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bienvenue sur le site du manga et du jeu de baston en 2D

Mercredi 19 septembre 2007
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===============================================================================
INTRODUCTION -----
===============================================================================

First off, just some general information about this game. If you are unfamiliar
with the Marathon series, it is a very different type of FPS. All mission
objectives and story development happen throughout terminals in the game. Most
people will at many times throughout the game get confused or lost as to what
to do next. Use the terminals! Most of them tell you specifically what to do
and even have helpful images or maps. You won't find every answer in the
terminals, but they definitely help. Not only that, but you're doing yourself a
huge disservice by skipping terminals, as the storyline in the Marathon games
is incredibly deep and captivating.

Anyway, aside from that, if you find yourself still stuck somewhere, use your
map! It is extremely helpful as it maps the level as you go, so finding areas
you haven't explored is very easy. To use your map, just press left or right on
the D-Pad, Up to zoom in, Down to zoom out, and left or right again to close
your map. You can, of course, navigate the level while using your map, although
you'd be wise to wait until you've cleared most of the enemies out before you
try that.

Before you start, familiarize yourself with the controls by visiting the
options menu, and choose which one suits you best. I personally use the
"Hastur" control scheme with inverted on and sensitivity all the way up. Also
note that all achievements can be obtained in both single player as well as
online with a friend, except for World Domination, which is the zero-point
viral achievement that can only be achieved through killing someone who already
has it.

===============================================================================
ACHIEVEMENT GUIDE ------
===============================================================================

[ ] 1.  SEVEN [7]
        -Get seven fist kills in the game.
-Punched seven enemies to death.

This is your freebie achievement for the game. The simplest way to get
this is to start a new single player game on Kindergarten, press B to
get your fists out, and go punch crazy through the first level. You
should get the achievement in less than 60 seconds. Option 2 is to go
online with a buddy and trade fist kills (or just get them for real),
but with how simple this one is I doubt anyone will need to do it this
way.


[ ] 2.  Bob-B-Q [14]
        -They're Everywhere!
-Slaughtered 77 Bobs.

Bobs (Born-on-Board) are your human allies that warp into the campaign
levels periodically to help you out. You can get this achievement by
simply shooting the Bobs any chance you get throughout the campaign. As
long as you get most of them, you'll have the achievement by time you
finish the game.

The easier method, however, is to just wait until you are in a level
with a high concentration of Bobs, such as levels 1, 4, and 20
(Waterloo Waterpark, What About Bob?, and God Will Sort The Dead,
respectively), and quickly kill all the Bobs you can, then either let
an enemy kill you, or just commit suicide. You will respawn at the
beginning of the level and get to kill them all over again, which does
in fact count toward the achievement each time you do it. However, it
has to be done in one play-through of the game. You will not get the
achievement if you kill 50 in one game, then start a new game later and
kill 30 more. Your Bob-Killing score on the leaderboard will be greater
than 77, but it will still not count toward the achievement. This 2nd
strategy should only take you about 20 minutes, but cannot use this
strategy in online co-op since getting killed will not restart the
level.


[ ] 3.  11th Clan of the S'pht [27]
        -Venture into the Citadel and learn the secrets of the S'pht.
-Completed the Citadel.

You do not need to do anything special to get this achievement, it
comes naturally while progressing through the campaign. After you
get through level 13, which is the end of the Citadel chapter,
you will get this achievement right as level 14 begins. More info
on getting through the single player campaign below.


[ ] 4.  Pfhor the Win [42]
        -Complete the Single player game in any difficulty.
-Beat the game.

You will get this as you go through to get the VidMaster achievement,
but if you want to easy route, start a game on Kindergarten. You can
either go through the last 10 levels on co-op with a friend, or alone
from the beginning if you don't want to do it all in one sitting
(since you can save on single player).

Hippieman, one of the developers for the Marathon: Durandal port, has
been working on a very thorough, and excellent guide (save for some
grammar and spelling) which you can get here:

http://dev.freeverse.com/%7Ehip/marathonwalkthrough.pdf

As of the time I'm writing this, only the first several levels are
covered, though the rest are on the way. For the later levels, you can
try to follow my mini-walkthroughs in the VidMaster achievement
section. And all the maps of each level with some added tips and
terminal locations can be found here:

http://marathon.bungie.org/spoiler/m2/index.shtml


[ ] 5.  Tastes Like Chicken [10]
        -Get 20 Tozt-7 kills in a Multiplayer game.
-Toasted 20 opponents.

The Tozt-7 is the flamethrower. If you have a 2nd controller, the
easiest way to get this achievement is on split-screen multiplayer.
Either way, just set the kill limit to 20 or higher, set the time
limit high enough to give you enough time (at least higher than 5
minutes to be safe), set the level weapons to flamethrowers only, and
start racking up the kills. Even if you don't have a second controller,
you can still get it pretty easy on any flamethrower-only game. Or,
you could just wait until you find a flamethrower on co-op and kill
20 guys there.


[ ] 6.  Pfhor Score and Seven Years Ago [10]
        -Win a Multiplayer game.
-Won a Multiplayer game.

Piece of cake. Again, you can get this on local multiplayer with a 2nd
controller, or over Xbox Live multiplayer/co-op. You don't even need
to finish a game to get this. My first game, someone joined then left,
and I just left shortly after, and I got the achievement.


[ ] 7.  I'm Invincible! [10]
        -Kill an invincible opponent with the Fusion Pistol in a Multiplayer
game.
-Killed an invincible opponent.

The invincibility pick-up is the ball that looks like snowy TV-static.
This one might be a little trickier to get legitimately, but if you
have a friend or a 2nd controller, it can easily be done on any map
with invincibility (don't confuse it with the darker, camo-like
invisibility powerup). Start a multiplayer match with weapons set to
Energy Weapons (you start with the Fusion Pistol), and the level set
to Lack of Vision since the invincibility is relatively easy to find.
Then just let your Fusion Pistol loose on the dude and you'll get the
achievement.


[ ] 8.  Make Someone Pay [10]
        -Get 20 Rocket Launcher kills in a Multiplayer game.
-Spank'd 20 opponents.

Exact same concept as the flamethrower one. Start a game with rockets
only and a 20 or more kill limit, and go rocket crazy.


[ ] 9.  Bigger Guns Nearby [14]
-Find the Assault Rifle in a Single player or Co-Op Game, it will let
you kill more Pfhor.
-Got the Assault Rifle.

If you just start a single player game from the beginning, you should
find this pretty quickly in the first level. If you can't find it,
here are some directions:

From the starting point, go forward and take the door to your right.
Jump off the ledge and go through the door on your right at the bottom.
Navigate to the opposite corner of this next room where you'll see a
door with a couple enemies on the other side. One you are through that
door you will be at another intersection. Go left. You will be in kind
of a large hall way with Bobs and Pfhor fighting. Go to the opposite
side of the room and there will be a big square pillar thing and
another fork in the path. Take the right side of the path down the
stairs. The Assault Rifle is in the middle of the room.


