======================================================================
GUARDIC GAIDEN / THE GUARDIAN LEGEND
- Nintendo Famicom / Nintendo Entertainment System -
======================================================================

The Guardian Legend Copyright 1988 Compile, Irem, & Broderbund

Spherelander Videogame Strategy Guide Series #04 - Version 1.5
Copyright 2000-2002 Faididi (faididi@hotmail.com)
This strategy guide is intended for private use only. This, including
any part of it, may not be copied or distributed for personal gain
without the author's permission.

This document contains about 43570 words.
If what you get is significantly different, somebody might have
tampered with this document (probably by cutting out the copyright
information and walkthrough credits). While I can't do crap about
it (except complain), you should care in the event some important
gaming data have been accidentally removed or if there has been an
error in downloading this guide. If you still give a damn, e-mail
me to inform me that something funny's going on.

---------------------
[0.0] VERSION HISTORY
---------------------

Version 1.5 (Winter'02 Special Edition)
Updated - 12 31 2001 Monday - New Year's Eve
New Feature(s):
- Added a note for the Fatal Score bug.
- Cleaned up some wording and mistakes.
"The Guardian and friends wish for another wonderful New Year...."

Version 1.4 (Autumn'01 Cheater's Edition)
Updated - 09 22 2001 Saturday - Autumnal Equinox
New Feature(s):
- Corrected the Item Award Score System for TGL Mode. Again.
- Added the original Prologue from the Japanese version.
- Added a couple RAM address cheats.
- Detailed the problem about the Game Genie "Shots" code in Area 6.
"...."

Version 1.3 (Summer'01 Edition)
Updated - 08 03 2001 Friday - A very special day...
New Feature(s):
- Added the GamePak Code.
- Added some reference material to the Credits section.
"...."

Version 1.2 (Summer'01 Edition)
Updated - 06 21 2001 Thursday - Summer Solstice
New Feature(s):
- Corrected the Item Award Score System in the TGL Mode section.
"...."

Version 1.1 (Spring'01 Edition)
Updated - 05 28 2001 Monday - Memorial Day
New Feature(s):
- Added a section devoted to the TGL Mode.
- Cleaned up some wording and mistakes.
"...."

Version 1.0 (Winter'01 Edition)
Updated - 12 31 2000 Sunday - New Year's Eve
New Feature(s):
- N/A
"From the Guardian & friends, hoping for a wonderful New Year."

---------------------------
[0.1] CARTRIDGE INFORMATION
---------------------------

Developer: Compile
Producer : Irem
Publisher:
 Japanese: Irem
 American: Broderbund
GamePak Code:
 European: NES-GD-NOE
 American: NES-GD-USA
Release Date:
 Japanese: February 05 1989
 American: April 1989
Dimensions:
 American:
  Length: 11.9 cm
  Height: 13.4 cm
  Width:  01.6 cm
  Memory Size: 128 KB
  Mapper: 2 (UNROM)
Cover Art:
 European:
  An alternate version of the Guardian stands on some rocky alien
  terrain, laser rifle in hand, gazing upwards at Naju. Instead of
  the red flight-armor she wears in the game, her body (excluding her
  face) is completely sealed in an interesting shiny metallic suit.
  (Perhaps Seana's Silver Spirit-Circuit Armor from Sony's
   Elemental Gearbolt is modeled after this new Guardian!)
 American:
  An ominous pair of alien eyes float in the blood-orange sky,
  staring forth over a barren landscape plugged with craters and
  scorched by lightning. Blue flames shoot out from the eyes as
  the expression of a second, serpentine head between the eyebrows
  seems to mock you. Whoa - this guy's definitely not human!

--------------
[0.2] FOREWORD
--------------

  They just don't make videogames like the Guardian Legend anymore.
Many titles today form a sea of crap that offers bland gameplay
and zero innovation. Almost all the originality came from the stuff
during the dawn of the industry, when developers were searching for
the true meaning of the "videogame." Hell, they didn't know what it
was, but they tried, and they tried hard. Everything now is only a
rehash of concepts that already exist in earlier games, providing you
look around enough. If you haven't played enough of those old titles,
go back and spend some more time with them - you'll be amazed! Doing
so will let you see the sorry state of current games, and though you
may be greatly disappointed by the present lack of real ingenuity, at
least you'll know better than the common gamer who thinks he's never
seen any of it before.

  I hope you will enjoy using this guide. Yes, sometimes I talk as
though I know everything. Yes, I alter some names of characters and
objects. And, yes, I curse. But I can bet on the effectiveness of
the strategies presented here, and that's what this is all about.

  Game on.

                               - the author, New Year's Eve 2000, 2001


======================================================================
======================================================================

INDEX

I.   Background Info
      [1.0] Version Differences
      [1.1] Death from Beyond (the story - what this mess is about)
      [1.2] Handling Your Flight-Armor (the controls)
      [1.3] Aliens & Artifacts (the items and structures)
       [1.3.1] Modes
       [1.3.2] Locations
       [1.3.3] Structures
       [1.3.4] Items
      [1.4] Choose Your Weapon (the weapons)
      [1.5] General Hints

II.  In & Out of Naju
      [2.-] Introduction
      [2.0] Area   0: Central Hub
      [2.1] Area   1: Marine Area A
      [2.2] Area   2: Marine Area B
      [2.3] Area   3: Floral Area A
      [2.4] Area   4: Floral Area B
      [2.5] Area   5: Tundra Area A
      [2.6] Area   6: Tundra Area B
      [2.7] Area   7: Flesh Area A
      [2.8] Area   8: Flesh Area B
      [2.9] Area   9: Desert Area A
      [2.A] Area  10: Desert Area B
      [2.B] Escape!
      [2.C] Final Battle

III. The End
      [3.1] Epilogue & Game Credits
      [3.2] The Secret Mode

IV.  TGL Mode
      [4.1] Special Differences
      [4.2] Corridor Order
      [4.3] Item Award Score System

V.   Extra Chips (Miscellaneous Data)
      [5.1] Passwords
       [5.1.1] The Ultimate Password
       [5.1.2] Progressive Passwords
       [5.1.3] The Secret Password
       [5.1.4] Bug Passwords
      [5.2] Secret Debug Options & Bugs
       [5.2.1] Sound Test
       [5.2.2] View All Messages
       [5.2.3] Fatal Score
       [5.2.4] Power Chip Cloning
       [5.2.5] Escape from Minibosses
       [5.2.6] Walk through Walls
       [5.2.7] Purchase All Shop Items
       [5.2.8] Multiply Item Pods
      [5.3] Quick Reference
       [5.3.1] Area Access Requirements
       [5.3.2] Corridor Gate Seal Solutions
       [5.3.3] Power Chips & Power Levels
       [5.3.4] Shield Units & Scores
       [5.3.5] Maximum Chip Values
       [5.3.6] Boss Battle Strategies
      [5.4] Labyrinth Map
      [5.5] RAM Address Cheats
      [5.6] Game Genie Codes
      [5.7] Game Evaluation
      [5.8] Really Small Details

VI.  Credits

======================================================================
I. BACKGROUND INFO - Things you should know by now or later.
======================================================================

-------------------------
[1.0] VERSION DIFFERENCES
-------------------------

The Japanese and English versions of the Guardian Legend are roughly
the same. Here is a list of the differences between the 2 versions:

- The language used is not the same (obviously). The Title Screen
  graphics and the text dialogue have been translated into English
  from Japanese extremely well by Broderbund. Great work, guys!

- The Prologues, though they are in English in both versions,
  do not say the same thing. While the Japanese Prologue has
  correct spacing (you have to watch those commas!), it just
  doesn't sound right grammatically.

- The Ending Movies are dissimilar. While the Japanese
  Ending has the Guardian sitting around in one spot, its
  English counterpart has her moving. The difference here
  is rather minor, so don't lose too much sleep over this....

-----------------------
[1.1] DEATH FROM BEYOND
-----------------------

"Never before has evil come so close...."
                                - Sir Steve Newton, Witchaven 2 team
                                    (Capstone - February 28, 1996)


  A bit into the future, things are going on nicely. Earth is
pretty peaceful, and people are generally happy. But something's
gotta give someday, so a special (and probably very secret) project
was started to keep us safe in case anything really bad shows up.

  Well, screw me up the ass, because something nasty does appear!
From a distant alien world comes a giant space station zooming
directly towards Earth. Unless somebody stops it, this moon-sized
facility will crash into us and turn everything into space sheee-yit.

  Okay, so here's where that wonderful project shows up. A living,
breathing human person will strap herself into a super-advanced suit
of flight-armor, blast off towards our little problem, and then find
some way to save us all. Being able to function in any environment,
her flight-armor will be helpful for: 1) getting into the damn space
station, and 2) fighting anything that might be inside the damn space
station. Naturally, this person is called the Guardian, because she's
the "Guardian of Earth."

  Shortly into the game, our protagonist discovers that this facility,
called Naju, was originally intended to be nothing more than a home,
maybe even a research center, for the aliens. (This isn't much of a
spoiler; if you can't make your way up to this point, stop playing
immediately and get yourself some serious help.) However, Naju
encountered evil beings who have invaded it and have killed the
entire crew onboard. No pilots means no navigational control! At
least messages have been left behind so anyone who enters Naju will
know what's going on. (Well, how else will we learn what's up?)

  Okay, here's what the Guardian can do. Naju may be primed
to self-destruct, and Earth is still far away enough so the
resulting debris won't pummel it. She only needs to activate
10 switches and then get out.

  Thankfully, the Guardian is not alone. Among the evil denizens
of Naju are some friendly round creatures called Blue Landers
and Red Landers. When she finds them, they will upgrade her
flight-armor. A particularly big Blue Lander (a.k.a. Randar) also
appears in certain rooms to offer extra aid. With the help of
the Landers, our courageous protector undertakes what will be
known as "The Guardian Legend."

--------------------------------
[1.2] HANDLING YOUR FLIGHT-ARMOR
--------------------------------

"Venkman, shorten your stream - I don't want my face burned off!"
        - Egon Spengler, from "Ghostbusters" (Columbia Pictures)


Q. What is the flight-armor?

A. It is a special suit of armor that functions in any environment,
   including space. Using the most advanced technology Earth has to
   offer, it lets its user walk or fly through virtually anywhere.
   It is also capable of functioning with unknown technology, allowing
   the proper usage of weapons that are created from worlds beyond.
   By picking up a weapon for the first time, the Guardian will be
   able to equip it. By picking up more of the same weapon, that
   weapon will become upgraded.

   A self-contained, full life-support system is projected around
   the user within the protective Shields. While the Shields can
   withstand a reasonable amount of punishment, the flight-armor is
   nevertheless a very delicate piece of equipment. A single, direct
   hit to the flight-armor will destroy it, along with the user, so
   a close eye must be kept on the Shields at all times.

Q. Who is the Guardian?

A. She is the "Guardian of Earth," and the game's events will
   be known as "The Guardian Legend." Details are sketchy due
   to severely restricted access to the highly classified Guardian
   project, but extrapolations from field observations suggest
   that the Guardian is quite human, although probably not in the
   normal sense. She may have been genetically engineered to work
   specifically with the armor, not as a living piece of circuitry,
   but rather as an extremely effective operator through the use of
   what might be bio-neural links with the suit. This is merely a
   hypothesis, and further proof is required for confirmation. (The
   author's really having fun right now with all this fancy crap.)  ;)

   The Guardian has no real name, or at least it's not mentioned
   in the game. Sorry, guys.

Q. What are the freakin' controls to this thing?

A. I thought you had the instructions manual...:

 D-Pad  - Moves the Guardian around relative to the
          screen in the 8 cardinal directions and
          moves the cursor on the menu screens.
 B      - Fires the primary weapon (Pulse Laser Blasters),
          goes on to the next page of text during messages, and
          enables the Password Output Cursor on the Password
          Screen to be moved (hold B while pressing the D-Pad).
 A      - Fires the secondary weapon (special weapons) and
          enters a character on the Password Screen.
 Select - Pauses the game and calls up the subscreen.
 Start  - Pauses the game only. (Great for taking photos!)

 Note: Controller 2 can also be used to play this game!
       Except for the Start and Select Buttons, Controller 2
       works just like Controller 1. Unplug this second Controller
       if you don't want someone else to mess with you while
       you're playing. (Pressing opposite directions on the same
       or different Controllers will cancel all movement. If you
       manage to press Left and Right simultaneously on a single
       Controller, for instance, the Guardian will not move. The
       same goes for pressing Up on Controller 1 while pressing
       Down on Controller 2. You're getting all of this, right?)

Q. How the hell do I read this?

A. The Guardian's status is indicated along the bottom of the screen
   in the convenient Status Bar. By pressing Select, the subscreen
   will pull up. More information will be displayed, and you can
   equip a special weapon. Here's a list of what everything means:

  SC - Score
   Destroy enemies to gain Points. When you earn certain amounts
   of Points, your maximum Shield Units will increase. Check the
   Quick Reference section to see the exact Point values required
   to increase your Shield capacity. There is enough space to
   display 7 digits, or Scores up to 9999999 Points (actually,
   the ones digit is always 0, because all the Points come in
   multiples of 10). Scoring 10 million Points or more might
   be very, very bad for the game. Check out the Secret Debug
   Options & Bugs section to find out why.

  CHIP - Power Chips
   Nearly every special weapon consumes Chips. Try to carry as
   many Chips as you can, so you don't have to worry about running
   out of ammo. Also, the more Chips you have, the more shots you
   can fire at a time with your Pulse Laser Blaster.

  SHOT - Shots Remaining
   Each special weapon uses up different amounts of Chips. This value
   tells you how many more times you can shoot or the seconds of fire
   you have left for your current special weapon, at the amount of
   Chips you presently have. (Weapons like the Plasma Turret, Wave
   Cannons, and Plasma Shield define their Shots in seconds of fire.
   Weapons like the Grenade Launcher, Fusion Cannon, Repeller, and
   Enemy Eraser define their Shots as the number of times you can
   pull the trigger.) Also, this display will never exceed 255, even
   though you may have more Shots in actuality. This problem is due
   to the inherent design of the data type used to store this value
   (it's similar to the 255 limits in the Legend of Zelda, Metroid,
    and several other early games).

  (Heart Symbol) ## (Blue Bar) - Shields
   The filled-in, blue portion of the meter represents the Shield
   energy remaining, with tiny marks indicating fractional values
   (each Unit is subdivided into halves and quarters). The number
   between the heart and the blue bar is a numerical display of the
   same energy, rounded up. Any attack on the Guardian will drain
   off some Shields, depending on the nature of the attack. The
   Guardian is destroyed only when she receives damage at 0 Shields.
   Any attack on her as long as she has some Shields will never
   kill her, only draining them to zero in the worst case. The
   flight-armor can attain a maximum of 32 Shield Units, although,
   due to limited screen space, only up to 24 Units can be displayed
   in the blue bar. When in doubt, cross-check with the numerical
   value!

  AREA - Current Area
   The Area the Guardian is presently located in will be displayed
   here. Naju is divided into 11 Areas, numbering from 0 to 10.

  X## Y## - Map Coordinates
   Naju's Labyrinth consists of several screens and roughly
   represents a square board when projected onto a 2-dimensional
   plane. The Guardian's current position, relative to the map,
   is shown here as numerical coordinates. Unlike the standard
   mathematical Cartesian Coordinate System, the Y values are
   inverted, increasing as the Guardian moves SOUTH, not north!
   The X values, however, are normal and increase as the Guardian
   moves east.

  (Map) - Map Display
   The Labyrinth's screens are shown here. As you collect Keys,
   more Areas will appear. Your current position is represented by a
   rapidly flashing square with a blue outline and a white interior.
   Gates leading to unconquered Corridors are marked by slower
   flashing squares with white outlines and red interiors.

  KEY - Keys Obtained
   The Keys you've collected are shown here. There are 7 in all.

  CHIP MAX - Maximum Amount of Power Chips
   This value represents the highest number of Chips you can carry
   at present. You may increase this by finding Red Landers. Check
   the Quick Reference section to see how this value increases.

  ATTACK - Pulse Laser Intensity (Attack Level)
   The number of Blaster Pistol icons represent how powerful each
   of your Pulse Laser bursts are.

  SHIELD - Shield Absorption Capability (Defense Level)
   The number of Defense Shield icons represent how effectively
   your Shields can absorb enemy damage. The higher the Level,
   the less Shields you'll lose per blow. (Keep in mind that
   this does NOT affect the maximum number of Shield Units!)
   You also deal more damage to enemies when your Defense Level
   is higher, but this difference is often too minimal to be
   significant.

  WEAPON POWER - Special Weapon Power Level
   The highlighted special weapon's Power Level is shown here.
   The higher the Level, the faster and stronger the weapon becomes,
   but beware, as it'll consume more Chips too. A Level 1 weapon is
   color-coded blue, Level 2 green, and Level 3 red.

