.  Each of the Heavenly Kings will follow (for their 
own reasons).  Congratulations, you've officially beaten the game.  (There's 
still more, though ... don't stop now!)

 ***************************
  Scenario 10: And Eternity
 ***************************

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