[ ] 10. Hats off to 819 [21]
        -The secret of 2401 lies within.
-Read every single terminal in the game.

I consider this to be the hardest achievement in the game. Most of the
terminals are either required or obvious, but there are a handful that
can cause you some anguish when trying to get this achievement. Make
sure that as you go through the game, you explore every possible part
of each level and don't leave until you have. Also, follow these two
guides:

For maps and terminal locations circled:
http://marathon.bungie.org/spoiler/m2/index.shtml

For all terminal text and to verify you've gotten each terminal in a
level before continuing:
http://marathon.bungie.org/story/contents.html

There are a couple minor errors that I will try to point out to save
you time. Level 3 is missing a couple terminals on the map, so explore
everywhere (lots of underwater areas and things you could miss) before
you leave the level. Some terminals have identical text of other
terminals. Get all of them. On Nuke and Pave, the Terminal Text guide
says that Terminal 1 appears three times. I looked forever and only
ever found it once, and was able to get the achievement, so I believe
that is also an error. 6000 Feet Under also has a couple terminals
you could easily miss. Make sure you explore every path.

Make sure that when you exit the level in a situation where multiple
terminals will warp you, you don't take one earlier in the level to
exit when there is another one that teleports you that you haven't
gotten.

MOST IMPORTANTLY:
It has been reported that progress towards your terminal achievement is
written to your profile, not in the same way as when you save your
game. So after each time you play Marathon, exit to the main menu
before you exit to the dashboard or power off your 360, as this is when
the terminal data is saved. Again, even if you just saved your game,
exit to the main menu before doing anything else so that you don't lose
data on which terminals you've already found and have to repeat them.

And to clarify, yes, this achievement counts all terminals you ever
find and they do not need to all be gotten in one play through the
game. Now as long as you follow all the above advice and explore
everywhere you can as you go along, you should get the achievement.

There are four hidden terminals that you can't just find while
exploring meticulously, so I will list them for you.

Level 21: My Own Private Thermopylae

From the beginning take the right stairway up to the big
hallway. At the end of the hallway, press A on the wall to
open up a hidden panel revealing a terminal.

Level 23: Where The Twist Flops

From the beginning, go forward a couple rooms to the room with
four doors, one on each corner. Take the north door to a room
with lava in it. Fall into the lava and you will find an
invincibility powerup as well as a hidden terminal on the wall.

Level 25: Requiem For A Cyborg

This one is harder to explain. Go through the level until you
are in a room with a bunch of very narrow hallways. Look for
a circuit you can break which will activate an elevator. If
you go down the elevator you'll see a couple alien weapons and
more circuits to break. On the wall there in the same spot you
can open up a hidden panel with a terminal in it.

Level 28: All Roads Lead To Sol

Finding this final secret "Bungie Credit Room" is hard to
explain in text, but fortunately there is a video that will
show you how to do it. Basically, once you are in the room
where you hit the thing that makes the lava rise, go backwards
through the door you came in and travel back into a previous
room, take the first door on your right, then swim upwards to
a 3x health station and a spot that will teleport you to the
room with the hidden terminal. Make sure you are at full 3x
health before you start otherwise you'll just die in the lava.
Watch carefully:

http://youtube.com/watch?v=L6fSFHTjVC8

Final note: You do not need to read each variation of each terminal
message, or even each page of any terminal message. You just need to
press A on them once each for them to count.


[ ] 11. VidMaster [35]
        -I give no secrets.
-Punched all switches, played on Total Carnage and never ever left a
single Bob alive.

Although you can do this in single player with the luxury of going at
your own pace and being able to utilize save points, I stronly
recommend you do this in co-op. Not only is it much faster and easier,
but there is a much greater chance something will go wrong in single
player, and a lot more time will have gone to waste when you finish
the game and see that the achievement didn't unlock.

Now as far as co-op goes, make sure everyone who is playing with you
understands that nobody should exit the level until all players are
100% sure that all Bobs have been killed. Simulacrums (Evil, Exploding
Bobs) don't count and aren't required for the achievement, but kill
them all anyway. If you miss even one real Bob, no one will get the
achievement. Also, "Punching all Switches" does not mean you have to
literally punch all switches in the game. A more accurate way to
describe it is "Pressing A on a switch will disqualify you from getting
the achievement." So never press A on a switch. You can activate
switches by punching with your fists, shooting them with a rocket,
grenade, or charged Fusion Pistol shot. Be very careful as sometimes
you might instinctively press A and you'll have to start over.
Fortunately, if you mess this part up, it only affects the person who
messed up, and all the other players are still able to finish the game
and get their VidMaster achievement. Pressing A on the health centers
and terminals is completely fine. Other than that, just make sure you
are on Total Carnage difficulty and start the game on the Big House
level (to skip the first 17 levels), unless you want the extra
challenge of doing the entire game.

If you are struggling to figure out how to complete a level, follow
this guide: http://marathon.bungie.org/spoiler/m2/index.shtml

I will also give you a quick mini-walkthrough on each of the last
levels in case you are still having trouble. Please don't get mad at me
if you still find yourself lost somewhere, just look around and
activate any switches and terminals while exploring the empty parts of
your map, you will figure it out eventually!


Chapter: Captured

    - 18 Big House

You start out captured in a tiny room. Just punch the guy through the window
to get the party started, then just hide behind the door and wait until the
action dies down. You will automatically transport out of the level.

Chapter: Blake

    - 19 This Side Toward Enemy

If you are new to the game you might be confused as you fall into the water.
Remember, you can (and need to) press in the analog stick to swim upward to get
out of the water in many places. Anyway, go west through the door at the
bottom, and on the west side of the pillar in the room take the elevator up and
jump off to flip a switch. This will reveal two other switches which you will
need to also jump to from the elevator to activate them both. You are done with
that room. Go back to the starting room and take the east door. Find the room
with the save point and flip the switch at the end of the room to raise the
platform. Now go around through the bottom of the room a little bit back,
flipping a switch or two on the way, and try to make it back to the starting
room in the level, only you'll be on ground instead of in the water. Then go
all the way up the stairs and jump through the top window to the next one down
to the left. You will eventually pass by the platform that you raised and be
able to activate the two switches in the big green rooms. Then just go back to
the terminal to exit the level.

    - 20 God Will Sort the Dead

This level is pretty fun and very straight forward. Just kill every ally and
enemy Bob you see, and once all rooms have been explored and all Bobs dead, use
the terminal to exit.