  USE CHIP - Chips Consumed per Shot
   This is the number of Chips used every time you fire the selected
   special weapon (such as the Grenade Launcher or the Enemy Eraser)
   or everytime you fire it for about one second (such as the Saber
   Lasers or the Wave Cannons). The Shot value factors this in when
   it calculates how much more you can fire the chosen special weapon.

  ("NO USE") (Weapon Icons...) - Special Weapons
   Your special weapons are listed here on the bottom half of the
   subscreen. Highlight "NO USE" if you choose not to equip a
   special weapon. For the Enemy Eraser (EE), the number beside
   its icon is the number of charges it has left. The EE consumes
   no Chips since it runs on its own unique ammo.

Q. What are the 2 Modes of gameplay?

A. Throughout her trip in Naju, the Guardian will travel in one
   of 2 Modes, depending on whether she's on the surface levels
   (the "Labyrinth") or in the deeper "Corridors." One Mode is the
   Flight Mode, where her armor shifts into the "space glider" form
   and zips her forward like a fighter jet. When not in this form,
   the flight-armor will fold itself away and the Guardian will be
   able to walk around normally and take her time to explore.

   These 2 Modes are interlinked very well, because what you
   get in one Mode will definitely affect your situation in the
   other. By thoroughly exploring the surface levels for power-ups,
   you'll have an easier time dealing with the Corridors, and the
   ammo and keys you pick up in the Corridors can be used back on
   the surface levels. The flight-armor is a wonderful piece of
   work, considering that you can use your weapons in both Modes.

   HOWEVER, weapons do not always operate the exact same in
   different Modes, since their properties may be slightly changed.
   For example, the Fusion Cannon (or "Fireball" in the manual) can
   fire only upwards in the Flight Mode, whereas in the Walk Mode
   you can fire it in any of the 8 cardinal directions (because the
   Guardian can actually turn around and face those directions!).

Q. Who is the Blue Lander?

A. It is one of Compile's mascots, and it appears in several other
   games made by the same guys who created TGL. It's a good guy,
   and in this game it will power the Guardian up or give her
   Passwords. The Blue Lander's real name is Randar (as taken from
   Guardic and Golvellius), but to keep things simple I will usually
   refer to it as the big Blue Lander in this guide. Randar also has
   an evil twin, the black and red Koranda, but that dark counterpart
   will not appear in TGL. Whew!

------------------------
[1.3] ALIENS & ARTIFACTS
------------------------

IMPORTANT!!

 Here are a couple things you need to know. Due to messy and often
 poor translations, I may use certain terms in place of those
 provided by the instructions manual. You can complain all you
 want - I'm not stopping you from using other walkthroughs - but
 if you want to make sense out of this guide, you must understand
 what I mean when I say the following....

~~~~~~~~~~~~~
[1.3.1] Modes
~~~~~~~~~~~~~

Walk Mode
 The type of gameplay where the Guardian's flight-armor folds up
 and she can walk about freely in the Labyrinth sections.

Flight Mode
 The type of gameplay where the Guardian's flight-armor folds out
 into a space glider and she can fly through the Corridor sections.

~~~~~~~~~~~~~~~~~
[1.3.2] Locations
~~~~~~~~~~~~~~~~~

Labyrinth
 The surface levels of Naju that must be explored screen by screen.

Corridor
 The deeper areas of Naju that must be flown through.

Password Room
 A special room where the big Blue Lander (a.k.a. Randar) displays
 your current Password. It will also help you check for mistakes by
 letting you input the same Password it has just showed you (it'll
 test your code and then notify you of error, if there is any).

Shop
 A special room where the big Blue Lander will sell you an item
 in exchange for Chips (I guess it likes to eat Power Chips like
 potato chips!). If it offers you multiple items, you'll only be
 able to purchase one (unless you exploit one of the game's
 bugs - check out the Secret Debug Options & Bugs section!).

Message Terminal
 Before getting completely slaughtered, the crew of Naju left
 their advice in these display monitors that are scattered across
 the station. If the Guardian finds one, she can access their notes.

~~~~~~~~~~~~~~~~~~
[1.3.3] Structures
~~~~~~~~~~~~~~~~~~

STRUCTURE: Gate
GRAPHICS:
 A blue, double-set of doors with strange inscriptions on them.
DESCRIPTION:
 This is a portal between the Labyrinth and a Corridor. Gates
 connected to Self-Destruct Switches (Corridors 1 to 10) are sealed
 and will open only after the Guardian performs a certain action.
 Gates leading to optional Corridors (11 to 20) are not locked
 at all. The Gate for Corridor 21 (the emergency escape route)
 does not appear until the Self-Destruct Sequence is initiated.

STRUCTURE: Self-Destruct Switch
GRAPHICS:
 The 4 circuit panels at the corners of Gates 1 to 10.
DESCRIPTION:
 All 10 Switches must be activated in order to destroy Naju. Some
 bosses' life-signs are linked to Naju's computers. By destroying
 these bosses, the corresponding Switches will be activated - by
 exploding! Weird, eh?

STRUCTURE: Warp Panel
GRAPHICS:
 A black, circular pad, sometimes with a Key mark on top.
DESCRIPTION:
 This short-range teleportal serves as a fancy doorway to the next
 room (and possibly to another Area). To keep unwanted visitors
 out, some Warp Panels require the user to be in possession of a
 certain Key (as indicated by the corresponding mark on top) before
 activating.

STRUCTURE: Yellow Block
GRAPHICS:
 A small, yellow, pyramid-shaped structure.
DESCRIPTION:
 This is a barrier that can be easily destroyed.
 Blue Chips may be hidden underneath certain Yellow Blocks.

STRUCTURE: Blue Block
GRAPHICS:
 A small, light-blue, pyramid-shaped structure.
DESCRIPTION:
 This is a barrier that can be destroyed as easily as a Yellow
 Block. Blue Blocks are always used to conceal Warp Panels.

STRUCTURE: Red Block
GRAPHICS:
 A small, red, pyramid-shaped structure.
DESCRIPTION:
 This barrier is indestructable and only blocks the Guardian.
 Check out the Secret Debug Options & Bugs section to find out
 how you can walk through Red Blocks!

STRUCTURE: Green Block
GRAPHICS:
 A small, green, pyramid-shaped structure.
DESCRIPTION:
 This barrier will appear suddenly and cut off any means
 of escape when the Guardian encounters a miniboss. This
 is indestructable at first, but it will change into a Yellow
 Block when she defeats the miniboss and takes the reward.

STRUCTURE: Item Pod
GRAPHICS:
 A small container with a red dome and a silver/chromium outline.
DESCRIPTION:
 Here's something for the Guardian to look forward to. Some of
 these are found at preset locations, and they always contain an
 important item, such as a weapon or an upgrade. At other times,
 they spawn out from defeated enemies, containing a minor power-
 up like a Chip or a Shield-recharging item. During the Corridor
 sections, a spawning Pod will zip ahead towards the top of the
 screen, where it'll appear and then scroll back downwards as the
 Guardian blazes forwards. If she's going too fast, she'll have a
 slim chance of breaking it open and retrieving its contents.

~~~~~~~~~~~~~
[1.3.4] Items
~~~~~~~~~~~~~

"Come and get some!"
  - Quinn Hart, from "Gun-Dec" / "Vice: Project Doom" (American Sammy)


ITEM: Weapon
GRAPHICS:
 The weapon's picture in a box with a blue (Power Level 1) outline.
DESCRIPTION:
 This adds the corresponding weapon to your inventory
 or, if you already have the weapon, upgrades it.
 This also gives you 2 Units' worth of Shields.

ITEM: Blue Power Chip
GRAPHICS:
 A shiny blue ball. Nice.
DESCRIPTION:
 This adds 10 Chips and restores the Guardian's Shields
 by a quarter-Unit (0.25 Units).
 (The manual mistakenly says this adds 20 Chips - whooops!)
 Blue Chips at preset locations appear only when you step onto
 the screen they are located in for the first time. If you leave
 and reenter the screen, they will disappear and not show up
 again until you come back from another Area.

ITEM: Red Power Chip
GRAPHICS:
 A shiny red ball. Whoa.
DESCRIPTION:
 This adds 500 Chips and restores the Guardian's Shields
 by one full Unit (1.00 Unit).
 (The manual erroneously says this adds 50 Chips. I guess
  they're missin' a 0 there - whooops again!)

ITEM: Life Heart
GRAPHICS:
 A plush red heart. Very cute.
DESCRIPTION:
 This restores 5 Shield Units. The Guardian has little physical
 armor (just look at what she's wearing!!!) and without her
 Shields, she has the durability equivalent to that of tissue
 paper. Keep the Guardian healthy by keeping those Shields up.

ITEM: Energy Tank
GRAPHICS:
 A blocky silver power pack with a red mark in the middle.
 (Do not confuse this with the Item Pod!)
DESCRIPTION:
 This restores the Guardian's Shields to full power.
 The Shields will keep increasing until they reach whatever
 limit you have at the moment, even if the Guardian takes more
 hits while the Shields are still recharging. (During this time,
 you can run into enemies with something like the Saber Laser,
 inflicting damage without really getting hurt yourself. Be sure
 to pull out before the Shields top off though....)

ITEM: Blue Lander
GRAPHICS:
 A happy, blue, sphere-shaped alien with cute eyes and a big smile.
DESCRIPTION:
 By rescuing this guy, the Guardian's maximum amount of Shields
 is increased by 1 Unit. The Shields will also be restored to
 full power!

ITEM: Red Lander
GRAPHICS:
 A happy, red, sphere-shaped alien with cute eyes and a big smile.
DESCRIPTION:
 By rescuing this guy, the Guardian's maximum amount of Power
 Chips is increased. Starting at 50, the total number of Chips
 she can carry will (for every Red Lander rescued) increase to:
  100, 150, 200, 400, 800, 1200, 1600, 2400, and 4000.
 (In TGL Mode, it can be further increased to 6000!)
 Your Chips and Shields will also be replenished.

ITEM: Blaster Pistol
GRAPHICS:
 A red-barreled, silver-handled pistol.
DESCRIPTION:
 This will increase the strength of the Pulse Laser Blaster.
 While the Chips determine how many shots can be fired per
 burst, the Pistols determine how much damage each burst deals.

ITEM: Defense Shield
GRAPHICS:
 A curved, red shield with a white cross mark.
DESCRIPTION:
 This will increase the efficiency of the Shields. While
 the Blue Landers increase the number of Shield Units,
 the Defense Shields reduce the damage absorbed per hit.

ITEM: Speed Arrow (Originally "Consecutive Firing")
GRAPHICS:
 A series of arrows pointing upwards, resembling a conveyor belt.
DESCRIPTION:
 This will increase the rate of the Pulse Laser's recharger.
 Collecting the first one will significantly boost the Laser's
 autofiring capabilities. I'm not so sure about the effect of
 each successive Arrow collected however....

ITEM: Key
GRAPHICS:
 A circle containing one of the following shapes in a white outline:
  Crescent, Hook, Waves, Square, Cross, Triangle, or Rectangle.
DESCRIPTION:
 This special chip will grant the Guardian access to the
 restricted portions of Naju and, as an extra feature, upload
 map information to her flight-armor. This is helpful in scouting
 out new territory and in locating Gates. All 7 Keys must be
 collected if she wants to find every Self-Destruct Switch.

------------------------
[1.4] CHOOSE YOUR WEAPON
------------------------

"Maybe now you'll never slime a guy with a positron collider, huh?"
            - Peter Venkman, from "Ghostbusters" (Columbia Pictures)


Here are descriptions of the myriad weapons the Guardian will
find and use. The following is how the data will be shown:

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
WEAPON  : [The weapon's name.]
GRAPHICS: [What its icon appears as.]
CHIP CONSUMPTION:
 [For each Power Level, the number of chips required
  to shoot this weapon and what its effects are like.]
SHOT TYPE :
 [Whether this weapon drains Chips at a per-projectile basis
  or at a per-second basis.]
DAMAGE    :
 [The amount of damage each of this weapon's shots deals relative
  to that of other weapons at the same Power Level. For the
  purposes of this guide, "low" will be the damage done by a
  single Pulse Laser burst. These ratings are only estimates!]
MAX BURSTS:
 [The maximum number of Pulse Laser bursts allowed on the
  screen at a time when you're equipping this special weapon.]
DETAILS:
 [More notes go here.]
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

WEAPON  : Pulse Laser Blaster
GRAPHICS: A Blaster Pistol.
CHIP CONSUMPTION:
 Level 1 =    0 - A slow single-shot.
 Level 2 =  100 - Slightly faster triple-shots.
 Level 3 =  200 - Much faster, wider triple-shots.
 Level 4 = 2050 - Very fast quad-shots.
 (Note: The Chips you carry only affects how many shots are
        fired at a time and the shot's speed. The damage is
        determined by the number of Blaster Pistols collected.)
SHOT TYPE : Per Projectile
DAMAGE    : Low
MAX BURSTS: 4 (if no special weapon is equipped)
DETAILS:
 The Guardian's primary weapon. Her only Earth-based means of
 defense when she first enters Naju, this extremely efficient
 weapon rapidly fires short energy bursts at no net loss of Chips.
 When her other weapons seem useless, she can always rely on this.
 Find the appropriate parts in Naju to upgrade this trusty blaster,
 and increase your Chip max so you can fire bigger and faster
 bursts. In Flight Mode, the blaster's shots look more impressive
 but aren't different in any other way.

WEAPON  : Plasma Turret
          (Originally "Multi-Bullets" or "Multi-Directional Shot")
GRAPHICS: A group of 8 lines radiating outwards from the center.
CHIP CONSUMPTION:
 Level 1 =  1 - A small shot.
 Level 2 =  3 - A faster shot.
 Level 3 = 10 - A larger, faster shot.
SHOT TYPE : Per Second
DAMAGE    : Low
MAX BURSTS: 3
DETAILS:
 One of the first alien weapons the Guardian will find, this will
 also prove to be one of the most useful. This can swivel and allow
 her to shoot in the 8 cardinal directions. As it becomes more
 powered-up, it will fire larger and faster balls of plasma energy.
 There is no difference when using this between the 2 Modes. By
 calling this a turret instead of the vague "Multi-Bullets," the
 Player will be better able to recognize it.

WEAPON  : Forward Wave Cannon (Originally "Wave Attack")
GRAPHICS: A wave of white lines (in a rainbow-like form).
CHIP CONSUMPTION:
 Level 1 =  3 - A small semicircular wave.
 Level 2 =  7 - A faster semicircular wave.
 Level 3 = 20 - A larger, faster, circular wave.
SHOT TYPE : Per Second
DAMAGE    : Moderate
MAX BURSTS: 3
DETAILS:
 Generating intense shockwaves, this weapon vibrates enemies
 to death, causing them to shatter. In Walk Mode, this weapon
 operates exactly like the Plasma Turret. In Flight Mode, it
 fires only forwards, but the cannon may be tilted slightly left
 or right to sweep away enemies scattered in front of you. If
 you can afford the Chips, use this instead of the Plasma Turret.

WEAPON  : Side Wave Cannons (Originally "Back Fire")
GRAPHICS: An arrow that splits into 2 at the bottom.
CHIP CONSUMPTION:
 Level 1 =  4 - Small semicircular waves.
 Level 2 =  5 - Faster semicircular waves.
 Level 3 = 40 - Larger, faster, circular waves.
SHOT TYPE : Per Second
DAMAGE    : Moderate
MAX BURSTS: 2
DETAILS:
 Essentially the same as the Forward Wave Cannon, these fire wave
 energy to the sides and a bit to the rear of the Guardian. The
 waves cannot be tilted as with their front-mounted counterpart,
 but you're already getting 2 waves instead of 1, so be happy.
 "Back Fire" sounds ridiculous, and since these cannons aren't
 too different from their forward version, "Side Wave Cannons"
 is much more appropriate.

WEAPON  : Plasma Shield (Originally "Bullet Shield" or "Circle")
GRAPHICS: A ring of energy balls.
CHIP CONSUMPTION:
 Level 1 =  3 - A small energy orb.
 Level 2 =  6 - A faster energy orb.
 Level 3 = 30 - A larger, faster energy orb.
SHOT TYPE : Per Second
DAMAGE    : Moderate
MAX BURSTS: 3
DETAILS:
 An effective defensive weapon. While it doesn't absorb many
 enemy projectiles, it damages bad guys who dare to approach
 the Guardian. The name was changed since a ball of plasma
 energy, not a metal slug, revolves around her. This shield
 can be deactivated by switching to another special weapon
 or by running out of Chips (which is not a good thing!).