    - 21 My Own Private Thermopylae

This level is a little bigger. In a nutshell, you need to activate the two big
green rooms in the level by hitting the switches inside them. One is through
the staircase to your right from the beginning (flip all the switches in the
first room to reveal the staircases), just take the path on the right all the
way until you reach the end of a long hallway and have to go left onto a ledge.
Flip the switch to open the big room and you'll find the first green room. From
there, go back and jump off the ledge you ran by into the water, and swim to
the west side of the room and follow that path into a big room with stairs. At
some point you'll reach the end of the stairs and have to jump onto a new set
of stairs which will lead you to the other big green room. Once you get that,
go back to a terminal to exit.

    - 22 Kill Your Television

In the middle of the starting room, find the hideen, discolored door in the
middle to reveal a switch. Hit it, then go into the water at the southwest
corner of the room. Swim to the top of the water pit, then go to the northeast
corner and fall into that water hole. Once at the bottom, swim to the top of
the hallway area and find a switch that is half submersed in water. Use a
grenade or fusion blast to flip it which will drain the water and raise the
water in the big room next door. Now you can swim to a hole in that room with
a big green room to activate. To get to the other green room, go to underwater
and swim to the top of middle of the other huge room with kind of a t shape.
Once on land, there is a hidden, discolored door that will take you up. Follow
the border of the level once at the top to find the green room switch, then go
back to the corner of the underwater section of the big room where there is a
terminal to exit through.

Chapter: Simulacrums

    - 23 Where The Twist Flops

You can pretty much just explore this one in the same way as God Will Sort the
Dead, killing all good and bad Bobs you see, then exiting the level through a
terminal.

    - 24 Beware Of Abandoned Rental Trucks

Just circle around the map and you'll find two switches that will allow you to
progress through to the southwest corner of the map, where you'll need to get
to the top of two towers which each have a switch. Once you get those, just
exit through a terminal as usual.

    - 25 Requiem For A Cyborg

The layout here is a little bit more complex. Though completing this level
consists of simply activating three tower switches. Just keep your map handy
and you shouldn't have too much trouble locating them once you get past all the
enemies.

Chapter: S'pht'Kr

    - 26 Fatum Iustum Stultorum

Initially, you'll start in a room with only one door you can go through. As you
go through the path in each door, you'll reach switches that will open other
doors that you can reach through the middle room. It's not too tricky except
for a couple parts where you'll see unreachable switches that you need grenades
or fusion blasts for. Near the end, you'll need to play with the switches and
water levels until you can get to the next area where you'll need to blast a
switch in the previous room to raise the water for you. Then just fight a
fairly big battle on your way to the exit terminal.

    - 27 Feel the Noise

This is one of the trickier ones. Off the top of my head, you'll need to
explore the beginning areas a good amound until you find switches which raise
platforms to take you to new rooms. Eventually, one will unlock the room at the
west part of the map which you will need to get to by taking the stairs in the
south up until you are at a dead end with a switch. Jump from there to a ledge
you can see that will take you to another set of stairs where you can reach the
newly-unlocked final section of the level.

    - 28 All Roads Lead To Sol

Aside from the many heavily-armed Juggernauts, this level isn't even that bad.
Rocket ammo will continue to regenerate near the beginning should you have the
need. Navigate down the stairs at the beginning to a big path of lava pits with
Juggernauts. There are a couple fairly obvious switches along the way, and you
can try to just run past the Juggernauts if you don't feel like taking the time
and ammo to kill them. Once you get past all the Juggernauts, you will be in a
room with four panels you can open. The first one to your right as you enter
the room raises the lava level, so get the other three panels taken care of
first. Then punch the last one and book it out of the room as fast as you can.
You'll get to a spot where you'll fight a couple more Juggernauts. Keep
shooting then taking cover from the homing missiles in the room close to you.
Once they are out of your way, fill up on the purple 3x health station and swim
through the lava to a platform on your right. You will get to a dead-end room
with a spot you can stand in to teleport to the final room. Once there, go
bullet crazy fighting the last batch of enemies, and when you're ready to
finish the game, hit both switches in the room to raise a platform that will
allow you to read the last terminal, completing the game.


[ ] 12. World Domination [0]
        -You want to join the 7th Column?
-You are a member of the 7th Column.

All you need to do is kill anyone who has this achievement in an
Xbox Live multiplayer game. You will then also get the achievement
as well as an entry on the leaderboard with the date you joined the
7th Column.


[ ]     Total Achievements:  12
        Total Gamerscore:    200

===============================================================================
THANKS -----
===============================================================================

Just want to thank Bungie for making this game, although they hardly even
exist anymore. The Marathon series is incredible, I encourage everyone to buy
this game and look up the others in the series for free (legal) download at
bungie.org. Here's to hoping that Halo 3 is as good as the original Halo!
(We'll just pretend Halo 2 never happened.)

Thanks to everyone on the xbox.com and a360p forums, I got a lot of help from
there in my quest for 200/200 on this game. If any of you have any suggestions
for my guide, let me know. Also, keeping each line equal to or less than 79
characters manually on Notepad takes A LOT of time. Can anyone suggest a simple
text editor that might efficiently take care of this task for me?

Huge thanks to Freeverse for taking control of the Marathon: Durandal project
for Xbox Live Arcade. There couldn't have been a more competent team to do the
job (not even Bungie, no offense). You can really tell when developers have
passion for their work, and it's not simply a rush to make a profit (see:
all Digital Eclipse XBLA ports).

Tell anyone know you with a 360 to buy this game! I'm really hoping it does
well enough so that there might be a chance Marathon and Marathon Infinity
could also be released on Xbox Live Arcade in the future.


Mercredi 19 septembre 2007
publié dans : xbox 360 guides commentaires (0)    créer un trackback créer un trackback
par yagami ajouter un commentaire
Contents:

General Tactics
Weapon Information
Creature-Specific Tactics
Mission Walkthrough

This is a Work-In-Progress document

An Entomological Note:

Since the Akrid are basically big bugs, I occasionally use entomological
notation in describing them. For instance, the abdomen is the rear part of the
bug, the thorax is the mid-section where the legs adjoin and a cephalothorax is
the combined head and thorax exhibited by arachnids. In particular, the word
'Imago' means 'adult'. If a bug is described as an Imago in this file, it is
larger and meaner than average and may require additional tactics.

----------------------------------------------------------------

General Tactics

Data Posts: It takes a long while to program a data post. It takes twice as
long if the post is already active but isn't showing your colour, since you
first have to deprogram it. However it is always worth doing so, because you
get a healthy whack of thermal energy for your trouble and I've never hit the
upper limit for TE yet. Clear out the enemies nearby first, or if they are
distant use the data post itself as cover, then activate it whether you need to
or not.

Barrels: As any good Doom-player knows, barrels explode when shot. They are
also a lot more explosive than most grenade types, so if there's a group of
enemies near one make use of it. It is also sometimes possible to use the
machine gun to 'nudge' barrels onto a descending slope which they will then
roll down. This is great for clearing out areas a long way ahead that are
over-populated, but be careful not to accidentally set the barrel off before it
starts rolling. Aim for the upper rim and squeeze off a couple of rounds and
the barrel should topple over and start rolling. There are very few areas in
the game where this strategy works sadly.