WEAPON  : Repeller (Also "Forward Plasma Shield")
GRAPHICS: A small dot at the end of a line forming a red circle.
CHIP CONSUMPTION:
 Level 1 =  3 - A small energy orb.
 Level 2 = 10 - A faster energy orb.
 Level 3 = 30 - A larger, faster energy orb.
SHOT TYPE : Per Projectile
DAMAGE    : Moderate
MAX BURSTS: 3
DETAILS:
 A variant of the Plasma Shield, this also creates a revolving
 energy sphere, only this time the axis of the ball's orbit
 slowly shifts forward and away from the Guardian. This supposedly
 knocks out enemies in front of her, thus "repelling" bad guys.
 Like the Plasma Shield, this can be switched off by selecting
 another special weapon. Most Players won't be using this a lot,
 as it is often too slow and weak compared to some other weapons.
 Unlike the Plasma Shield, the Repeller consumes Chips only when
 you launch it, not for every second it stays on the screen.

WEAPON  : Grenade Launcher
GRAPHICS: A fragmentation grenade.
CHIP CONSUMPTION:
 Level 1 =  2 - A big triangle-shaped cluster explosion.
 Level 2 =  5 - A bigger explosion.
 Level 3 = 20 - A really huge explosion (almost a quarter-screen)!
SHOT TYPE : Per Projectile
DAMAGE    : High
MAX BURSTS: 3
DETAILS:
 The flight-armor can form compact charges of high-explosives
 from Chip energy. With the ability to lob powerful grenades
 in all 8 directions in both Modes, this may seem like a great
 weapon, but it's usually too slow to be of much use.

WEAPON  : Fusion Cannon (Originally "Fireball")
GRAPHICS: A large fireball!
CHIP CONSUMPTION:
 Level 1 =  4 - A small fireball.
 Level 2 = 12 - A larger, faster fireball.
 Level 3 = 30 - An even bigger, faster fireball.
SHOT TYPE : Per Projectile
DAMAGE    : High
MAX BURSTS: 3
DETAILS:
 Unlike the Plasma Turret, the Guardian will find this much later
 into the game. It is also less versatile, since it can only be
 aimed forwards in Flight Mode. But don't ignore this cannon,
 because it is one of the most powerful weapons in her arsenal.
 The lethal wads of mega-intense energy it unleashes crush both
 enemies AND their projectiles! "Fusion Cannon" is used because
 the term conveys a terrifying sense of power, which is exactly
 what you get when this is fully upgraded. Hell, fusion is
 probably what creates those killer nukeballs anyway.

WEAPON  : Sprites  (Originally "Area Blaster")
GRAPHICS: A small dot at the end of a line forming a red "Z" shape.
CHIP CONSUMPTION:
 Level 1 =   1 - 2 small red and blue energy orbs.
 Level 2 =   8 - 2 slightly larger, faster energy orbs.
 Level 3 = 120 - 2 super fast energy orbs.
SHOT TYPE : Per Second
DAMAGE    : High
MAX BURSTS: 2
DETAILS:
 An unique weapon with technology that goes far beyond anything
 we can come up with today. 2 small energy orbs will be generated,
 upon which they will each seek out an enemy and burn themselves
 into it. Definitely more fun than homing missiles! Unfortunately,
 at Level 3 this drains Power Chips at an obscene rate (this may
 be a mistake on the programmers' part - 20 Chips per second seems
 much more reasonable than 120, don't you think?). These Sprites
 may be deactivated by switching to another weapon; otherwise
 they'll fade away after dealing enough damage to the enemy (or
 after you run outta Chips, whichever comes first). "Area Blaster"
 is too ambiguous, so I changed this weapon's name. The term
 "Sprite" is taken from Super Aleste (or Space Megaforce), another
 game made by Compile that ranks, along with Konami's Axelay, at
 the top of the list of the best SNES shooters.

WEAPON  : Forward Saber Laser
GRAPHICS: A lightsaber. (Think Star Wars!)
CHIP CONSUMPTION:
 Level 1 =  4 - A lethal red-colored blade.
 Level 2 =  8 - A more lethal red-colored blade.
 Level 3 = 30 - An even more lethal red-colored blade.
SHOT TYPE : Per Second
DAMAGE    : High
MAX BURSTS: 3
DETAILS:
 George Lucas may get credit for creating the lightsaber, but the
 Compile guys get my vote for being the first developers to let
 Players actually use it in a videogame. Emitting a narrow band
 of energy, a very deadly "blade" is created. In Flight Mode the
 sword is attached to the forward section of the armor, skewering
 any enemy directly in front of the Guardian. In Walk Mode, she
 will detach it and hold it out in front of her, slashing anything
 she faces. When this weapon is upgraded, it only grows in intensity,
 not in length, so its short range will often become a liability.

WEAPON  : Side Saber Lasers (Originally "Cutter Laser")
GRAPHICS: Two lightsaber blades joined at the bottom,
          forming a "V" shape.
CHIP CONSUMPTION:
 Level 1 =  5 - Lethal blue-colored blades.
 Level 2 = 10 - More lethal blue-colored blades.
 Level 3 = 35 - Even more lethal blue-colored blades.
SHOT TYPE : Per Second
DAMAGE    : High
MAX BURSTS: 2
DETAILS:
 "Cutter Laser" sounds like something that came out of the second
 boss from Capcom's Gun.Smoke (this is NOT a compliment). To make
 life easier (and for better diction's sake), we'll call this the
 side-mounted variant of the Forward Saber Laser. Similar to the
 Side Wave Cannons, 2 blades will shoot out from the sides of
 the flight-armor, making the Guardian the first of the Exar Kuns
 and Darth Mauls. Her version of the double-edged lightsaber may
 not look as impressive, but it's just as deadly. This will be
 useful for taking out enemies who are trying to flank her during
 the Corridor scenes. In the Labyrinth, I have a favorite tactic
 called the "Jedi," where I mash down on the A and B Buttons and
 rotate the D-Pad like mad, killing everything around me, whether
 if it's enemies, projectiles, Blocks, beer bottles, etc.

WEAPON  : Hyper Laser Cannon(s)
GRAPHICS: A slender arrowhead with the point facing upwards.
CHIP CONSUMPTION:
 Level 1 =  4 - A thin, straight laser.
 Level 2 =  6 - Wider, twin lasers.
 Level 3 = 30 - Even wider, twin lasers emitted from the wing tips!
SHOT TYPE : Per Second
DAMAGE    : High
MAX BURSTS: 3
DETAILS:
 This sucker is one of the Guardian's favorites. By firing beams
 of super-charged energy, it can barbecue many enemies within
 seconds. Besides having great range and power, it can also sweep
 through bad guys as the Guardian strafes left and right. Like
 the Fusion Cannon's fireballs, Hyper Lasers tend to tear through
 baddies, allowing you to wreck death on enemies hiding behind
 one another. At Power Level 3, the lasers come out from the SIDES
 of the armor, destroying surrounding objects! Very cool... but
 the only major drawback is it cannot be used in Walk Mode. Hyper
 Lasers are probably created via charge-rails along the suit's
 surfaces, which is impossible to accomplish when the suit is
 folded up. (Boo!) Equip another weapon instead or just stick
 with pure Pulse Lasers in the Labyrinth.

WEAPON  : Enemy Eraser (EE)
GRAPHICS: A sun-shaped energy spark.
CHIP CONSUMPTION:
 Level 1 =  0 - A bright energy flash.
 (Note: Collecting another Enemy Eraser Icon only adds an
        additional 20 Charges, up to a maximum of 255 Charges.
        The Enemy Eraser will never reach beyond Power Level 1.)
SHOT TYPE : Per Projectile
DAMAGE    : Death or Resist
MAX BURSTS: 3
DETAILS:
 Besides the Sprites, no other weapon is more mystifying than the
 Enemy Eraser. Creating a large field of energy around the flight-
 armor, the Guardian can destroy hostile organisms and objects
 in proximity without doing harm to herself or to other items.
 Plus, the EE can destroy several enemy shots and increase the
 chances of getting some Item Pods. Well, she ain't gonna argue,
 since this is one potent #%$?@*&! Unlike the other special weapons,
 the Enemy Eraser runs on its own charges, and the Guardian can
 stock up to 255 of them. Also note that this weapon works on an
 "all-or-nothing" basis. An enemy either dies or doesn't, so the
 Guardian will be wise to not waste charges on bad guys who are
 resistant to the EE. To be able to find EE charges in Item Pods
 left behind by dead enemies, you must first find the EE in a preset
 location or earn it from a boss fight (in other words, have the EE
 show up in your subscreen first!).

-------------------
[1.5] GENERAL HINTS
-------------------

"Kick ass or get killed."
                  - Captain Mitchell Foxworth, Chief Pilot Instructor
                        of Tri-M (Mechwarrior Mercenary Academy),
                      from "Mechwarrior 2: Mercenaries" (Activision)


How about a few useful hints? Any videogamer should be at home with
the basics and some common sense. Get to know the flight-armor.
Practice with the many weapons and switch to the ones that best
suit the current situation. Take your time to explore. Learn to
move quickly and avoid wasting shots during the intense shooter
scenes. Be prepared by collecting all the items you can before
entering a zone you believe to be exceptionally dangerous.
Here are some specifics:

- Don't worry if you run low on Shields or Chips. The game
  is structured so your chances of finding power-ups increase
  as you run low on resources. Why isn't this feature included
  in more games today???

- Weapon and enemy levels are indicated by a color.
  Blue is basic, green is intermediate, and red is advanced.
  (Generally, red-colored bosses are at least twice as bad as
  their green and blue counterparts. Generally.)

- Without equipping a special weapon, you can fire up to 4 Pulse
  Laser bursts on the screen at a time. If you equip a special
  weapon, your bursts will be limited to 3 or 2, depending on the
  weapon. Therefore, if you're not using specials, don't equip them!
  Also don't equip the Hyper Laser Cannon in the Labyrinth since
  it doesn't do anything there but drop your maximum number of Pulse
  Laser bursts from 4 down to 3.

- Take care to avoid running out of Chips. Not only do you need
  them for special weapons, you also need Chips to keep your Pulse
  Laser powered-up. You'd be surprised by how fast 4000 Chips can
  shrink to 2050 when you mindlessly leave on some Level 3 weapons
  (such as the Sprites). Sacrificing Pulse Laser power for more
  special weaponfire is often not an effective tactic.

- Kill things. When you reach certain Scores, your total number
  of Shield Units increase (the effect is equal to picking up a
  Blue Lander). Everything counts, so blast as many bad guys as
  you can. Even the enemy projectiles you destroy garner you Points!
  Your Shields are improved when you reach the following Points:
  30000, 100000, 500000, 1000000, and then every million afterwards
  (until 10000000, where the game freezes - check out the Secret
  Debug Options & Bugs section to discover why!).

- Need Points fast? You can shoot down enemy projectiles to jack
  up your Score. Bombarder's missiles are great for this, and so
  are the bubbles from the lobstercrabs (stay to the left and aim
  upwards with something like the Forward Saber Laser for the
  quickest results). If you've run out of bosses to fight, you can
  destroy the bubble shots from the anemones in the Desert Areas,
  such as the ones at (8,4). Ignite your Side Sabers as you walk
  away to the left or right, zapping the oncoming flurry of bullets.

- When the big Blue Lander offers to sell you only 1 of 3 items,
  go for the one with more permanent value. A weapon power-up,
  Red Lander, or Speed Arrow is far more useful than a Life Heart
  or an Energy Tank in the long run. Or, you can buy more than
  1 item with the help of a little bug... (check out the Secret
2  Debug Options & Bugs section!).

- Keep in mind the maximum values you can power-up to. If one
  of your special weapons is at Level 3, don't waste Chips (and
  the chance to get another item) by buying an upgrade for this
  already maxed-out weapon. Likewise, you can stop worrying about
  Points once you reach a maximum of 32 Shield Units (unless you
  want your Shields recharged).

- Be wary of the Boss Alert Alarm. Not only will it tell you when
  you've reached a boss in the Corridors, it will also alert you to
  the presence of minibosses in the Labyrinth. There's a trick for
  escaping minibosses in the secrets section towards the end of
  this guide.

- Do care how fast you're flying in the Corridors. At high speeds,
  you'll have a very small time frame to destroy Item Pods and
  to retrieve their contents.

- Stay on the bottom of the screen in the Corridors. This
  gives you more time to react to enemies up ahead, and
  almost nothing directly approaches from the back anyway.

- Grab all the items in an Area before fighting minibosses
  or jumping into Corridors, because those situations are
  where power-ups come in handy the most.

- Optional Corridors are usually easier than the mandatory ones
  (except if they end with an Optomon or a Clawbot encounter).

- Stay far away from Gates when they open up. The Guardian will
  jump in if she's close enough (she doesn't even need to touch
  the black pit!), and the Gate doesn't have to be completely open
  when she does so. This sucks if you are underpowered and wind
  up getting slaughtered because she got too near to the Corridor
  entrance. Silly human....

- I can never stress this enough: always write your Passwords down
  carefully! Some gamers are repeatedly frustrated by confusing
  similar-looking characters, such as O and 0, l and 1, and S and
  5. Videogames usually give you as much time as you need when
  recording Passwords, so there's no reason to rush (unless you
  foresee a massive power outage). Here are some suggestions. You
  can clarify numerical characters by underlining them. An underlined
  0 will never be confused with a regular letter O again. Make your
  characters as distinct as possible. In Taito's Kick Master, the
  letter S has an elongated hook on the bottom end, making it easy
  to differentiate from the rigid number 5. And use TGL's method of
  drawing twin dots above lower-case letters if you find it helpful.
  All the Passwords in this guide have been checked and should be
  correct, so if you have problems entering them, try again before
  contacting the author.

======================================================================
II. IN & OUT OF NAJU - Like the wind, in and out, like the wind....
======================================================================

"That's no moon...."
    - Obi-Wan "Ben" Kenobi, from "Star Wars: A New Hope" (Lucas Film)


I hope you're ready. Before we start, let's go over the guide layout.

Each Area will be covered in the following sequence: a little
background data, a Password that records the Guardian's progress
up to that point of the game, some general advice, and then the
in-depth specifics. Item locations, special rooms, and minibosses
will be listed in the Labyrinth sections. I will even suggest if
it's safer to skip over some optional Corridors so you can return
later after you become more powerful. The Gate Seal solutions and
bosses will be detailed in the Corridor sections.

Since this game is pretty non-linear, the strategies presented are
only suggested courses of action. Under no circumstances are you
to follow them blindly. If you have something you think is more
effective or you feel more comfortable with, I encourage you to
use that instead!

The following is the display for Passwords (Check the Passwords
section towards the back of this guide for more information).

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
************************  [     The current mission objective.      ]
* [   The Password   ] *  [         Your current location.          ]
* [    goes here!    ] *  [ Shield Units, Power Chips, EE (if any)  ]
************************  [ Attack Lvl, Shield Defense Lvl, Points  ]
[                                                                   ]
[          Your current Keys and special weapons go here!           ]
[                                                                   ]
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Got it? As for the author of this guide, just think of me as some guy
who provides you with radio support throughout the whole mission from
a post back at - oh, let's just say - a base on the moon.  :p

Now, let's get on with it....

---------------------------------
[2.-] INTRODUCTION: THE INSERTION
---------------------------------

PROLOGUE:

- English Version -               - Japanese Version -

 " Long ago,an alien race sent     " A huge unidentified object
  a huge world hurtling toward      is approaching the Earth.
  the Earth,loaded with a cargo      It was made in the far past
  of mysterious lifeforms.          by another life than the
   You must battle your way         human race, and occupied
  deep within the alien world       and inhabited by a vicious
  to destroy its vicious            creature in the long period.
  inhabitants.                       In order to save the Earth,
   You are the Guardian of          the strongest women warriors
  the Earth and your saga will      go into action."
  become the Guardian Legend."

Note: Wait an minute here - according to the Japanese
      Prologue, exactly how many "warriors" go into Naju?
      There's only 1 Guardian!

BACKGROUND:

Sensors have indicated that the only way to enter this vessel
is through the main airlock. This may sound like suicide because
this area is well-protected, but it shouldn't be too much of
a problem for someone as powerful as the Guardian. After
breaking past the Entrance Defense System, she will be able
to penetrate into the depths of Naju and find a way to keep
the bloody thing from ramming into Earth.

PASSWORD:

************************  Gain entry into the alien vessel.
*         N/A          *  Area 0 - Outside of the alien vessel
*      (New Game)      *  8 Shield Units, 50 Chips
************************  Attack 1, Shield 1, 0 Points
No items found.

GENERAL TIPS:

While most of the Guardian's mission will be carried out on foot,
the first scene of the game will take place in Flight Mode. The
Guardian will blaze down towards the main airlock at top speed,
racing past obstacles hurled at her. Take care not to get whacked
by the flying meteoroids and Naju's missiles. At the end of the
stage is the Entrance Defense System. It consists of several
turrets feeding off from a bottomless reserve of ammo.

IN-DEPTH:

I call the first part of the game "Corridor 0" since it isn't a
real Corridor but is played like one.

"CORRIDOR 0"

Right after you hit the Start Button and begin a New Game, you'll
see the Guardian zipping towards the alien vessel at top speed.
After 2 seconds or so, meteoroids will approach alternately from
the left and right sides of the top of the screen. Blast them
or avoid them. When you approach the station and see its blue,
paneled surfaces underneath you, the meteoroids will increase in
frequency. The meteoroids aren't the most dangerous things in the
universe, but you should conserve your Shields since your high speed
makes grabbing power-ups difficult. Stay on the bottom of the screen
so you will have more time to react.

Soon enough, some meteoroids will appear and form into a ring before
swarming towards you. The best way to handle this is to sit right
below 'em and blast away as they approach, and then run away when
the rest of them close in on you. If you don't shoot them, it's
harder to escape unscathed. The diamond plates that appear in sparse
numbers will follow you slowly. The small twin-mandibled ships are
also slow and can be easily destroyed. The only thing to really
watch out for are the spinning star discs. These discs take an
incredible amount of punishment, so don't waste your shots on
them - go around instead! They will show up in randomized locations.

When you slow down and the blue tiles underneath become more
uniform, expect a series of turrets. Line up before these turrets
to destroy them before their shots can knock you around. After
4 pairs of these guys, you get to fight your first boss.

"CORRIDOR 0" BOSS ALERT: Entrance Defense System

4 small turrets and 11 big ones form the 15 parts of this system.
Strafe left and right quickly, firing as many of your own shots.
You will definitely suck up some damage, so keep weaving to minimize
the wear on your Shields. Due to the incredible amount of enemy fire,
don't stay on one side too long to concentrate your fire or else
you will be trapped between the edges of the screen and a flurry of
bullets. Keep moving around and just blast any turret that you happen
to fly past in front of. Turrets take damage only when they're open.

If you must destroy one part of the system first, go for the larger
main turrets since they're closer to you (assuming you're mostly
staying along the screen bottom). The central turrets are also
larger and easier to hit. The smaller ones in the back shoot the
same projectiles, but their shots will be easier to avoid since
they have to travel greater distances.

To keep your Shields charged, collect the goods from the Item Pods
that spawn out from the destroyed bullets. Notice that if an Item
Pod appears over a turret, that turret does not disappear and still
must be destroyed. When the last turret is wasted and the system
goes "BANG!" you'll automatically stroll into the alien craft.

-------------------------
[2.0] AREA 0: CENTRAL HUB
-------------------------

"Its... architects hadn't considered a breach
 by a creature such as myself."
   - Raziel, from the "Legacy of Kain: Soul Reaver" (Crystal Dynamics)


BACKGROUND:

Area 0 is the center of Naju. From this hub, the Guardian can
connect to all the other Areas. Upon entering Naju through the
main airlock, she'll drop right onto a Message Terminal explaining
what Naju really is and its rather nasty predicament. Fortunately
for her, she's not the only good guy around. A certain large,
round, friendly creature is waiting just around the corner....

PASSWORD:

************************  Find a means to destroy the alien vessel.
* nna6 kbq5  hT!4 eH!4 *  Area 0 - (X12,Y13) - Center of Naju
* b73z 2rpi  5S1x Ipmv *  8 Shield Units, 50 Chips
************************  Attack 1, Shield 1, 29260 Points
KEYS: (none)
Speed Arrow x0

GENERAL TIPS:

This is the least dangerous place in Naju, so take your time
to walk around and blast enemies. Plus, this Area is full of
power-ups and helpful Messages, not to mention the several
rooms where the big Blue Lander hangs out at. After blasting
the minibosses and upgrading yourself, head towards Area 1 at
the northwest corner of the station. An important note - the
Guardian isn't the only person who will grow stronger. Some rooms
that are empty now will be inhabited by new and more powerful
enemies when you come back later over the course of the mission!

If you check your map, you will notice a blinking square at
(6,10). Before you head for it, let's explore the hub and
get prepared. This Area goes around in a loop, so circle through
it and power yourself up. From the Message Terminals concerning
the fate of Naju and the hint for unlocking Gate #1 and the
room with the Speed Arrow (between the Blue Lander's Shops and
Password Room), you can take a counterclockwise path, starting
from the East Side. When you're done, you should be able to buy
2 items from the Shops before entering Area 1.

Remember, go for the items first. Afterwards, you can defeat the
minibosses. The Corridors should come last. Enemies here make
great target practice. Once you reach 30000 Points, your Shields
will be improved. Besides spiders (both organic and robotic ones),
tiny blue blobs (like those guys from Nintendo's Legend of Zelda)
will show up on most screens. Kill them. If you see red- and blue-
rimmed saucers, look out. They'll slide back and forth, hurting
those who touch it, plus they suck up a lot of damage. They are
not worth killing; avoid 'em instead. Red saucers move horizontally,
and blue ones move vertically. If one of them slides off the screen,
it will teleport back in. Cheap bastards!

IN-DEPTH:

Congratulations - you've made it into Naju. Now that you
have gotten the first taste of what to expect in this alien
vessel, let's move on to the real thing. The game is fairly
non-linear, so I'll just list the coordinates of interesting
locations along with some hints.

Coordinates (11,12) is where you enter the airlock past the broken
Defense System and meet your first Message Terminal. Thanks to the
flight-armor's built-in Alien Language Decoder (TM), you can read
what's in this terminal (just press B to go on to the next page):
 "If someone is reading this... I must have failed.
  This star 'NAJU' was our home,
  but we were invaded by evil life-forms.
  Everyone except me was killed.
  I am going to try to activate the self-destruct device.
  If I fail, I would like you to do this task so this cannot
  happen to any other race.
  The self-destruct mechanism
  is protected by a safety device
  which is located in the underground corridors.
  Remove each seal and go deep inside NAJU.
  If you destroy all 10 safety devices, the self-destruct
  sequence will be activated.
  I don't have much time.
  I hope this message will not be read by anyone...
  It will mean that I have failed."
Oh, man - this sucks, doesn't it? Well, I hear no other
alternatives, so I guess we'll just have to listen to
our dead buddy. The room you're in is (almost) the exact
center of the Naju Labyrinth, and there are 4 exits.

Past a few rooms to the west at (9,13), there is another Message
Terminal related to the first one:
 "I had all the corridors sealed.
  If you need to know how to remove the seal,
  ask the person who sealed it.
  To remove the seal at corridor NO. 1, fire at the gate.
  All the rooms leading to the corridors are locked,
  so use the 'warp panel' to get into the room.
  To use the 'warp panel', blast through the cover.
  You will also need the key for the panel."
Did you catch that? When you reach Corridor 1, blast the Gate!

One room over at (10,13) there is yet another Message Terminal:
 "I put some weapons in these boxes.
  Take them out of the boxes to use them.
  Some weapons have been stolen by some of the life-forms;
  if you need these weapons
  you will have to destroy the life-forms.
  All the weapons need Power Chips.
  You must search for them."

Back towards the east at (12,12), there's an Item Pod, and inside
there's a Speed Arrow. Collecting this item is important because it
enables fully automatic fire for the Pulse Laser Blaster. Grabbing
more Speed Arrows seems to have little or no effect....

Located at (12,13) is the first Password Room. The Blue Lander asks:
 "Do you want me to record your progress?
  Set your weapon to 'NO USE' and
  press button 'A'."
When you let the big guy show you your current Password, you'll also
be presented with two options. "Go Out" is pretty obvious - it lets
you exit the Password Screen and resume your mission. "Word Check"
lets you input the Password you've just received. If what you enter
doesn't match what the Blue Lander gives you, you should check for
errors!

At (12,11) your dead friend will inform you of the Blue Lander's Shop:
 "There is a round creature in this room.
  It will give you items in exchange for Power Chips."
This screen is the entrance to a ring of Shops. Whether you take
the north Warp Panel or the east Warp Panel, you'll eventually
return to this Message Terminal. Go ahead and browse a bit.
 - To the east, at (13,11), is a Forward Wave Cannon for 50 Chips.
 - The middle Shop at (13,10) will sell the Sprites for 100 Chips.
 - The north Shop at (12,10) offers a Side Wave Cannon for 150 Chips.

Just north of the very first Message Terminal are some more Shops.
 - (10,10) offers a Repeller for 500 Chips. Come back later.
 - (10,11) offers a Hyper Laser Cannon for 300 Chips. Come back later.

The Blue Lander says:
 "I will sell this to you
  in exchange for Power Chips."
If you purchase the item, it replies with:
 "Good Luck!"
If you return to a Shop where you've already bought an item, it asks:
 "Any luck?"
The Forward Wave Cannon and the Sprites may be bought before leaving
Area 0, so pick them up now (be sure to find the Red Lander first).
The Forward Wave Cannon consumes 3 Chips compared to the Plasma
Turret's 1, so stick with the Turret if you wanna save ammo.

Located at (13,13) is a Power Chip refueling station. Fill up on
Chips if you want to buy something or if you need a quick Shield
boost. Once you leave this screen, the Chips will disappear until
you come back from another Area.

(13,15) has a message containing data that will be helpful later:
 "I set seal 6 very well;
  you will need a special weapon to break it."
Unfortunately, you cannot go to (13,16) yet, because you do not
have the Waves Key.

(14,9) MINIBOSS ALERT: spiderworm
This moldy brown worm will probably be your first miniboss.
Sit next to (but not touching) it and wait for it to burrow out
of its hole. It'll remain exposed, doing nothing for a short
period of time, during which you can relentlessly attack it.
Use your new-found special weapon (if you have any) in addition
to your Pulse Laser Blaster. When it fades back into its hole,
stop firing to save ammo and wait for a spider to appear. Kill
the spider when it solidifies and then wait for the worm to
burrow out again. When you kill it, you will rescue a Blue Lander.

Up at (8,9) you'll find yourself the Plasma Turret, which provides
effective support fire. Look out for the swooping yellow bats.
(Press Select to enter your subscreen where you may equip your
special weapons.)

At (8,11) you'll find some slow robot spiders and a Red Lander,
which boosts your Chip maximum from 50 to 100. Notice that your
Chips are refilled, and your Pulse Laser Blaster can now fire
triple-shots. If you drop below 100 Chips though, you'll shoot
single-shots again.

(8,13) MINIBOSS ALERT: green crabbot
A robotic crab will chase you. Remember, the green color means this
guy sucks compared to the other minibosses, so this fight should be
short. Retreat to a comfortable distance and then stick your Saber
Laser (if you have it) into the miniboss, gutting it while firing
Pulse Lasers at the same time. Move back as necessary. Kill it, and
you get out, plus you earn the Plasma Shield. From now on, you may
use the Plasma Shield to destroy this crabbot's stronger cousins.

Down at the coordinates (9,14), you'll find some jumping rocks
and the Forward Saber Laser weapon.

When you clear out as much of Area 0 as you can, it's time to find
the first Self-Destruct Switch at (6,10).

---------------------------
[2.1] AREA 1: MARINE AREA A
---------------------------

"What in the world...? This place is weird!"
                - Jen, from "The Dark Crystal" (Henson Associates)


BACKGROUND:

Naju is home to alien life-forms afterall, so the Guardian will be
exploring a variety of environments. The world this station originates
from must have oceans similar to those of our own, as "sea" creatures
inhabit this watery zone. Thanks to the low gravity and the Guardian's
high-tech equipment, she will have no trouble walking through the
deep-blue depths of Area 1.

PASSWORD:

************************  Locate and activate Self-Destruct Switch #1.
* Y9i3 xZz2  S9Ha r5y1 *  Area 0 - (X12,Y13) - Center of Naju
* 9oj1 ldiN  GgAY 1?yW *  10 Shield Units, 100 Chips
************************  Attack 1, Shield 1, 44400 Points
KEYS: (none)
Speed Arrow x1
(Lvl 1) Plasma Turret
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Sprites
(Lvl 1) Forward Saber Laser

GENERAL TIPS:

At last, we're finally out of the introductory parts of the game.
Area 1 isn't much more difficult than Area 0, but always be on your
guard. Find everything you can, and watch out for the minibosses
and Corridors. Corridor 11 hides a very dangerous boss, and it's
probably better for you to come back later after clearing a few
other Areas.

IN-DEPTH:

(6,10) is the entrance to Corridor 1.
Although your navigation system says the Gate is located
in Area 0 (as it does with all Gates), this Corridor is
actually in Area 1.

CORRIDOR 1

>>>> Gate Seal Solution <<<<
 In case you missed it back at (9,13), the dead crewmember left a
 note telling you that the first Gate can be opened by simply shooting
 at it. Hold down your B Button and a few seconds of Pulse Laser fire
 shall break the Seal. Hop in by approaching the black gap.

You'll start off slowly. Use the Plasma Turret in conjunction with
your Pulse Laser. 2 Plasma Turret blasts (at a Power Level of 1)
will knock out the alien flat fish approaching from the sides. Aim
diagonally and to the sides. Clams in the middle will fire those
spinning shots that are very much like those from the turrets of
the Entrance Defense System. The flat fish will turn and go sideways
if they hit the bottom of the screen. Just move forwards and go
around them. When the fish reach the other edge of the screen,
they will swim upwards. The seahorses move sideways and then rush
vertically towards you when both of you line up. Large bubble pods
growing out from the seabed spew little bubbles, so just sit in front
of them and unload your weapons to kill 'em. (There is a part where
3 of these pods appear at the same time.) Pit worms are the red,
dot-shaped creatures that break open a hole in the floor and then
dig upwards, squeezing off homing shots as they move away. Line
up underneath and fire. You can even use the Forward Saber Laser!

After a long period without enemies there will be more flat fish
and another pit worm on the right side. Red stingrays will swoop down
and up, and then dive towards you. Kill 'em before they reach you.
After a third pit worm, some more rows of flat fish, and twin bubble
pods, you'll see some sets of identical underwater mesas and meet
the boss.

CORRIDOR 1 BOSS ALERT: blue Fleepa

You fight Fleepa, a large one-eyed fish that moves up and down,
following you horizontally. It will spit out little jellyfish that
chase you. Just keep firing forwards as you move left and right. Don't
let the brute bump into you. The Forward Wave Cannon is great here,
or if you're feeling good, you can lunge at it with the Forward Saber
Laser. Just don't let it touch you, and always prepare to back away.
The Plasma Shield works great too. This guy isn't tough, and after
a while it'll go "BANG!" and give you the Crescent Key. You'll also
activate the first Self-Destruct Switch (see it explode back at
the Gate!) and earn the Repeller. Way to go, Guardian!!

Press Select and check out your map - you'll notice that it's been
updated, thanks to the data on the Crescent Key Chip. Area 2 (a bit
to the south) is open now, but let's explore Area 1 first. You've
already activated the first Switch, but you haven't even entered
Area 1 proper yet!

Chances are your Chips are low from the fight with Fleepa, so don't go
about killing everything with your special weapons. Go north from the
Gate and grab the Blue Chip, then head up and around to the west.

At (3,10) there will be a Side Wave Cannon.

(2,9) is a Password Room. The sea anemone outside at (2,10) will spew
out bubbles that rain down on you. Kill it before things get messy.

(4,11) MINIBOSS ALERT: green lobstercrab
This is something of a cross between a lobster and a crab. It
teleports around, and when it appears, it tracks your vertical
position and launches a batch of bubbles at you. Most fly over your
head if you stay to the right side, so just take out your Forward
Saber Laser and stab it from there. You can even use the Side Sabers
if you're too lazy to turn towards it. Your prize will be the Fusion
Cannon. This weapon is slow and relatively weak now, but later, when
you power it up, it will become one of your best weapons.  ;)

Stored at (4,12) is the Side Saber Laser. Watch out for yellow bats.

(0,11), (1,11), (0,12), and (1,12) form a stupid joke. Don't follow
the arrows since they'll lead you through a ridiculous loop!

At (1,9) a metallic spider will duplicate itself. Kill it or
run from the infestation before the screen becomes "Bog City."

At (0,9) there's an Energy Tank. Save it for after the next Corridor.

(0,6) MINIBOSS ALERT: blue crabbot
This is like the one in Area 0, only it's a bit more dangerous. It
aims shots at you as it pursues you. DON'T TOUCH IT! Use the Plasma
Shield and run away, circling the room if you must. After it kills
itself by running into your Shield, it will release a Red Lander,
which should boost your Chip maximum to 150!

(1,8) is the first of the optional Corridors. It hides an extra
power-up, BUT WAIT!!! The boss is not fun to tussle with, and the
reward really isn't worth your trouble at this point of the game!