Death Throes: when an Akrid dies, it either slowly freezes up to an icy block,
or chars to a cinder. While this process continues the corpse is invulnerable,
but once it is totally charred or frozen a single shot from any gun will
shatter the corpse. There is usually a tiny bit of extra thermal energy trapped
inside, which you can sometimes see in the case of icy corpses. If you're
desperate for energy you might as well expend the single machine gun bullet (or
just melee attack it) and grab the extra, but it's generally not worth it
unless you have to run by the corpse anyway.


----------------------------------------------------------------

Weapon Information



Machine Gun
Magazine: 50 bullets     Max Ammo: 999
Vs. Humans: Good Vs. Bugs: Good Vs. Mechs: Poor

The machine gun is the staple armament of the game, and isn't half bad by all
accounts. On standard difficulty you can reckon on pounding about half a clip
into an armoured human before he goes down, less for snow pirates. Due to its
high rate of fire it's a good spray and pray button. Just hold down the button
and let the auto-aim do its job. The machine gun works best against humans, but
it'll do a decent job on bugs too. If you're facing off against a mech though
you'll probably want something a bit more punchy like the rocket launcher or
plasma rifle.



Shotgun
Magazine: 8 cartridges   Max Ammo: 100
Vs. Humans: OK Vs. Bugs: Great Vs. Mechs: Untested

As usual, the shotgun is excellent at close range and poor at any kind of
range. It's best used verus Akrid, especially those like the Chryatis that have
severable body parts since it is very adept at popping them off. Certain foes,
most notably Chryatis and Dongos, can also be momentarily staggered if you
catch them in the right place with a close-range shotgun blast giving you time
to maneouvre into a position where you can strike at a weak spot. I generally
save these for intense battles against lots of tough Akrid foes, since the
machine gun is pretty much as good for general use but far more plentiful.



Rifle
Magazine: Max Ammo:
Vs. Humans: Great! Vs. Bugs: Decent Vs. Mechs: Unsure

The sniper rifles in Lost Planet are a bit poor on the actual sniping side of
things, since their scopes don't offer a very high level of magnification.
Nevertheless, the rifle is excellent at what it is designed for: killing
humans. I've tried it out on Akrid and it does a decent job on them, especially
if you're having trouble hitting weak points from a distance, but it's of
little use up close and personal. Versus Mechs well... I don't like it. I've
not tested out how many shots it takes to kill one as such, mostly because by
then I'm being hammered from all sides. Treat the rifle for what it was
designed for then: killing unsuspecting humans. Go for the headshot and you can
take 'em down in one. It's also excellent for sniping at humans who are manning
static defences such as rocket launchers since it is possible to snipe their
heads in between the protective shielding. Not managed to knock the rider out
of a VS with the same method yet, but hope springs eternal.



Energy Gun
Magazine: Infinite Max Ammo: N/A
Vs. Humans: Meh. Vs. Bugs: Meh. Vs. Mechs: Forget it!

One word sums up the Energy Gun, and that word is 'meh'. Sure you can charge up
the shot by holding the fire button, but the projectile is slow moving,
difficult to aim, still doesn't pack much of a punch and the idle time between
shots is way too long. I've yet to find a real use for this weapon, unlike most
of the other weapons which each have their uses. As it stands, all that I can
say about the energy gun that's good is that it never runs out of ammunition so
long as you've got some Thermal Energy.



Rocket Launcher
Magazine: 1 Max Ammo:
Vs. Humans: A waste. Vs. Bugs: OK Vs. Mechs: Good

I'm actually no big fan of the rocket launcher. Its explosion radius doesn't
seem to be all that large so, although it does a lot of damage, it only does
that damage over a relatively small area. Rockets are also slow-moving and
difficult to aim. You also don't get very many shots with each weapon and you
have to reload every time you fire it. I only ever use the rocket launcher
regularly against mechs, and then only if I don't have a plasma rifle. It can
however be quite useful versus Imago bugs and bosses if you don't have a VS
handy or have to eject.



Plasma Rifle
Magazine: Infinite Max. Ammo: N/a

Ladies, Gentlemen, I give you the Holy Grail. This weapon is everything that
the energy gun isn't. Four shots (count 'em, four) will take out the majority
of VS targets. Two shots will nix a human, one if it's a headshot. And it uses
a paltry 10 units of thermal energy per shot, so will rarely run out of
ammunition. It's powerful, it has a zoom function, and although its shots are
slower than bullets they aren't immensely difficult to aim. The only problem is
its slow repeat, so the weapon is best used either at long range, against
unsuspecting targets, or where you have somewhere safe to duck. Also don't use
it if you are very low on TE, but that should go without saying. If you're
going up against a large contingent of VS units or big bugs, you WANT one of
these.



VS Weaponry

Most VS weaponry is identical to its hand-held counterpart but far more
damaging. With a couple of exceptions you can wield them when on foot too, but
beware! If hand-wielded, VS weapons are very slow firing, you can only fire
them while standing still and you also have to stand still to reload them. Only
use VS weapons on foot if you are up against very dangerous foes or if you have
no other option. Naturally, once you're inside a VS these weapons become much
more manageable, and you should do so as often as possible.

----------------------------------------------------------------

Creature-Specific Tactics

Trilid (Easy)
Weak Points: They're one big weak point. Just kill 'em.

These flying trilobite-style things are incredibly weak. They swoop about
aimlessly for a while, then dive at you with a spinning motion. You can take
out flocks of the damn things at a time. One bullet seems to be enough, so use
the machine gun and spray around a lot. If they're very densely packed the
shotgun can also make short work of them, even over fairly long ranges. The
only real danger these things pose is that there are a lot of them, so you can
waste a lot of ammunition shooting down a whole flock. Then just when you'd
forgotten about it, the last survivor will dive out of nowhere and poke you in
the ribs doing... well... hardly any damage at all to be honest.



Sepia (Easy)
Weak Points: Inside the mouth, not that it matters.

Tripod-like things with a big bud-like head, these things are scarsely more
dangerous than the trilid and also tend to make up for it in sheer numbers.
They have two basic attacks. Firstly, they will jump at you. This attack is
easy to predict, as they 'chew the air' with their buds for a few seconds
before leaping. If you're quick, a single machine gun bullet into the glowing
interior of the bud will kill them off. Honestly though they die so easily from
bullets pounded into even their armoured parts that it's not worth doing this
except to show off. The other attack, which I've only witnessed on the later
levels, is that they sometimes shuffle up close, chew the air for a bit then
explode. This is actually quite dangerous, so don't let them stand too close.
It's a pretty rare attack though, and in fact I only saw it about three times
during my initial run through the game. Similarly to the Trilid, the biggest
danger from Sepias is that one will sneak up on you when you're not expecting
it.