CORRIDOR 11 (Recommended that you return later)

You'll start off facing the usual set of flat fish. Plasma Turret
'em. Starfish will drop down and then jump up and away. The midway
point is marked by a "V" formation of several of these starfish.
When several rows of bubble pods appear, along with some flat fish
towards the last of the pods, get ready for the boss.

CORRIDOR 11 BOSS ALERT : green Optomon (!)

I'm not kidding - this guy is extremely dangerous!! The Guardian's
Shields defend poorly against Optomon's seaweed attacks, so you
should seriously consider coming back after upgrading your defenses
from another Area or two. Whether you choose to fight Optomon now
or later, however, the strategy remains the same.

Sweep back and forth with it, firing as you avoid its lethal seaweed.
You can use the Forward Wave Cannon, but a more conservative (and
much safer) tactic is to save up on Chips and blast it with your
Pulse Laser's triple-shots. The bubble bullets will be aimed at
you. The seaweed, which comes out only when Optomon opens its big
eye, may linger on in the air, so stay alert and don't get trapped
between them and the screen edges. Optomon is always vulnerable to
your attacks, whether its eye is open or not.

DODGE THE SEAWEED OR DIE! A small bubble bullet deals 1 Unit of
damage to your Shields. Seaweed does 5 to 6 Units - possibly more!
I don't wanna find out. You get a semi-useless Grenade Launcher
if you make it out alive.

When you feel you're done with Area 1, get out and return to
the Blue Lander's Shop in Area 0. At (12,10), get the Side Wave
Cannon for 150 Chips.

---------------------------
[2.2] AREA 2: MARINE AREA B
---------------------------

BACKGROUND:

Naju supports at least two Areas of the same environment for back-up
purposes, so this is why Area 2 looks just like Area 1. What's not
different, however, are the enemies who've had a better chance of
growing stronger than their earlier counterparts. Yes, evil is in
the air... and the water!

PASSWORD:

************************  Locate and activate Self-Destruct Switch #2.
* I8hJ h4zI  C8DJ akdH *  Area 2 - (X6,Y13) - Entrance to Area 2
* F5gD ZgdT  igHG V18C *  11 Shield Units, 150 Chips
************************  Attack 1, Shield 1, 129660 Points
KEYS: Crescent
Speed Arrow x1
(Lvl 1) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 1) Forward Saber Laser
(Lvl 1) Side Saber Lasers

GENERAL TIPS:

As with Area 1, Area 2 offers a chance to find more items
and bosses. Again, obtain all the goods in the Labyrinth
before fighting minibosses and entering Corridors. Run past
the miniboss screens before the Green Blocks seal you off
if you need to explore some more.

IN-DEPTH:

At (4,15) there's Corridor 12.

CORRIDOR 12

Lots of pits, eh? As you cruise over them at a medium speed,
use the Side Saber Lasers to kill the flat fish next to you.
There is nothing new to worry about, except for one part where
there are 3 pit worms. The flat fish should "teleport" away
in nice, blue, square fields just before you meet the boss.

CORRIDOR 12 BOSS ALERT: red Fleepa

Fleepa gurgles jellyfish-like organisms out at you. Although
it's tougher than the blue Fleepa, the strategy for beating
it remains the same. Fleepa is big enough to make your Fusion
Cannon effective, but the Plasma Shield does wonders here too.
You can fly beside Fleepa and let the Plasma Shield do its work.
Stay alive, and you get a Hyper Laser.

Down at (4,17), screw what the arrow says. Go right first.

(5,17) MINIBOSS ALERT: blue lobstercrab
 Unlike its weaker relative, this guy spews bubbles that can
 actually hit you. Equip the Forward Saber Laser and swing it
 around in a circle to quickly sweep away the bubbles and to
 cleave apart the miniboss. Staying on the right side makes
 your work easier. Your reward is a Blaster Pistol, and it'll
 upgrade your Attack Level to 2! Your Pulse Laser bursts do
 more damage now! Yay!!

At (5,18) there is an important tip:
 "To remove the seal for Corridor No. 2,
  touch everywhere."
 Yes, the crewman means this in a non-sexual way.  ;p

When you reach (3,17), like at (5,15), watch out for hoards
of enemies. Use the Side Saber Lasers and do the "Jedi"
against the spiders and the chasing flowers.

At (2,17) there's a Speed Arrow. Pick it up. Does your Pulse Laser
Blaster feel any faster???

Set up at (1,18) is the Blue Lander's Shop. Your buddy says:
 "I will sell only one of these to you."
For a low, low price of 150 Chips, you can have one of the following:
 - Speed Arrow
 - Life Heart
 - Plasma Turret
Get the Speed Arrow or, if you desperately need some extra firepower,
the Plasma Turret.

Outside and around at (0,15), don't worry about which path you should
take since they'll loop back to each other. But start with the top
path first (along Y coordinate 14) to find an item and a miniboss.

(1,14) MINIBOSS ALERT: blue crabbot
This Crabbot will yield a Red Lander. Run past to (3,14) first if
you need a Shield recharge. Again, use the Plasma Shield (but not
Repeller) on the Crabbot. With the Red Lander, your Chip max should
be increased to 200 Power Chips - watch your Pulse Laser shots go!!
Watch out, because having anything less than 200 Chips will reduce
the size of your bursts.

At (3,14) you'll find a Blue Lander. Beware of the red and blue discs.

(2,16) is where Corridor 2 is located. Make sure you have collected
the power-ups in the rest of this Area before jumping in.

CORRIDOR 2

>>>> Gate Seal Solution <<<<
 Touch the 4 circuit panels forming the corners of the Gate.
 (Even if they blow up, it doesn't mean the Switch is
 activated - you still need to destroy the boss!)

Start off by Plasma Turretting the flat fish as usual. After
a force of seahorses and clam groups, look out for tape worms
(who spew horizontal shots) and more bubble pods. A Forward
Wave Cannon and Plasma Turret combo is effective against this
opposition. Large shell creatures later on will rain forth even
more bubbles. After the final few pairs of bubble pods, the
Guardian slows down to minimal speed and fights...

CORRIDOR 2 BOSS ALERT: Crawdaddy

I can't tell if this lobster-like monster is red or not, but it
doesn't matter since this guy sucks as a challenge. Your weapons
aren't very powerful at this point, though, so weave between its
claw projectiles. Your Forward Wave Cannon might not be strong
enough to plow through all of its shots yet, so move to the sides
to draw away its fire and then return underneath it, blasting away.
Weapons such as the Hyper Laser or Forward Wave Cannon are your best
bet. Ben Siegfried offers a more direct tactic. If you think you're
tough enough, you can sit below the lobster and just trade hits with
it. This method is riskier, but it's faster and more exciting. You
will earn the Hook Key and a Forward Saber Laser upgrade.

Your Shields may be weak when you leave for Area 3, so stay alert.
At places like (1,15), the robot spiders may be easily killed for
power-ups. You might as well try out your upgraded Forward Saber!

---------------------------
[2.3] AREA 3: FLORAL AREA A
---------------------------

BACKGROUND:

Time to go on an out-of-this-world safari. The next environment
the Guardian checks out consists of lots of alien flora. If water
back at Naju's home is blue, I guess the plants there are also
green! What Earth doesn't have, though, are the killer monsters
lurking between the dense trees. Don't have an elephant gun?
No problem - the Guardian doesn't need one.

PASSWORD:

************************  Locate and activate Self-Destruct Switch #3.
* Vtk2 upA2  PAbY r3W0 *  Area 3 - (X8,Y15) - Entrance to Area 3
* swfb iZyB  j4Ra ??OW *  12 Shield Units, 200 Chips
************************  Attack 2, Shield 1, 249270 Points
KEYS: Crescent Hook
Speed Arrow x3
(Lvl 1) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 1) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 1) Side Saber Lasers

GENERAL TIPS:

A step up in difficulty from the Marine Areas, this place still
isn't very tough. Again, look for items and minibosses and stay
prepared. The Corridors, both the mandatory one and the optional
one, are located near the beginning, but check out the Labyrinth
parts first.

IN-DEPTH:

Located at (5,20) is Corridor 13*. To the left is...

(4,20), where Corridor 3* is. Before heading in, let's explore
the jungle outside - we've only scratched the surface!

* The walkthroughs for these Corridors come after the
  section that deals with the red spiderworm miniboss.

(6,23) MINIBOSS ALERT: green tentacleleech (!)
This ugly mofo is worse than hell. Finish Corridor 13 beforehand
to boost your defenses. Also run past to (6,22) to increase your
Chip maximum. Trust me- you'll need the extra power! With full
Shields, you can sit to the left or right of the miniboss and hold
out your Forward Saber Laser. It will die before your Shields hit
0. Another method is to run away from it while using your Plasma
Shield, but this can be more dangerous because the bastard is
persistently charging at you. The only time this leech moves
away is when it bounces off from a successful ram. You will
earn a valuable Defense Shield when you triumph.

Hiding at (6,22) is a Red Lander. If you have been following
me up to this point, it should boost your Chip maximum to 400.

At (4,23) there's a Password Room. Too bad the big blue guy can't
recharge your ailing Shields here.

At (0,22) there's a Speed Arrow. No enemies + free speed = great deal!

A message at (1,23) tells you:
 "Wait. Wait forever...
  The seal for No.3 will be removed.
  What are you doing here? Do not wait here!"
You heard the man. Wait at Gate 3, not here.

(1,20) MINIBOSS ALERT: red spiderworm
Like the one in Area 0, this dude is no more than a punching bag
who generates spiders that are as durable as snot. Stick a Forward
Saber into it, and stand back to Pulse Laser the spiders created.
You'll get a virtually free set of Enemy Erasers (Your armory should
now be complete - you only need to upgrade it from here on)! After
getting this first set of EE charges, you can now collect more from
Item Pods left behind by dead enemies.

After clearing out the Labyrinth sections of Area 3, you should now
return to the Corridors. Hey, I've promised I'd help you out, right?

CORRIDOR 13

Look out for meteoroids. They form into rings again, but only 4 of
them come at you at a time now. Plant stalks spit out bubbles just
like the pods from the Marine Areas. The super-strong star discs
return. With the meteoroids, it's like being back in "Corridor 0!"

The Hyper Laser Cannon will kill most things, but the Wave
Cannons cover a wider area. EE charges will kill the star discs,
but don't waste them since the discs keep appearing and are easy
to avoid. Sprites are somewhat effective against the white stalks.
Watch out for the big, red flowers that erupt into a dozen of small
spores when approached. Killing the flowers is tough, so expect
lots of spore showers. Fly out of their way or charge through them
with a Saber Laser, Wave Cannon, or Fusion Cannon. After a group
of a couple red flowers and many, many white bubble-spewing stalks,
you'll meet a new boss.

CORRIDOR 13 BOSS ALERT: blue Bombarder
This teleporting ship likes to launch a barrage of homing missiles
at you. Most Players will shoot it when it's vulnerable and then
pick off the missiles with side-mounted weapons afterwards. But I
have a better tactic - thrust the Forward Saber Laser straight into
it! The front part of the Guardian can actually touch Bombarder
without danger. (Your Forward Saber should be reaching across the
entire canopy-like structure.) This will hit both Bombarder AND the
missiles! You'll find a very useful Defense Shield back at the Gate.

CORRIDOR 3

>>>> Gate Seal Solution <<<<
 Wait inside the room for 30 seconds. If you leave the room before
 the Gate opens and then return later, you'll have to wait for 30
 seconds again.

The zigzagging mushrooms are no real threat. The red ones with
white spots will try to ram you and shoot a bit. Red pterodactyls
drop off bubbles too. Meteoroids come back in full force in their
ring formations. After a couple of red flowers and white stalks,
you'll find a dangerous foe indeed....

CORRIDOR 3 BOSS ALERT: blue Optomon (!)
I hope you've found the 2 Defense Shields from the Labyrinth!
Remember to avoid the seaweed, which is either shot across the
screen or left floating in midair. Hyper Lasers and Forward
Waves, along with good ol' Pulse Laser bursts, are your best
attacks. Use EE charges sparingly if you must destroy the bubbles
for Item Pods. Your rewards are the Waves Key and an Energy Tank
(which you'll most likely need!).

Get the hell out and proceed to the next Area in the northeast
regions of Naju. But stop by (10,11) at Area 0 first to get a Hyper
Laser upgrade for 300 Chips. That's definitely not a rip-off!

---------------------------
[2.4] AREA 4: FLORAL AREA B
---------------------------

BACKGROUND:

The second floral Area is no walk in the park, but that isn't
a problem for the Guardian. While she's most likely the type of
person who cares about the environment, she understands that 1)
if she doesn't kick some ass, she won't have a home to return to,
and 2) this isn't a real natural habitat anyway. Happy blasting!

PASSWORD:

************************  Locate and activate Self-Destruct Switch #4.
* OWxm nCFm  IjHl ee1k *  Area 4 - (X13,Y7) - Entrance to Area 4
* 7Tr! DiZ!  sX6r YzSg *  12 Shield Units, 400 Chips, 28 EE
************************  Attack 2, Shield 3, 373210 Points
KEYS: Crescent Hook Waves
Speed Arrow x4
(Lvl 1) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 1) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

As in Area 1, the boss in the optional Corridor here is actually
tougher than the one in the mandatory Corridor. Come back later if
you think you need more power. (Hell - if you haven't already, go
back to Corridor 11 and slaughter that Optomon mofo right now.)

IN-DEPTH:

At (15,6), take the top path if you wish to know how to remove
Gate Seal 4.

Found at (17,5) is the Message Terminal for the next Seal:
 "Seal No.4 cannot be removed;
  I think I goofed up when I sealed it.
  Ask for help from the round creature several times."
Whew - it's a good thing we have that big blue guy around!
Now go back out and take the bottom path to continue on.

To the east at (19,6) is a small Blue Lander. Watch out for the
spiders and chasing flowers surrounding it.

Located at (17,4) is Corridor 14. You might want to come back
later because its boss might be pretty tough, given your current
condition.

CORRIDOR 14 (Recommended that you return later)

Meteoroids will greet you. Watch out for the surge of laser beams
coming from the cone-shaped shell monsters. A bug in the game also
causes laser beams to appear repeatedly on one side of the screen
if you let the shell creatures squeeze off enough of them. Stay
away from the beams if the bug occurs, and use Hyper Lasers to
kill the creatures. Ugly, spikey mouth-pits will spew out little
parasitic spores, which swim after you. Use the Plasma Shield or
run over everything with the Side Saber Lasers. After the first
set of mouth-pits, the bugged-up lasers will stop showing up.
Spore clusters will launch off from their stems towards you,
so be prepared to shoot them out of the air. When another mouth
appears, look out for star discs. The Saber Laser or the EE is
great for destroying those discs if you want 'em out of your way.
More laser-firing shell monsters then appear, along with several
spore-spewing white stalks. Meteoroids and little ships also show
up, adding more to the mayhem. Charge up your Side Saber Lasers
if you need extra firepower. When your Shields are low, you can
use the EE in hopes of reducing enemy fire and creating Item Pods.
Watch out for thick undergrowth below you, because it's the ideal
habitat for mouth-pits and white stalks. After the last set of
mouths, it's time to activate some Party Power.

CORRIDOR 14 BOSS ALERT: blue Clawbot

The biggest worry is Clawbot's giant deathray cannon. When its
mandibles (the 2 claw-like front parts of the ship) slide open,
get the hell out of their way. Meanwhile, you can use your Side
Sabers, Side Wave Cannons, or the Plasma Shield to kill its homing
missiles. Level 2 Hyper Lasers may actually be the most effective
here. As you shoot, wiggle left and right in front of Clawbot when
the mandibles are closed. Not only will you damage the mandibles,
you will also destroy the missiles coming out of Clawbot! Keep
hitting the mandibles. When they turn orange, they're getting
weaker. You can also try getting close to Clawbot and slicing
the mandibles with the Sabers, but never, ever touch them! Touching
Clawbot is just as bad as touching its deathrays. Hitting either
mandible will do, as the damage is shared between both of them.
It's best to break the mandibles off at the sides of the screen
so they won't get in your way when they float downwards.

When the mandibles come off, Clawbot goes krezzy with its main
weapon, turning it into a super-laser-deathray-machinegun disguised
as a broken toy. DO NOT TOUCH THE MANDIBLES!! You can destroy them,
but you may be too busy fighting back. Just don't scrape against
the mandibles or else your Shields will go "poof!" Stay a bit to
Clawbot's side and clip it with something like Hyper Lasers or
Fusion blasts. Unless you're suicidal or really good, don't go
around Sabering it. Use the EE to (hopefully) turn the missiles
into Item Pods. This is the most dangerous part of the fight,
and a lack of good weaponry and defenses will make killing this
sucker difficult. If you can't beat Clawbot now, return later
with improved firepower. Murder the mofo to get a Blue Lander.