Skalt (Medium)
Weak Points: the thistle-like head

This thing can be really annoying if left alone, so kill it quickly if you can.
It looks like a giant thistle with a spikey head and a lashing tendril. It
attacks by firing out dozens of exploding spores in all directions. Although
these don't seem to be aimed as such, because they spread out in a big circle
they are still quite dangerous especially if you're in a VS and thus presenting
a larger target. Fortunately Skalts die pretty quickly provided that you aim
for their spikey heads, although they sometimes lash about quite energetically
making a precise shot difficult. Use a shotgun if you're fairly close to make
hitting the target easier, or a machine gun if you have the chance to pick it
off at range. They're too weak to bother using a rifle on.



Dongo (Medium)
Weak Points: its little stubby tail

This large beetle-like thing attacks either with its powerful forelimbs or by
rolling into a ball and charging at you. When it rolls it's very fast and can
adjust its course a little bit, so be ready to dive out of the way. When it's
not rolling however it is very slow. Wait for it to uncurl then circle around
behind it and unload into its vulnerable tail region. Don't waste your
ammunition on any other part of its body as it's quite well armoured. It also
only ever attacks forwards and can't turn very fast, so if you're behind it
you're safe. The Dongo has an Imago (larger) form, but it's really just a
larger version of the standard Dongo which can take more damage and cause more
damage too, so use the same tactics.

If you're in a hurry or the creature is proving difficult, lob a grenade or
shoot it in the flank with a shotgun. This should stagger it momentarily and
give you a chance to slip around it to get to its Achilles heel. Shotguns at
close quarters work best since Dongos don't turn fast and can only attack in a
forwards direction making it easy to flank them, but unless you're up against
an Imago you're probably wise to stick with your machine gun. These tactics are
most useful when under assault by a lot of Dongos at once. If there's only one
Dongo, you can safely leave killing it until after you've dealt with any other
threats in the area so long as you keep one eye open for its rolling attack.

See also the notes for Mission One, whose boss is a special Imago Dongo.



Chryatis (Medium)
Weak Points: Foreleg Femur, Abdomen

When they're on their own these can be a lot of fun to kill due to their
multiple weak points. They are large, four-legged critters with immensely long
forelegs, a snake-like neck and a habit of hiding under the snow and pouncing
on people. You'll know they are around by their characteristic high-pitched
shriek. They attack primarily with their flailing forelimbs, either by pounding
the ground or by sweeping the area. Their limbs have a huge range too, so if
one rears up, keep your distance.

You have two basic options when fighting a Chryatis. The first, and my
favourite, is to aim for the glowing section of the foreleg, closest to the
body. This part of the leg is also studded with little lumps to help you spot
it. Cause enough damage and you can pop the legs off, vastly reducing its
combat efficiency and hurting it a lot too. Shotguns work fastest if you've got
the ammunition, but the machine gun is quite good enough if you don't want to
waste your shells. Shotguns can also be used to stagger the Chryatis and
interrupt its attacks. Aim for the glowing abdomen, which is exposed to you
when the creature rears up to strike.

The other method for dealing with the Chrystis is to get underneath it. The
creature's long limbs just aren't adapted to striking at foes in that position
and it will have an absolute fit trying to get at you! While you're down there,
aim for the glowing abdomen and empty your clip into it. This is a pretty
efficient method once you're underneath the beast provided that you can get
there in the first place and stay there while you finish the job.



Chryatis (Imago - Hard)
Weak Points: Foreleg Femur, Abdomen

The Chryatis also comes in a larger Imago form (as well as a queen Chryatis
boss which will be dealt with in the appropriate mission write-up later). The
Imago differs from the smaller version not only in size and power but in that
its three weak points are covered in an armoured layer that you will need to
smash off before you can get to them. Any weapon will do this eventually, but
it's a lot quicker if you have a rocket launcher or plasma rifle. Use one of
those to smash the tough chitinous shell away from the weak point then switch
to a more conventional weapon to finish the job. Otherwise the tactics are
exactly the same as for the standard version. Getting underneath it is
particularly useful in this case since it runs fast and quickly close any
distance you try and put between yourself and it, but you may have difficulty
staying there.


Work In Progress - Check Back Soon!

----------------------------------------------------------------

Mission Assistance

Here we'll be taking you through each of the missions one-by-one. The game is
very linear and those data outposts are usually on hand to point you in the
right direction so precise directions won't be given. Nor will we go into
detail the various target points that you have to hit to earn those ellusive
achievements. This part of the FAQ is more about getting you through the levels
with your skin intact so that you can enjoy the later levels. This FAQ was
written using Normal difficulty as a guide.



Mission Zero (Tutorial)

the game's introduction. This shouldn't need an FAQ to itself as it's more of a
tutorial than an actual mission. You don't even need to kill anything if you
don't want to. Just one word of warning - you're not invincible! Keep moving,
as there are certain points in the level where you can be killed arbitrarily if
you hang about. In particular, run like hell when crossing the covered bridge
overlooking the area where you first encounter Green Eye, as he'll run straight
through it and kill you if you hang around for too long.



Mission One

This is a simple mission with few nasty surprises. To begin with, you'll
probably want to gun down the two storage tanks ahead of you to grab yourself
some thermal energy. Then, jump into the VS and pedal around the corner. There
are two spawners mounted on the wall of the tunnel ahead that you should take
out first, then you can mop up the critters they have spawned. Don't run
through the tunnel until you've finished though as there is a Chryatis waiting
in ambush under the snow. Once you've killed it, hop out of your mech, grab the
shotgun if you want it, and continue into the bunker. Note: there's also a
target mark inside one of the wrecked cars just before the ice tunnel. Shoot it
open with your mech and you should see it spinning away, half buried. You don't
have to dig for this one, just shoot it to grab it.

This bunker is full of Sepias. They're weak as poop but there are a lot of 'em.
I usually lob grenades around a bit to thin the numbers slightly then go
straight for the spawn points with a shotgun. Remember, only kill the critters
when the spawn points are gone or if they are getting in your way. Don't miss
the spawn point in the ceiling either. First time I played I didn't notice it.
It still didn't kill me 'cause these critters really are THAT wimpy, but still.
Once you've cleaned the place out, take a quick tour around to collect the ammo
and grenades in there and activate the data post in the middle of the room for
a TE boost. Then it's out of the other door and onward.