Back in the Labyrinth, head north to (17,2) where you'll find
2 red bouncing boulders guarding a Side Saber Laser upgrade.
Nice! Now go back south and turn west to meet...

(16,3) MINIBOSS ALERT: blue crabbot
Equip the Plasma Shield and run away from this guy as usual. Turn
and shoot it with some Pulse Laser bursts if you think you can
do it. You get a Plasma Turret upgrade for this easy victory. If
you've bought a Plasma Turret upgrade from a previous Shop, it
will be fully powered-up by now. Check out those Level 3 shots!!

Up at (16,0) there's a Speed Arrow. Grab it. Are your Pulse Laser
bursts becoming any speedier?

(17,0) is a dead end. Damn.

(18,1) MINIBOSS ALERT: blue tentacleleech (!)
Equipped with a Level 2 Saber Laser at full Shields, you can
sit there and let it jump itself onto your blade. I can't stress
this enough: always have full Shields before confronting a miniboss
you're not sure of. You'll earn a nice Blaster Pistol, and your
Attack Level will become 3! Congratulations!

At (19,0) take the left Warp Panel to teleport to...

... (18,0) to meet Mr. Big Blue Lander in a Shop, where for 400
Chips you may pick up one of the following:
 - Blue Lander
 - Energy Tank
 - Plasma Shield
Take the Blue Lander, because you can attain more Shield Units
than Power Levels for the Plasma Shield. Plus, this is a great
opportunity to charge up on Shields for the next mandatory Corridor.

Remember the idiot who've screwed up the Seal for Gate 4? Enter the
Shop 4 times (that's right - FOUR times) and the Blue Lander says:
 "I see you are trying very hard, so I will
  remove the seal for Corridor No.4."
Don't wander off elsewhere before having the Lander break the Seal,
or else you'll need to reenter the Shop 4 times again.

Afterwards, take a short trip over to (20,0) to find...

CORRIDOR 4

>>>> Gate Seal Solution <<<<
 I told you already - enter the big Blue Lander's Shop 4 times.

The Guardian will blaze past the white stalks and the laser-spitting
shell creatures at a medium-fast speed, so be extra prepared when
it comes to retrieving items. If your Pulse Laser Attack Level is
3, you might notice the new power in your bursts. Meteoroid rings,
spore clusters, and red flowers will bombard you. I hope those
Blue Landers you've collected help out here! When the Guardian
and the action slow down, the remaining enemy objects on the screen
will be spontaneously destroyed ("BLAM!" - no phasing out like back
in the Marine Corridors!). It's boss time....

CORRIDOR 4 BOSS ALERT: Teramute

Ah, the mighty Teramute. It sounds big but really isn't. Compared
to Clawbot in Corridor 14, this guy reaches new levels of sucking.
It only teleports around and breathes weak fireballs outwards in
an arc. All you have to do is sit in front of Teramute and blast
its head. Your shots will blow through the fireballs and whack the
dragon. This is a grand opportunity to equip your Forward Saber
Laser and to do some serious dragon slayin'. This easy kill grants
you the Square Key and a Plasma Turret upgrade. If you've been
powering-up your Turret through the hard way (i.e. only by finding
upgrades and not buying them), your Turret will be your first Level
3 special weapon. Pretty awesome, eh?

Hey - check your map out! Notice that 2 new Areas are open now?
You're given the choice of exploring Area 5 or Area 6, but for
the sake of this strategy guide, let's head to Area 5 first.

Oh, yeah, if you haven't cleared out Corridor 14 yet, go back
there now and give Mr. Clawbot some serious ass-kicking. You
can use the extra Blue Lander and the Points.

---------------------------
[2.5] AREA 5: TUNDRA AREA A
---------------------------

BACKGROUND:

From the humid jungles of Area 4, the Guardian jumps into the
frozen tundra of Area 5. At least the flight-armor will keep
her from freezing to death. Whether it'll protect her from
new enemies is another matter though....

PASSWORD:

************************  Locate and activate Self-Destruct Switch #5.
* JANO i89I  Dv?A rMeH *  Area 5 - (X16,Y9) - Entrance to Area 5
* GhU2 MYRj  VehJ v1DD *  16 Shield Units, 400 Chips, 22 EE
************************  Attack 3, Shield 3, 512310 Points
KEYS: Crescent Hook Waves Square
Speed Arrow x5
(Lvl 3) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 2) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

Running away becomes a better and better tactic as you encounter
enemies who make more trouble than they're worth. Reproducing
ice cubes clutter up the screen unless you use an EE charge or
leave. The pathways north of Corridor 15 resemble the letter "E"
when laid out on a map. Use this knowledge as you systematically
explore every corner of this Area.

IN-DEPTH:

You're in a narrow canyon that leads to the right, so follow it.

(19,8) MINIBOSS ALERT: blue crabbot
Run away again while using the Plasma Shield. Or, if you have
full Shields, a Defense Level of 3 or above, and a Level 2
Forward Saber Laser, you can stand there and trade blows with
it for a loss of roughly half your Shields. You'll get a Forward
Wave Cannon upgrade (it should raise the Cannon to Level 2).

Found at (21,8) is Corridor 15. Ignore it and go right first for
an important item.

At (23,8), there's a Blue Lander, and it's held hostage by boulders
and red and blue discs. Enter Corridor 15 afterwards if you wish.

CORRIDOR 15

Crystal clusters and diamond plates will appear and fly towards you.
Ships that fly down release several laser beams if given the chance.
Crystal rocks appear and follow you. Their weakness lies in blade
attacks - use your Saber Laser weapons! (Either the Forward or Side
variant will do.) Volcanoes erupt debris that somehow chases you.
Equip the Side Saber Lasers and sweep over all the crap and the
volcanoes to cool them down. A floating flower wildly sprays out
shots. Quickly blast it with something like the Hyper Laser Cannon.
Meanwhile, watch out for star discs and meteoroids - side weapons
are essential in this zone. After a series of 3 volcanoes, it's
time to turn on your Party Power!

CORRIDOR 15 BOSS ALERT: green Clawbot

This dude is weaker and slower than the guy from Corridor 14, but
continue to stay alert. As the strategies for all Clawbot battles
go, blow off the mandibles, and then blast the rest of the ship.
It's best to break off the mandibles at the side of the screen so
they don't obstruct your path when you enter the second part of the
fight. Hyper Lasers work great. When a part of Clawbot turns moldy
orange, it's close to death. You'll get a Red Lander afterwards.

It's difficult to get lost in the tundra north of Corridor 15.
You know what the letter "E" looks like, right? You're in a
long canyon that runs straight up towards the north, and smaller
canyons branch off to the east, parallel with one another.

At (23,7), you get your solution to Seal 5:
 "Fire into the Corridor,
  then the seal on No.5 will be removed."

At (23,6), there's a Plasma Shield upgrade. Watch for yellow bats.

At (21,5), you'll find the unique ice cube enemy. It's extremely
difficult to kill with conventional special weapons, and it
multiplies itself faster than the metallic spider does. Run
away before the screen turns into a freezer or use your EE.

(23,5) is a lousy dead end. Screw me.

(21,4) MINIBOSS ALERT: ice crystal (!)
This strange object will follow you at right angles, firing shots
at you all the while. Run away while firing back. Avoid touching
it at all costs, and, if you have it, use the Level 3 Plasma Turret
to destroy its projectiles. This thing sucks up quite a bit of
damage, so you may wanna come back later. Take extra care since
its shots may still kill you after it dies. You'll win an important
Defense Shield if you survive the ordeal.

(23,3) hides a Grenade Launcher upgrade. Run in and quickly grab
it (it's in the northeast corner of the group of Blocks) before
the ice cubes reproduce like bacteria.

Follow the arrow at (21,2). Go back down because...

Up at (23,2) there is another dead end. Watch out for the rapidly
multiplying metallic spider at (22,2) if you choose to explore
there anyway.

Now check out (23,4) for Corridor 5.

CORRIDOR 5

>>>> Gate Seal Solution <<<<
 Gate got you confused? Just shoot the display panel near the top
 of the screen (showing the words "Corridor 5") with continuous
 Pulse Laser fire until the Gate is unsealed.

Meteoroid shower! A Plasma Shield is a good weapon to use here, but
you still need to move around to avoid getting smacked by the few
meteoroids that'll slip through. Watch out for the ones that form
into rings, too. Crystal rocks can be handled with the Saber Laser
(especially the side version). A second's worth of Saber contact
will destroy a rock. Don't waste EE charges on these guys. Then
you get your usual diamond plates, pterodactyls, starfish, and other
garbage that can be killed without trouble. After seeing 2 volcanoes,
whip out a strong special weapon.

CORRIDOR 5 BOSS ALERT: Zibzub

This boss will try to screw with you. Don't ask why it has a missile
launcher hidden underneath its tentacles. Sit underneath and let
everything you have go at it. The Forward Wave Cannon works great
because you can shift the shots slightly to the sides to take out
the missiles. You won't get a Key or a weapon upgrade, but you won't
waste your time either. You'll leave with the 5th Switch activated
and a fresh set of 20 EE charges.

Before going to the next Area, you should return to Area 0 to get
more stuff.

First, go to (10,10). With a Power Chip maximum of 800, you may now
buy the Repeller upgrade for 500 Chips. It's not the most effective
weapon, but you want to be as heavily armed and prepared as possible.
(This should be the last item you'll buy from Area 0 too.)

Next, return to (13,15) for the solution to unlocking Seal 6:
 "I set seal 6 very well;
  you will need a special weapon to break it."

GAME GENIE NOTE:
 If you're using the "Infinite Shots" code, be sure to record your
 progress and then enter Area 6 WITHOUT using that code. Turn the
 code back on later when you're inside Area 6 to avoid messing up
 your game. Read the Game Genie section for more info.

---------------------------
[2.6] AREA 6: TUNDRA AREA B
---------------------------

BACKGROUND:

More icy wastelands await our guardian angel here. With half of
the Self-Destruct Switches activated, she still has a long way
to go. Let's hope she can blow this thing up before it gets too
close to Earth!

PASSWORD:

************************  Locate and activate Self-Destruct Switch #6.
* cg?b ?Tc4  2UAw iTI9 *  Area 0 - (X12,Y13) - Center of Naju
* 3Nij OzPb  S0Yw ?lY5 *  17 Shield Units, 800 Chips, 61 EE
************************  Attack 3, Shield 4, 639140 Points
KEYS: Crescent Hook Waves Square
Speed Arrow x5
(Lvl 3) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 2) Plasma Shield
(Lvl 2) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 2) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 2) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

Consisting mostly of twisting mazes leading to dead ends, this
Area has an unique characteristic - you can connect directly
to Area 7 if you have the Cross Key. But even more important
is the next Defense Shield you'll find. By reaching a Defense
Level of 5, your movement speed will increase!

IN-DEPTH:

Notice that there isn't a Password Room after you come into Area
6 from Area 0, so if you need to record your progress, you should
meet the big Blue Lander at (12,13).

(16,11) is Corridor 6. If you don't know how to unlock the Seal,
return to (13,15). That, or read the solution below.

CORRIDOR 6

>>>> Gate Seal Solution <<<<
 Equip a special weapon, such as the Plasma Turret or even the
 Grenade Launcher, and fire it (you don't need to hit the Gate).

With the Guardian traveling at a slow speed, you can easily grab
items. Blow away the meteoroids and other objects with a mix of
Hyper Lasers and Side Saber Lasers. Crystal rocks and star discs
will appear, all of which are weak against the Forward or Side
Saber Lasers. Volcanoes are rampant in this area. When a group
of star discs appear and then explode afterwards, meet the boss.

CORRIDOR 6 BOSS ALERT: bat glider

This scary-looking freak isn't listed in the manual, but that
doesn't mean it isn't dangerous. It zips around, momentarily
stopping to launch missiles at you. Hyper Laser the bat to hurt
it and to vaporize the missiles as they come out. Don't let it
scrape you, and use side weapons should the need arise. (Note
how the Wave Cannons aren't too effective against the bat but
work great against the missiles.) You'll get the Cross Key and
a neat upgrade for the Sprites. Check out 'yer map - another 2
Areas are now revealed!

Back out in the Labyrinth, run like hell past the ice cubes.

(18,10) MINIBOSS ALERT: red spiderworm
This guy releases more spiders (4 at a time, to be exact), but you
know this thing still sucks. Jab the Forward Saber into it and kill
it for an easy Defense Shield.

You should be at Defense Level 5 by now. Do you feel an increase
in your movement rate? Maybe the improved Shields reduce the effects
of gravity on you or something, making you lighter. Now you can do
that "walk through walls" trick as described below in the Secret
Debug Options & Bugs section. Just don't abuse your new power now,
heh heh heh....

At (18,12), there's a Plasma Turret upgrade. You might not need it
anymore by now, but grab it anyway. Doing so will mark that you've
been here (in case you get lost and wander back by accident), plus
you don't want to waste such a nice piece of equipment when you
blow this place to hell. Oh yeah, you can also use that small Shield
recharge that comes along with the upgrade.

At (20,10), there are spiders and slimes guarding a much needed
Fusion Cannon upgrade. Alright, mofo....

(21,11) is a dead end, so head back down past the assorted
rainbow-colored boulders.

At (21,13), there are 20 EE charges. You should grab them
and quickly leave before a billion ice cubes smother you.

Working your way down to (21,15) is a waste of time because it's
another dead end. What you need to do is to head towards (18,15).

(17,16) MINIBOSS ALERT: red lobstercrab
Use your Forward Saber Laser from the right side as usual. If the
bubbles get uncomfortably close, do the "Jedi" and sweep at them
with the Saber. A Red Lander will join you after this easy victory.

(18,13) is Corridor 16.

CORRIDOR 16 (Come back later if you hate Optomon)

You'll blast off at a fairly high speed. A guy with a laser rifle
will jump across the screen, firing downwards periodically. Respond
with your own Hyper Lasers or something similar in power. Meteoroids,
pterodactyls, red flowers (which explode into homing spores), and
other crap get in your way. The EE is helpful if the action is too
intense, but remember that it doesn't work on the crystal rocks that
chase you. Stick a Saber Laser into 'em instead! After a lone green
starfish, followed by a long stretch that's void of enemies, across
the silent icy lake, and over the dormant craters, it's...

CORRIDOR 16 BOSS ALERT: red Optomon (!)

A high Defense Level is a must! If you've fought the previous
Optomons, you'll know what to do. Sweep back and forth, avoiding
the seaweed and blasting Optomon whenever you have the chance.
Use the EE on the other projectiles if you need some Item Pods.
But above everything else, avoid the seaweed. You'll get an upgrade
for the Side Wave Cannons, increasing their Power Level to 3 by now
(if you've been following me).

At (16,12), there's an Energy Tank. It'll help if you grab it after
finishing Corridor 16.

(19,13) offers a great opportunity to use the EE to kill several ice
cubes for Item Pods.

Look out when you return to Area 0. Some rooms that used to be empty
are now inhabited by killer robotic squid monsters.

--------------------------
[2.7] AREA 7: FLESH AREA A
--------------------------

BACKGROUND:

Yeeeeaaaagghh!! Here's something that isn't in the travel brochure!
If there's one thing the aliens have that we don't, it is this
flesh environment. I mean, the Floral Areas are just as organic, but
humans are definitely not used to treading upon bloody, meaty stuff.

PASSWORD:

************************  Locate and activate Self-Destruct Switch #7.
* m31p IJLO  iqnY 857Q *  Area 7 - (X15,Y14) - Entrance to Area 7
* rXJV rNep  Atg3 gG5L *  17 Shield Units, 1200 Chips, 82 EE
************************  Attack 3, Shield 5, 784030 Points
KEYS: Crescent Hook Waves Square Cross
Speed Arrow x5
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 2) Plasma Shield
(Lvl 2) Grenade Launcher
(Lvl 2) Fusion Cannon
(Lvl 2) Sprites
(Lvl 2) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 2) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

Other than the looks of it, this place is not too different from
the other Areas. Anemones will inhabit much of this zone, throwing
out bubble spores. Red boulders deal a lot of damage if touched.

IN-DEPTH:

There are 2 ways into Area 7: one is through (15,14) from Area 0,
and the other is through the south end of Area 6.

At (15,12), there's a Shop that will offer, for 600 Chips, one of
the following:
 - Red Lander
 - Energy Tank
 - Grenade Launcher
Go for the Red Lander. You can never have enough of those little guys.

(16,18) MINIBOSS ALERT: blue spiderworm
A simple kill for a Grenade Launcher upgrade - make it
quick and painless for this poor bastard.

Go down to (18,21) and take the Warp Panel on the left edge of the
screen to meet the big Blue Lander, who'll handle your Password.
Another exit in the room eventually leads to...