This next outdoor area contains nothing much of interest appart from a buried
rocket launcher (I'd rather have the shotgun and machine gun) and a target
marker behind the large round barrels. Run through to the warehouse. Kill all
of the Sepias and take out the spawn point from the doorway, because there's
another Chryatis ambush in here and you don't have a mech. The easy way to take
care of this is to climb one of the sets of stairs nearby and shoot down on it
from on high, since its attachs can only hit targets at ground level. There's
also another target marker at the top of the stairs on the far right hand side.
Kill, cleanse and continue. You'll have to shoot the doors out at the back, or
just shoot the barrel adjacent to blow them out.

Out here there are a bunch of those Dongo things, just first instar ones by the
look of 'em. You'll get two of 'em more or less immediately and a third when
you head for the slope at the other end. Dispose of the first two before
continuing as three at once can be a bit annoying. Once they are gone, use your
grapple to climb up to the datapost and activate it, then follow the guiding
light up the valley being careful not to fall into a crevasse. There are two
more Dongos here, which you can either circle around and shoot to death as
usual, lure off the edge of a cliff or if you fancy a bit of a gamble, shoot
out those boulders that your friend mentioned. This will cause a mini-avalanche
that can cause a lot of damage if it hits, but be sure you're well out of the
way because they are tricky to avoid. Continue up the slope and you will
eventually reach the Akrid hive proper - step to one side of the entrance to
avoid the sudden swarm of Trilids that swarm out of it when you approach. Once
that's abated (shoot or ignore the Trilids as you wish, they are no more than
an annoyance) slip into the cave.

You can in fact ignore pretty much everything in here if you're in a hurry and
just run through to the finale, but if you're in a killing mood it's best as
ever to start with the spawn points. There's two on the bridge right in front
of you as you enter. It's actually less annoying to just shoot the trilids as
there are a LOT in here and they die real easy. If you are going for the target
markers, there's one in an alcove down on the floor of the cavern below you.
Once you're done down there, return to the entrance and cross that bridge I
mentioned before. At the far end, jump down to your left then turn to look
under the bridge. There's your last target mark. Carry on underneath the bridge
and follow the path around past the large honeycomb-like structure. Destroy the
two spawners and their spawn and you can grab the data post at the end. Once
that's activated  turn around and come back on yourself. You should see a
bridge made out of spider silk heading into the honeycomb. That's the way
onward, to your first Boss Battle!

BOSS BATTLE #1: Dongo Imago

This guy is pretty much exactly like the standard Dongos, but because he's in a
circular cavern he can climb the walls when he does his spinning attack and
come at you from an unexpected angle. Use the same tactics as a normal dongo.
Avoid his rush, circle behind him and shoot him in the tail. Sometimes when he
rolls around the inside of the cave he causes large rocks to fall down too, but
so long as you keep moving they probably won't do a whole lot of damage. This
boss is actually pretty weak and doesn't take a whole lot to kill. You can kill
him entirely on foot without too much trouble, although it's quicker if you use
one of the VS units provided. What the heck is that thing doing in here anyway?
Do the bugs milk the things for Thermal Energy like ants and aphids or
something? Oh well!



Mission Eleven - the Final Boss Battle!

I wrote this part of the FAQ first, because damnit this mission is annoying and
I expect some people will want a bit of help right now! First things first, the
information on this VS that they give you is incomplete. If you quickly pull a
trigger, you get a brief ranged attack that is UTTERLY USELESS against the boss
character. Similarly there is no point in holding down the X button to fire
your vulcan laser and expecting it to do any good. The trick to completing this
horrible stage is charging up your left and right trigger attacks. hold the
trigger in for a second or two - it doesn't take long - and you will perform a
slashing attack that produces not only a projectile but also an immense energy
blade from the end of the associated limb. This is a vital skill to master, so
have a practice now to get used to it!

Now, ascend the shaft. You can vulcan the annoying insects for the pleasure it
brings, or just ignore them and fly up as fast as possible. You will not come
across the final bad guy and his base thing. The base does fire lasers and
stuff, but in all honesty it is 't worth trying to kill it (which involves
shooting out all the yellow disks on the revolving sections, and doesn't seem
to do anything impressive anyway). Remember that this suit you are in is very
power hungry - look how fast your energy is dipping - and there is no way to
refill. Ignore the station and go for the robot!

BOY this guy is annoying! The more you damage him, the more attacks he gets
access to. At first he will fly at you in a kind of spaceship form. As time
progresses he might strafe left and fire a machinegun laser at you - strafe
rapidly yourself and you should avoid the worst of it. Next he will start
launching homing missiles. You should outrun these as they can soon wear your
health down if ignored. You can sometimes shoot them down with your vulcan
laser too, so fly backwards shooting at them. Once the missiles are gone is
usually the best time to attack the enemy robot, but look out for other
opportunities too. Another thing he often does is glow white like he's about to
explode. I dont know if this does damage or not, but it seems to sometimes so
it's best to avoid him if he does that.

After a given amount of time, he'll suddenly obtain a floating gun. When he
gestures in your direction, this thing will turn toward you and fire a spread
of between three and five long-range lasers. Try and predict where they are
going to be and fit between them, and keep your distance if you can. Finally,
he will gain a second orbiting weapon. This thing can kill you practically
instantly, so avoid it like the plague! It usually appears on your right hand
side as you look at him, so keep to his left. The beam stays on for long
periods of time, does hella damage, oscillates up and down and is very
difficult to get past without being hit. Did I mention the massive amounts of
damage it does too? Yeah. Keep away from it. Circle constantly to his left to
prevent him from bringing it to bear on you, and just pray that this is enough.

The worst thing about this guy is that he doesn't always evolve his attacks in
the same order and he mixes up his strategies to keep you off guard. The
formula I give above seems to be the general template, but it does change!
Sometimes he'll get the cutting laser before the splitting laser, or wear it on
the other shoulder for a change. Sometimes he'll do a dashing strafe when
you're expecting a missile or vice versa. All you can really do is hope and
keep on trying.

So how to defeat him? It's hard, so expect to die a few times. First of all
avoid his attacks by circle strafing around him. When he fires his missiles,
shoot them down then head straight for him. Charge up a right trigger attack
and, when you're coming close to him, unleash it. You're aiming for the attack
to swing and hit him just as he comes within range of it, so you'll have to
release a second or so before you reach him. If timed correctly, the plasma
blade will hit his VS and cause a healthy splat of damage to his health bar,
knocking him back a ways. Repeat this process until he dies.

NOTE: if anyone knows an easier way, or what that bloody space station is
actually there FOR and why you can shoot out its lights when it seems to have
no effect on how difficult the level is, please let me know!
Mercredi 19 septembre 2007
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Passwords

Different Characters

Enter the following password to unlock the characters for purchase in Free Play Mode.

Password Effect
UCK868 Beach Trooper
BEN917 Ben Kenobi's ghost
VHY832 Bespin Guard
WTY721 Bib Fortuna
HLP221 Boba Fett
BNC332 Death Star Trooper
TTT289 Ewok
TYH319 For white beard Extra
YZF999 Gamorean Guard
NFX582 Gonk Droid
SMG219 Grand Moff Tarkin
YWM840 Han Solo with hood
NXL973 IG-88
MMM111 Imperial Guard
BBV889 Imperial Officer
VAP664 Imperial Shuttle Pilot
CVT125 Imperial Spy
UUB319 Lobot
SGE549 Palace Guard
CYG336 Rebel Pilot
EKU849 Rebel Trooper from Hoth
NBP398 Red noses on all characters
CL4U5H Santa hat and red clothes
GBU888 Skiff Guard
NYU989 Snowtrooper
PTR345 Stormtrooper
HHY382 The Emperor
HDY739 TIE Fighter
NNZ316 TIE Fighter Pilot
QYA828 TIE Interceptor
UGN694 Ugnaught
NAH118 Unlock Greedo
JAW499 Unlock Jawa
YDV451 Unlock Sandtrooper
PEJ821 Unlock Tusken Raider

Contributed By: sephirosuy, pool of jello, chods70, Cybro_Camel

Unlockables

Achievements

Complete each of the following achievements below to get the allotted gamerscore.

Unlockable How to Unlock
Bespin - undefeated. (20) Complete Bespin without dying.
Bounty Hunter missions complete. (40) Complete all of the Bounty Hunter Missions.
Carkoon - undefeated. (20) Complete Carkoon without dying.
Cloud City Trap - undefeated. (20) Complete Cloud City Trap without dying.
Dagobah - undefeated. (20) Complete Dagobah without dying.
Death Star Escape - undefeated. (20) Complete Death Star Escape without dying.
Death Star II - undefeated. (20) Complete Death Star II without dying.
Echo Base - undefeated. (20) Complete Echo Base without dying.
Endor - undefeated. (20) Complete Endor without dying.
Episode IV complete. (50) Complete all six levels in this Episode in Story Mode.
Episode V complete. (50) Complete all six levels in this Episode in Story Mode.
Episode VI complete. (50) Complete all six levels in this Episode in Story Mode.
Facon Flight - undefeated. (20) Complete Facon Flight without dying.
Game 100% complete. (180) Complete everything in the game.
Game 20% complete. (20) Complete 20% of the game.
Game 40% complete. (40) Complete 40% of the game.
Game 60% complete. (60) Complete 60% of the game.
Game 80% complete. (80) Complete 80% of the game.
Hoth Battle - undefeated. (20) Complete Hoth Battle without dying.
Jabba's Palace - undefeated. (20) Complete Jabba's Palace without dying.
Jedi Destiny - undefeated. (20) Complete Jedi Destiny without dying.
Jundland Wastes - undefeated. (20) Complete Jundland Wastes without dying.
LEGO City complete. (50) Complete the LEGO City level.
Mos Eisley - undefeated. (20) Complete Mos Eisley without dying.
Rebel Attack - undefeated. (20) Complete Rebel Attack without dying.
Rescue the Princess - undefeated. (20) Complete Rescue the Princess without dying.
Secret Plans - undefeated. (20) Complete Secret Plans without dying.
Secret Plans level complete. (20) Complete the first level of the game.
Speeder Showdown - undefeated. (20) Complete Speeder Showdown without dying
Mercredi 19 septembre 2007
publié dans : xbox 360 guides commentaires (0)    créer un trackback créer un trackback
par yagami ajouter un commentaire
<><><><><><><><><><><><><><><>
Table of Contents
<><><><><><><><><><><><><><><>

I.     Updates
II.    Introduction
III.   Legal
IV.    Story
V.     Controls
VI.    Characters
VII.   Items
VIII.  Move List
IX.    Walkthrough
1.  Thorn's Castle
2.  Enchanted Castle
3.  Badlands
4.  Forgotten Forest Glade
5.  Forgotten Forest Dungeon
6.  Badlands
7.  Mountain Falls
8.  Water Dungeon
9.  Badlands
10. Snow Village
11. Badlands
12. Snow Dungeon
13. Forgotten Forest
14. Swamp
15. Thorn's Pass
16. Thorn's Airship aka Airship Battle
X.     Elemental Fruit Locations
XI.    Riddle Signs
XII.   Elixers of Life Locations
XIII.  Crystal Eyes
XIV.   Unlockables
XV.    Achievements
XVI.   Credits
XVII.  Contact Info
XVIII. Allowd Sites

<><><><><><><><><><><><><><><>
I. Updates
<><><><><><><><><><><><><><><>

December 16, 2005 :

Remodled dividers, added new section: "Riddle Signs", new allowd website
spaced out walkthrough better, changed mispelled areas, added Forgotten Forest
Glade, added Forgotten Forest dungeon, added a bunch more fruit, added more
elixirs

December 15, 2005 :

Spelling errors, Allowed sites section

<><><><><><><><><><><><><><><>
II. Introduction
<><><><><><><><><><><><><><><>

Hello, this is a guide for those fortunate to own
a Xbox 360 and own Kameo. This will go through the
details from level to level and also go over the basic
story and know how of the game. I hope this game was as
enjoyable as it was for me.

<><><><><><><><><><><><><><><>
III. Legal
<><><><><><><><><><><><><><><>

This FAQ is (c) Copyright 2005 to Ryan McKeon, also known as StryderOmega.
This is for personal use only; you may not put this on your site or use it
to make a profit. If you do wish to use this FAQ, contact me at my mail
and I will consider it. Do not distribute this document, or alter it in
any way shape or form. It can be printed out for personal private use
only.

Please contact me if you found this FAQ on a site other than
GameFAQs.com, Cheatcc.com, 1up.com, cheathappens.com, Neoseeker.com

<><><><><><><><><><><><><><><>
IV. Story
<><><><><><><><><><><><><><><>

Trolls, as everyone knows, are nothing but trouble.

Long ago, so the tribal elders say, they were welcome inside Elfin borders.
But while other tribes respected the leadership of King Solon and his Elves,
the Trolls decided that there was more to be said for sheer physical size
and aggression than wisdom and magical trickery. And so it was that Thorn,
by far the strongest of his generation, rose quickly through the Troll
ranks to become their own King.

Nobody suspected that behind Thorn's impressive size was a mind to match,
and he took advantage of this blindness to begin conquering the other tribes.
Perhaps King Solon could have seen what was happening, but as fate would
have it, he was away on the traditional quest of the Elfin Royal line - the
search for the Elemental Warriors, living natural forces gifted to the Elves
in a time long past.

Since the day that those Warriors were seized by a higher power and scattered
to the winds, the Elves had been duty-bound to seek out and return them to
the pages of the fabled Wotnot Book. Solon was even more determined than most
since he had inherited the Element of Power, which granted its wielder the
ability to take on the forms of the Elemental Warriors themselves.