... (17,23), where an EE pack is hidden right in the middle
of some Yellow Blocks. To get it, you need to go through the
Blue Lander's Password Room or use the "walk through walls"
trick. Watch out for those annoying flowers.

(18,19) connects to Corridor 17. The top Warp Panel leads back to
Area 6, and you're probably through with all of that place by now.
Still, it doesn't hurt to check.

Up at (19,19) is a Repeller upgrade. Look out for those super-tough
vertically-standing worms. Avoid them or prepare to waste a lot of
Chips (or EE).

CORRIDOR 17

Cruise over a large vessel as you take on a variety of organic
defenses. Be wary of the green octopi - these guys absorb all of
your firepower, wasting your Chips. Meanwhile, they'll slowly chase
you. You can avoid them or use an EE charge. One strategy to ridding
yourself of these annoying creatures is to TOUCH them. That's right,
fly straight into 'em! Assuming you have enough defensive power, your
Shields will dissolve those green Chip-suckers with minimal damage.

Other enemies are of standard fare. Big shell monsters spew shots.
Large eyeballs serve as turrets from the ground. Seemingly harmless
black pits will spray out shots like machineguns in a circular
pattern. Keep hitting the black pits and the shots will stop (maybe
there's something really nasty living inside those awful pits...).
Blue flowers will erupt into homing spores just like the red ones
back in the Floral Areas. When you reach a narrow part of the
vessel and see more green octopi, expect a ground-based boss.

CORRIDOR 17 BOSS ALERT: Basic Eyeball Defense System

Like the boss back in "Corridor 0," this system is composed of
several gun emplacements, only this time the "turrets" are more...
organic. The large eyeballs will throw little eyes at you, but
they're not too different from the other enemy projectiles. If
there's anything really new, it's that reinforcements (composed
of standard enemies) will fly in from the back, but you can
use them to get Item Pods. Unlike their blue-tiled mechanical
counterparts, the eyeballs are always vulnerable, because they
cannot "close" themselves up. Fusion Cannon the big eyeballs - you
will do a lot of damage and destroy their shots at the same time.
A Forward Saber Laser upgrade will be found back at the Gate.

(22,20) MINIBOSS ALERT: red lobstercrab
Stay to the right and whack it with a Saber. Sweep away the bubbles
if you must. A Defense Shield will be waiting to be picked up. Man,
these would have been so much more useful earlier on....

The solution to Seal 7 is found at (21,20):
 "Try to enter the room in the corridor several times;
  only then will seal 7 be removed."

At (23,21), you can go shopping. You may trade 1000 Chips in for a:
 - Speed Arrow
 - Life Heart
 - Forward Wave Cannon
The Forward Wave Cannon upgrade is a good choice. That, or the Speed
Arrow. Forget the Life Heart.

At (22,23), there's yet another Defense Shield. Get it, but
not before killing off the anemones there.

Located at (19,23) is Corridor 7.

CORRIDOR 7

>>>> Gate Seal Solution <<<<
 Enter the room repeatedly. Or more specifically, enter and then
 exit from the same Warp Panel multiple times. When you step in
 for the 4th time, the Gate will open. Presto!

Flying over flesh and nerves isn't as bad as getting shot by those
small ships who jerk off their lasers like crazy. Kill them quickly
with a powerful weapon, like the Hyper Laser. Eyeballs on the ground
will act like turrets, spewing out eyeball bullets. Later on, large
shell creatures, mushrooms, and other organic "stuff" will fly up
to you, unloading all sorts of chemical weapons. Some even attempt
to crash into you. A well-timed EE blast is enough to take out a
batch of green octopi. That, or touch them. A green octopus is easily
killed by coming into contact with the Guardian's Shields (she should
have adequate defenses, of course). When the Guardian slows down,
it's time to pull out the Fusion Cannon.

CORRIDOR 7 BOSS ALERT: Advanced Eyeball Defense System

This defense system is just like the one in Corridor 17, only
there're more eyes. You can start damaging them as soon as you see
'em. Watch out - the eyeballs home in on you, and reinforcements
constantly pour in from the back. There are 16 eyeballs total -
4 main ones grouped in the center, 4 small ones behind this main
group, 4 more in front, and another 4 small ones lining the outer
corners. The small eyes have less defenses, so kill them first to
reduce the number of homing eyeballs coming at you. A Level 2 Fusion
Cannon nukeball will take out the small eyes in 1 or 2 hits. Go for
the big eyes next. Hyper Lasers and Grenades work too. Remember to
use the reinforcements for Item Pods. There's no Key, but you'll
jack up the 7th Switch and get a Side Saber Laser upgrade.

When you leave, head back to Area 0, using your Waves Key to get
to the Message Terminal at (13,16) for an important clue pertaining
to the next Area:
 "To remove seal 8, set your weapon to 'NO USE' and fire."

--------------------------
[2.8] AREA 8: FLESH AREA B
--------------------------

BACKGROUND:

More bleeding gooey stuff for the Guardian. Fortunately, she has
a stronger stomach than I do. Now, if you'll look at the Password
for this Area while I excuse myself and head to the washrooms...
oh, man, I think I need to go again... have Randar -- urrghk! --
cover for me! -- !! #$%*-urhk-@&?!

PASSWORD:

************************  Locate and activate Self-Destruct Switch #8.
* UU8t ssou  VzMT Ot2P *  Area 0 - (X12,Y13) - Center of Naju
* R0oU RVDl  KdUb Af1H *  17 Shield Units, 1600 Chips, 122 EE
************************  Attack 3, Shield 7, 914850 Points
KEYS: Crescent Hook Waves Square Cross
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 2) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 2) Fusion Cannon
(Lvl 2) Sprites
(Lvl 3) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

Do YOU have any Chips? If so, gimme gimme gimme!!!
Uh oh - I think the author is returning. I'd better
get back into the GamePak now!
                                - "Big B."  :p

What the hell? Who just wrote that? It must have been
Randar; that crazy blue ball! Oh well - let's finish
up some business, shall we?

You'll need to work your way around quite a bit if you want to
find all the secrets here. Think of this Area as a large, coiled-up
intestine - to reach the optional Corridor 18, you must work down
the east side, pass through the south, and then head up along the
west sector. To get out, you have no choice but to backtrack.

IN-DEPTH:

Be sure to go back to that room past the Waves Warp Panel that
you couldn't enter earlier in Area 0. The note there will tell
you how to break Seal 8. Or, if you're lazy, just read on.

Right past the Cross Warp Panel, at (10,16), is Gate 8.

CORRIDOR 8 (Recommended that you return later)

>>>> Gate Seal Solution <<<<
 Similar to receiving a Password, select "NO USE" and then press A.
 You can think of this as an "invisible weapon." Whoa.

Green octopi and meteoroid rings will be there at the start of this
Corridor. Because the octopi absorb your projectiles, your Plasma
Shield is of little use if it touches them. Instead, protect yourself
from heavy enemy fire with well-timed EE charges. To conserve ammo,
wait for as many enemies as possible to appear on the screen before
destroying them. Eyeballs, mutant mushrooms, and other familiar
enemies will flood the screen soon enough. There may be so many things
that the meteoroid rings won't be complete (or else the NES will run
at half a frame per second). Don't forget that a green octopus can be
destroyed by touching it, if you think losing barely any Shields is
better than wasting an EE charge.

CORRIDOR 8 BOSS ALERT: red Eyegore

Despite what some other sources say, I'm pretty sure this guy is
Eyegore, not Grimgrin. The mouth looks more like a smile than a
grin, and there's more eyes here than on that other similar-looking
dude. Anyway, "Mr. Igor" throws eyeballs at you, considering how
it has many eyes itself (there are 2 regular eyes, 1 big one on
the forehead, 2 on the top, and 2 more small ones on either side
of the head). Eyegore also shoots tiny bubble bullets at you. It
moves by boomeranging around the screen, but it's so huge that
it's often difficult to avoid. Stay away and hit it with whatever
you have. Even Level 2 Hyper Lasers barely work. If you have
a Level 3 Repeller, try it (line it up correctly and it'll hit
Eyegore plus the eyeballs). Use some EE on the projectiles if
you need an Item Pod.

Razaleo suggests that you charge into Eyegore with your Side
Saber Lasers and Pulse Lasers, firing nonstop. Because you're
constantly hitting the boss while you're flying right over it,
you should not get hurt. At least not too much.

When the boss turns darker and redder, it's getting weaker.
Eventually, its 2 main eyes will burst (at 3/4 energy), and
then the 2 top eyes will follow (when its life is down to half).
At this point, you may notice that it isn't firing eyeballs
anymore, so use the opportunity to recharge. When Eyegore's
big eye bursts (after you reduce its life to 1/4), it'll turn
ugly yellow and start spewing eyeballs again from its large wound,
but this time it won't be stopping until it dies! Persevere, and
you will win the Triangle Key and a Plasma Shield upgrade.

At (10,18), there is an Energy Tank in case you need to recharge
after the Eyegore incident.

(12,18) MINIBOSS ALERT: red tentacleleech (!)
With full Shields (around 18 Units' worth), a Defense Level of 7, and
a Level 3 Forward Saber Laser, you can sit there and trade blows with
it. Your Shields will be halved at most by the time it dies, but the
Red Lander you rescue will fill 'em back up. If you have at least
2050 Chips, your Pulse Laser Blaster will fire the biggest bursts
available in the game (4 shots per burst, to be exact)!

At (13,19), look out for blue Crabbots. They're like the minibosses
you've killed before, only this time there are 2 of them at once!
Ignore 'em (they don't give you any special power-ups anyway) and
run off to the next screen. Screw the arrow and go east to...

... (14,20), where you'll find more EE charges lying around.

Go to (14,21) for a Password Room. Here we are at Area 8. Wanna save?

(12,22) MINIBOSS ALERT: red crabbot
Run down one more screen to the south if you need a Shield recharge
first. This guy is fast, but your own speed increase will let you
outrun it - just barely! Again, equip your Plasma Shield (it should
be at Level 3) and race around the room. Bad guys get faster and
stronger, but they don't get smarter. 20 more EE charges will be
yours for the trouble.

Hiding at (12,23) is a Blue Lander. Sneaky....

Up there somewhere at (9,19) is a Hyper Laser upgrade. Kill the
running alien before it drops down too many slimes.

Finally, at (11,19), we reach Corridor 18, which is stuck all
the way at the end of this spiral-shaped intestine of an Area.

CORRIDOR 18

You might as well check out your new Hyper Laser Cannons. You'll
blaze through at top speed during the first part and then slow down
later. Ships, meteoroids, and other people you've seen will gang up
on you. Fortunately, your fully-powered Level 3 Hyper Lasers will
grind them into mincemeat. Watch out for the blue flowers - neither
them nor their spores are easily roasted by Hyper Lasers. After
these flowers and a few more meteoroids, you'll meet...

CORRIDOR 18 BOSS ALERT: blue Eyegore

This is the weaker younger brother of the dude back in Corridor
8. Once you've taken off its top eyes, no more eyeball shots will
appear (for a while). When the big eye goes "POP!" and Eyegore
turns moldy orange, it'll literally bleed on you. Stay below it
and Hyper Laser it up the ass. If your Chips run low, use the
EE to make some Item Pods out of the many eyeballs. You will be
rewarded with a Fusion Cannon upgrade. When you meet bosses from
now on, your enhanced Fusion balls will cut short your work!

With 80% of Naju conquered, you now head to the final type
of environment in Areas 9 and 10.

---------------------------
[2.9] AREA 9: DESERT AREA A
---------------------------

BACKGROUND:

The deserts of Naju aren't so deserted. The harsh sands and rock
canyons hide the toughest creatures who are waiting to ambush
the Guardian. She must hurry - Naju isn't getting any farther
away from Earth, and she cannot afford to screw around. Well,
at least not TOO much....

PASSWORD:

************************  Locate and activate Self-Destruct Switch #9.
* qMb8 SYP9  p1ba 4nrN *  Area 9 - (X9,Y7) - Entrance to Area 9
* 7vab z!fY  wKMg Dj?8 *  19 Shield Units, 2400 Chips, 182 EE
************************  Attack 3, Shield 7, 1088240 Points
KEYS: Crescent Hook Waves Square Cross Triangle
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 2) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

This environment is the ideal breeding ground for the hardiest
of enemies. The bosses are definitely forces to be reckoned
with. Don't underestimate those evil life-forms!

IN-DEPTH:

Work your way around to (4,5) for a very helpful tip:
 "Seal 9 can be removed by standing on the gate."

Placed at (6,3) is another Defense Shield.

(5,3) MINIBOSS ALERT: red crabbot
Run away as you let your Plasma Shield kill it. You'll receive
a Forward Wave upgrade. Your Forward Wave Cannon should be at
Level 3 now. You'll appreciate its new power!

Down to the southwest at (3,6) is a Blue Lander. Beware! A meteoroid
shower will bombard the screen. While the shower will stop eventually,
you are better off if you rush in, grab the blue dude, and then run
back out.

Either way you go, Corridor 19 is at (4,4).

CORRIDOR 19

Red Skulls will turn blue and fly towards your last position
(relative to the screen). When star discs appear, expect some
laser rifle-wielding robots to show up too. These guys jump
across the screen and fire repeatedly. Well placed Fusion shots
will stop them and their laser bolts cold. Crystal rocks appear
for a short while and can be Sabered away. Don't be fooled by
those large horned skulls; they will also come to life and break
off from their bony necks, shooting at you! I say Saber 'em,
since crystal rocks may appear in conjunction. After 5 pairs
of large skulls, you'll meet 'da boss.

CORRIDOR 19 BOSS ALERT: red Bombarder

Stick the Forward Saber Laser right into its canopy-like structure.
Remember you can fly over a part of Bombarder without getting hurt!
You can also sit back and Hyper Laser it if you hate getting up
close and personal. Your reward is a Defense Shield.

Located at (3,3) is a Red Lander. Watch out for bouncing rainbow-
colored boulders there. Save yourself some trouble with a sprinkle
of aggressive EE usage.

Found at (0,3) is an Energy Tank.

Found at (1,0) is an EE pack. As with (3,3), there are many boulders.

(2,0) MINIBOSS ALERT: green spiderworm
Have fun killing this loser. You'll get a virtually free Blue Lander.

(2,2) is the coordinates of Gate 9.

CORRIDOR 9

>>>> Gate Seal Solution <<<<
 Walk ontop of the Gate. If you don't want to jump in yet,
 you'd better step off before it opens up almost completely.

Equip the Forward Wave Cannon or the Hyper Laser Cannons (both now
should be at Level 3) and hold down your A Button as you go in.
Meteoroids, diamond plates, and large skulls farting out little
skulls will try to gang-rape you. Super-large skulls act like
turrets and spew even more bone heads at you. Blue faces with sharp
teeth hide in the sand and jump out at the last moment. Like the
crystal rocks, they're resistant to the EE. Side Saber Lasers are
great for most of this level, especially against the laser riflemen,
who are also unaffected by EE charges. For the blue flowers, use
the Fusion Cannon. Past the last few blue heads is a desert boss.

CORRIDOR 9 BOSS ALERT: blue Grimgrin

This grinning customer only floats up and down along the center
of the screen, spitting skulls at you and shooting lasers ahead
of itself. Obviously, a frontal assault will get you killed, and
the Guardian will jab her heels down your balls just for suggesting
such a course of action. A better tactic is to use Side Sabers
or Side Waves, but even this may not stop the continuous outpour
of skulls. I find Level 3 Grenades effective. Carefully aim and
throw them right into Grimgrin, where the explosions will hurt
it, destroy the skulls, AND kill the lasers! The only problem is
any Item Pods that show up will be in the middle of the screen,
covered by Grimgrin itself and the ever-renewing stream of lasers.
Let the skulls come out to the sides where you are, and then EE
them for power-ups. You'll find the important Rectangle Key from
Grimgrin's remains and an upgrade for the Sprites back at the
Gate. Now you have all the Keys! The last Area awaits....

----------------------------
[2.A] AREA 10: DESERT AREA B
----------------------------

BACKGROUND:

The Guardian only has 1 Self-Destruct Switch left to go, and she
can't stop now. Only the strongest will survive the final Area. I
hope you've brought along some sun lotion... and a lot of Shields!

PASSWORD:

************************  Locate and activate Self-Destruct Switch #10.
* RNhU THVV  W3hz ZdFx *  Area 10 - (X11,Y7) - Entrance to Area 10
* 2xhz YA!M  HP6D yfig *  21 Shield Units, 4000 Chips, 184 EE
************************  Attack 3, Shield 7, 1481080 Points
KEYS: Crescent Hook Waves Square Cross Triangle Rectangle
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 3) Forward Wave Cannon
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 3) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

GENERAL TIPS:

Everything you've learned from the previous Areas will be applied
here. Tough enemies, multiple paths leading to dead ends, and
dangerous bosses are all present. Go get 'em, Guardian!