In times Solon returned to his Kingdom in triumph, where he discovered
Thorn's actions and used the power of the Warriors to vanquish the Troll
King, sending his treacherous race into exile. Sadly that day would bring
curses and blessings in equal measure, as King Solon also vanished in
the wake of battle. His fate would be anxiously disputed for years, but
nobody could ever say for sure what had happened.

History moved on, and Solon's wife Theena was left to rule the Kingdom
with what remained of her family. At least there was peace once more
in the tribal lands, and while some said that Thorn had not been killed,
merely somehow confined, these doubts were not enough to keep folk
from falling back into the simple pleasures of everyday life.

Eventually attention turned to Kameo and Kalus, blossoming daughters of
the Elfin Royal Family. All in the Kingdom knew that when they
reached adulthood, one of these two Princesses would claim the throne,
the Kingdom itself and the Element of Power, that which once
commanded the Elemental Warriors and tamed the most infamous Troll
of all. Surely such things could only bring joy...

So we open to the cut scene of Kameo running across the closing draw
bridge escaping from Trolls. Her evil sister Kalus has reawakened
the Troll King Thorn and captured the royal Family. And that is
where the guide begins...

<><><><><><><><><><><><><><><>
V. Controls
<><><><><><><><><><><><><><><>

L Trig + R Trig   Character-Specific attacks and abilities
Left Thumb stick  Move Kameo; Aim projectile; Click to toggle map on/off
Back Button       Access Options menu; Resume game
D-PAD             Adjust cameras distance (up/down); Navigate menus
Right Tumb stick  Rotate and pitch camera; Click to enter/exit first-person
Start Button      Check Wotnot Book; Resume game
A Button          Action (context); Morph to Kameo; Scroll text; confirm option
B, x, Y Button    Morph into Warrior (hold down for Warrior Wheel)
Xbox Guide        Opens Xbox 360 profile blade

<><><><><><><><><><><><><><><>
VI. Characters
<><><><><><><><><><><><><><><>

Kameo:

The younger of the Queen's heirs, Kameo's confidence, competence and
honesty has sealed her destiny as successor to the throne. Even
with her morphing powers still in their infancy, Kameo's
determination and courage are second to none

Kalus:

From a selfish child to a spiteful adult. Kalus burns with
resentment at Kameo's popularity and charm. Overlooked as the
rightful heir to the Element of Power, rage has led her to
dedicate all her malice and magic to the quest for retribution.

The Mystic:

Although her attitude and apperance may be a little rough
around the edges, the Mystic's Sight makes her a useful ally
in Kameo's quest. The Princess and the crone may seem an unlikely
partnership, but they'll both have to learn to adopt...

Ortho:

Kameo stands to learn a great deal from Ortho (if she can bear
his pompousness) as her path winds into distand and unfamiliar lands.
Firmly enchanted into the Wotnot Book, the irritable wizard will
always be on hand to offer advice.

The Ancestors:

Boisterous Lenya, courageous Halis and wizened old Yeros - Kameo's
three Ancestors have fallen under Thorn's control, along with Queen Theena
herself. Will her mother's decision to favor Kameo tragically prove the
undoing of them all?

Warrior Trainer:

Although his principal duty is to train the elite Elfin fighters, this
calm, commanding figure will also test Kameo's resolves for that quest ahead.
Palace gossip suggest that he may be financing himself with secret enterprises
out on the Badlands.

Farron:

The masked stranger's identity and motives are unknown, through the soldiers
speak in awe of his Troll-slaying skills. As he steps up to lead the Elves
in place of Kameo's kin, this man of mystery's place in history will soon be
revealed.

Thorn:

Sealed in stone at the end of an historic life-or-death struggle, Thorn-
self-appointed King of the Trolls- now finds himself free to cause havoc
once more. This time, only the annihilation magic and total mastery of
the tribes will satisfy him!

Pummel Weed:

A hot-headed boxer with a long reach and a short temper. Any Troll still
standing after a combo should watch out as Pummel rears up from the earth for
the knockout blow.

Rubble:

With strong magical bonds ensuring that all body parts return after
an attack, Rubble can hurl rocks to stun targets from a distance or simply
self-detonate in a tight spot.

Ash:

A hot-blooded and hungry dragon, Ash's fireball blasts will drive off all
but the most fearless foes - in particular anyone raising the touchy
subject of those undersized wings!

Deep Blue:

While tentacles may not be best suited to movement on land, Deep Blue's
twin jet streams pack similar stopping power to the torpedoes that can
be fired underwater.

Major Ruin:

Passed down to Kameo along with the Element of Power, the heavily armored
Major Ruin is keen to stretch those muscles and prove that there's life in
the old warhorse yet.

40 Below:

When 40 Below gets worked into a spin, entire hordes of Trolls can be
mopped up with ease. Stragglers are considered fair game for a snowball
flung with bone-breaking force.

Snare:

Few things are big or fast enough to escape there mighty jaws, and once
caught, enemies make good ammunition - if Snare can resist the temptation
of a good hard bite.

Chilla:

Not one for subtle methods, Chilla is a born brawler. This single-minded
yeti is equally happy launching spear into the fray from afar or clubbing
one Troll unconscious with another.

Flex:

The most agile of the Warriors, Flex's versatile form can make light
work of seemingly impossible feats, such as clearing wide ravines
or skating unaided across bodies of water.

Thermite:

Don't be discouraged by Thermite's size, as the lava bombs launched
from this Warrior's fiery cauldron can destroy some of the toughest
obstacles in Kameo's path.

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VII. Items
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Hearts:

Usually found at the spot where a Troll is put out of its misery,
these appropriate pick-ups will restore some of Kameo's energy.

Runes:

The closest thing to a common currency amongst the tribes. Should
Kameo be unable to talk others into helping her, she may have to resort
to some old-fashioned shopping.

Elixir of Life:

One of the Mystic's more exotic potions, this Elixir actually increases
the maximum energy levels of Kameo and he Elemental Warriors.

Elemental Fruit:

Kameo can use this Elfin delicacy to unlock dormant techniques within
the Warriors. But choices must be made carefully as Elemental Fruit are
extremely rare!

Crystal Eyes:

The power of these relics lies in the enhancement of natural abilities.
Kameo can use them to boost her combat prowess, at a cost. Legend states
that Crystal Eyes are hidden in and around the Enchanted Kingdom...

Rune Pouches:

Can be bought at local shops at the cost of runes. It will increase the
size of the amount of runes you may hold at once.

Fruit Finder Newsletter:

A "Newspaper" for giving clues on where you can find Elemental fruits.
Can buy one in every town.

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VIII. Move List
<><><><><><><><><><><><><>

---------------------------------------
Pummel Weed
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MOVE                    WHAT IT DOES

Jab (Left)            - Punches with left hand
Jab (Right)           - Punches with right hand
Weed Creeper          - Avoid certain attacks or Obstacles by going underground
Shredder   &