IN-DEPTH:

Stop by (12,5) before going into the thick of action to visit the
last Shop in the game. For 2000 Chips you may take a(n):
 - Sprites
 - Energy Tank
 - Fusion Cannon
It won't matter what you get because the Sprites and the Fusion
Cannon should be fully powered up by this point. Get the damn Energy
Tank if you want.

Back at (11,5) is Corridor 20.

CORRIDOR 20

Cruise down over the large, sandy stones as the laser-happy ship-
like drones and riflemen attack you. Fusion Cannon them and their
shots. The laser bolts do severe damage to your Shields, even at a
Defense Level of 7. Really, Fusion your way through. Fusion kills
crystal rocks, flying skulls, pit worms, star discs, and anything
else that tries to bang you up. Okay, you may want to use the Side
Saber Lasers and EE occasionally too. After you see 4 huge dark pits
and 2 flying skulls that lift off from their necks, you'll meet...

CORRIDOR 20 BOSS ALERT: red Clawbot

Fly right up in front of Clawbot's mandibles and do some big-time
Fusion Cannon fire. Your strengthened Shields will protect you
from the missiles. Touching the beams aren't as bad, but continue
avoiding them if possible. When the claws come off, keep Fusioning
to destroy them and then run up close to the rest of Clawbot. Blast
it as you stay slightly to its side, matching its horizontal motion
and staying away from the energy beams. You'll get a Blaster Pistol,
upgrading your Attack Level to a kick-ass 4! Sadly enough, this is
the last Pistol on Naju.

Go north into Area 10 proper. Welcome to the "Death Skull" zone.
This Area is shaped like a human skull on the map (very much like
Ganon's dungeon in the Legend of Zelda - what a rip-off!!). From
the entrance near Corridor 20's Gate at the "teeth," you'll have
to work your way up the west side of the "skull," down across the
"nose," up the east side, and then into the "forehead" where you'll
find the last Switch.

(11,3) MINIBOSS ALERT: flying skull (!)
This harmless-looking bone head resembles the ones from the Desert
Corridors, but it shoots semi-homing projectiles that do a lot
of damage. Since this guy is so fast, Level 3 Sprites are quite
effective here. Be sure you have enough Chips (no less than 4000)
before you try the Sprites strategy. Otherwise, you should run
around and shoot it down with your Pulse Lasers and other specials,
which is much tougher than it sounds. You'll get a Defense Shield. If
you haven't reached a Defense Level of 7 yet, you're inviting death.

Out at (8,3), take the left fork (unless you plan to walk through
walls later on).

The lonely Message Terminal at (8,0) holds the final Seal's solution:
 "Keep firing, the last seal will be removed."

Continue to follow the weaving path through this dry canyon.
At (11,2), take the lower fork.

Go to (12,4) for an Energy Tank.

At (13,4), again, take the lower path. Prepare to run through
plenty of meteoroid showers.

(12,0) MINIBOSS ALERT: bat glider
The winged terror returns from the Tundra Areas. Because you're
not flying, you have a better chance of hitting it from the back.
Let it fly around, and then run up next to it and stab it with your
Saber. The Saber will also kill the missiles coming out, and this
is important because you can't use Hyper Lasers to destroy them.
You will earn some EE charges after the bat bites it. Maybe it
should have stayed in the cold!

CORRIDOR 10

>>>> Gate Seal Solution <<<<
 Pull the trigger of your Pulse Laser Blaster for a full
 10 seconds. Afterwards, it's Rumble Time in the Corridor!

You know the drill. Kill the meteoroid rings and skull turrets.
The Plasma Shield helps. Crystals and laser-firing ships will
join the fray soon enough. The Guardian starts off slow but speeds
up after the skull turrets appear. When the Guardian decelerates,
expect 4 pit worms lying in wait. Next comes a group of 8 skull
turrets spread fairly far apart, and then it's...

CORRIDOR 10 BOSS ALERT: red Grimgrin

This is the tougher version of the dude back in Area 9. Instead
of slinging skulls at you, it throws homing claws, making the
Grenade trick tougher to apply. I'm not saying Grenades are
ineffective; they're still useful, but I'm not keeping you from
using another special weapon that's more to your liking. Enjoy
a bonus of EE charges after the last Switch is activated.

Check your map out - notice anything that wasn't there before?

-------------
[2.B] ESCAPE!
-------------

"Do you think they'd just let us walk in [and out] like the wind?"
                                                - Wang Chi

"Yeah, I thought that was your whole damn point!"
                                                - Jack Burton

                                   from "Big Trouble in Little China"
                                    when the two heroes are trapped
                                     inside a flooding elevator in
                                    the Hell of Upside-Down Sinners
                                           (20th Century Fox)


BACKGROUND:

The Guardian's mission is accomplished, but it won't do her any good
if she sticks around for the fireworks to go off around her! Rest in
peace, dead crew of Naju. Your worst fears will soon be over....

PASSWORD:

************************  All Switches Activated -- Just escape!
* ie0m m!Kn  p60m sGLr *  Area 0 - (X12,Y13) - Center of Naju
* vS1N yaf8  ckuf 9WvO *  22 Shield Units, 4000 Chips, 255 EE
************************  Attack 4, Shield 7, 2037660 Points
KEYS: Crescent Hook Waves Square Cross Triangle Rectangle
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 3) Forward Wave Cannon
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 3) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

ULTIMATE PASSWORD:

Even better than the one above, this slick code starts you off
with everything you can find in Naju, plus a damn hot Score!

************************  All Switches Activated -- Just escape!
* REdE TARN  W2dH ZkBG *  Area 0 - (X12,Y13) - Center of Naju
* 2wdj bA6y  7O7X 0rpw *  32 Shield Units, 4000 Chips, 255 EE
************************  Attack 4, Shield 7, 9000000 Points!!
All items on Naju found.

GENERAL TIPS:

There's only one phrase everyone needs to know for escaping self-
destruct sequences: "Run like hell!" With the bombs about to go
off, the Guardian's map will register an active Gate at (9,11).
That must be the escape route! 

IN-DEPTH:

Gate 21 will suddenly appear at (9,11). It opens automatically like
an optional Gate, only this isn't optional, unless you wanna hang
around and see what the Guardian looks like after experiencing a
supernova - from within!

Actually, there's no timer in the game at all. If you wish, you
can tour Naju again and again to search for items you have missed,
taking as much time as you desire. Naju blows up only when you
finish Corridor 21, so make sure you're fully prepared before
you drop into...

CORRIDOR 21

Meteoroids will pour down as Naju starts breaking up. Vaporize
'em with some Hyper Laser fire. Before you leave, some irate evil
life-forms will attempt to stop you. If they're goin' down, they're
gonna take you with them! Run the gauntlet by fighting a series of
6 bosses. They appear one by one in the following order:

CORRIDOR 21 BOSS ALERT x6:

1. blue Fleepa   -- Tear ass with Fusion.
2. red Zibzub    -- More Fusion. Up the ass.
3. blue Clawbot  -- Do some serious ass-forkin' with Fusion.
4. red Optomon   -- Ass-rape it with even more Fusion.
5. blue Eyegore  -- 3 words: "Fusion up ass."
6. red Bombarder -- For once, use the Forward Saber Laser instead.
                    Don't worry; you can return to your
                    Fusion fun with the next guy....

The Guardian hightails it outta Naju just as it erupts into a
large and loud explosion behind her (which is funny because there's
nothing in space to carry sound waves, maybe with the exception of
the air rushing out from the destroyed station).

------------------
[2.C] FINAL BATTLE
------------------

"Sonofab-tch must pay!"
                    - Jack Burton, from "Big Trouble in Little China"
                                    (20th Century Fox)


BACKGROUND:

Naju is no more. The Guardian has escaped. Earth is safe. Or is it?
The mastermind behind the corruption of Naju is still very alive,
and the Guardian solemnly understands her duty to utterly destroy
all evil threatening her home....

PASSWORD:

************************  Terminate hostile life-form leader.
*         N/A          *  Area 0 - (X11,Y12) - Space
*     (Final Boss)     *  ?? Shield Units, ???? Chips, ??? EE
************************  Attack ?, Shield ?, ??????? Points
No more new equipment.

GENERAL TIPS:

The Guardian's final foe is the boss of all bosses. This
frightening being of unimaginable power is dangerous indeed.

IN-DEPTH:

Similar to the introductory portion of this game, the final scene
isn't a real Corridor but is played like one.

"CORRIDOR 22"

After the awesome explosion, you'll enter another meteoroid field.
(I guess these rocks are supposed to be the flying chunks of Naju's
remains....) When the debris dies out, it's time to activate your
Party Power one last time!

"CORRIDOR 22" BOSS ALERT: final boss

This guy is more lethal than it looks ugly. Well, sort of. It tries
to claw at you with its 2 arms (each arm acts separately), it shoots
homing rockets, plus it occasionally tosses out a bubble shot. Try
launching Fusion fireballs from underneath it and then fly away
before the arms catch you. The arms do the most damage.

Another strategy a few gamers use is to fly to either corner on the
top of the screen and let loose with a barrage of Side Wave Cannon
fire. If you prefer this tactic, use it, but remember that it
requires a lot more patience.

A third plan is to sit in a corner (again) and let your Sprites tear
away at the big dude. You will be forced to replenish your Chips a
couple of times though, so make sure you have enough EE charges to
destroy the boss' projectiles for Item Pods.

When it turns from blue to orange, the boss is at 1/2 of its former
life and it gets mad, shooting at a faster rate. When it becomes
bloody red at a quarter of its original life, it's intensely pissed
and will machinegun its homing rockets at you, not to mention its
bubbles will also start to flood the screen. The angrier this dude
gets, the more it moves around.

Keep firing and EE the shots for Item Pods. If the Guardian is true to
her title, she will have a home to safely return to. Or, if you wanna
put it more bluntly, this bastard really deserves it rough up the ass.

======================================================================
III. THE END - Time for a long and much-needed vacation.
======================================================================

"A flash in the distance tells you that [your missiles] have
 done their job - and so have you."
                        - from "Raptor: Call of the Shadows" (Apogee)


With a final, blinding explosion, the evil being dies. The Guardian
relaxes her breath and slowly flies away. What the heck - before
returning to Earth, she might as well enjoy a peaceful cruise through
the quiet expanse of space....

-----------------------------
[3.1] EPILOGUE & GAME CREDITS
-----------------------------

Here are the final messages at the end of this fantastic game.
Included for your reading pleasure are the endings from both
the Japanese and English versions of the Guardian Legend.
(Check out the differences - it's great how the English version
 corrects most of the errors in the staff credits!)

- English Version -               - Japanese Version -

(The Guardian slowly flies        (The Guardian silently observes
 by Earth.)                        Earth from afar.)

Your Final Score is               Your Final Score is
  [insert your score here]          [insert your score here]

Mission                           Mission
  Complete.                         Complete.

You are the                       You are
  greatest                          greatest
     Player.                           Player.

  Program                           Program
    and Effect                        and Efect
Jemini Hirono                     Jemini Hirono
  Password                          Pass Word
Wao Isee                          Wao Isee

  Map Maker                         Map Maker
Pochi Nakamori                    Pochi Nakamori

  Graphic                           Graphic Des.
Janus Teramoto                    Janus Teramoto
Yoriki                            Yoriki

  Music                             Music
Miyamo                            Miyamo
Shant                             Shant
  Effect Idea                       Efect Idea
Sin-Kun                           Shin-Kun

  Test Play                         Test Play
Midnight                          Midnight
 Commander-Nui                     Commander-Nui
Janus Teramoto                    Janus Teramoto
Kunny                             Kunny
Tanida                            Tanida
Shant                             Shant
Pal                               Pal
    ...etc                            ...etc

  Director                          Director
Moo Niitani                       Moo Niitani

Created by                        Created by
     Compile                           Compile

Produced by                       Produced by
 Irem                              Irem
   Corporation                       Corporation

Password TGL

---------------------
[3.2] THE SECRET MODE
---------------------

Q. What the hell is that at the end of the English staff credits???

A. I'll tell you: it's a SECRET CODE that lets you play
   the Guardian Legend in a different Mode! You just enter
   "TGL" on the Password Screen, and you're ready to go!

Q. Whoa! How do I see it?

A. Press Start when the screen displays the "Compile" and "Irem"
   company names. This extra message will pop up after a while.

Q. What is this special Mode?

A. The gameplay will more closely resemble that of traditional
   space shooters. You will only play the Corridor scenes; all
   the Labyrinth Areas are cut out. After you finish one Corridor,
   you will be awarded power-ups according to how many "Special
   Points" you have earned (see the next section for a full
   explanation), and then you will be thrown into the next
   Corridor. When you reach "Corridor 22" and defeat the final
   boss, you win.

Q. Anything new I should know before taking off on this quest?

A. Not really. The Corridors themselves and the bosses are pretty
   much the same, and the strategies listed above are still
   effective. But if you absolutely must know the little details,
   check out the TGL Mode section immediately following this one.

Q. Can I play this special Mode in the Japanese version of TGL?

A. Yes, but the Secret Password is different there. Read
   all about it in the Secret Password section below.

Q. Is the "TGL" Password a play on the game's English title?

A. Yes.

Q. Can something like Naju actually hit Earth?

A. Yes. Small meteoroids dropping onto Earth fairly aren't uncommon
   (they become meteors while they burn up through the atmosphere
   and then become meteorites when they land). Although the chances
   of something as big as Naju slamming into Earth are very slim
   (we're talking about one in several billions or trillions here,
   and that's not even taking certain factors into account), such
   an event is not impossible. But there's also no need for panic.
   By the time this occurs, Earth will hopefully have the technology
   to deal with it, as it kinda does in TGL. If not, humans will
   all be dead by then or be living somewhere else (hey, the universe
   is a big place!). In short, if anything like the Naju incident
   does occur, you'll unlikely be around to experience it.

Q. Any other words of wisdom?

A. Live your life. Be happy. The Guardian is.

======================================================================
IV. TGL MODE - What the Guardian does in her spare time.
======================================================================

Some people out there acknowledge the recondite greatness of TGL,
yet they still hunger for the simple action of Zanac and Gun-Nac.
It's time to return to that arcade-style blastfest in TGL Mode.

-------------------------
[4.1] SPECIAL DIFFERENCES
-------------------------

Before shooting off again, let me go into detail on the differences:

 1) After defeating a boss, you will gain power-ups depending on your
    "Special Score." This new Score is not the same as your regular
    Score; rather, it is derived from the regular Points you earn
    from the Corridors. Earning higher regular Scores, as you can
    see, will yield higher Special Scores. The more of these Special
    Points you have, the faster you will upgrade your flight-armor.

 2) You may only earn up to 5 power-ups at a time. Don't worry,
    however, as all the Special Points you score in one Corridor
    will be carried over to the next. This is quite useful, since
    the extra Points will help out in the event you don't score
    as high in future Corridors.

 3) YOU MUST FINISH ALL THE CORRIDORS, including the optional ones!
    At least you won't be hassled by Keys or Warp Panels....

 4) Skipping the Labyrinth might seem to save you a lot of time,
    but there's a price. Since you won't be meeting the big Blue
    Lander, you can't save your progress. Yep, you gotta finish
    this from beginning to end, so expect to spend about 4 or 5
    hours sitting in front of your TV. Furthermore, your Shields
    and Chips still aren't automatically refilled after beating
    a boss (unless you earn a Blue or Red Lander)!

 5) If you wanna know, the Ending here is crappier than the regular
    one, because only your final Score, the text messages, and the
    staff credits are displayed. That's right - there's NO image
    of the hot Guardian or the Movie where she flies by in front
    of Earth. (Though it's funny how this jacked-up Ending still
    displays the secret "TGL" Password when you hit Start....)
    There's no point in finishing TGL Mode other than for the
    pure hell of it.

 6) Well, maybe there's a better reason. TGL Mode is the only place
    where you can obtain a Chip maximum of 6000! You must score
    800000 Special Points, however, and that's no easy task (unless
    you cheat).

--------------------
[4.2] CORRIDOR ORDER
--------------------

Here's a quick list of how you'll go through the Corridors
(the bosses are the same - there are 23 Corridors total):

00 - Entrance Defense System
01 - blue Fleepa
11 - green Optomon
12 - red Fleepa
02 - Crawdaddy
13 - blue Bombarder
03 - blue Optomon
14 - blue Clawbot
04 - Teramute
15 - green Clawbot
05 - ZibZub
16 - red Optomon
06 - "bat glider"
17 - Basic Eyeball Defense System
07 - Advanced Eyeball Defense System
18 - blue Eyegore
08 - red Eyegore
19 - red Bombarder
09 - blue Grimgrin
20 - red Clawbot
10 - red Grimgrin
21 - blue Fleepa, Zibzub, blue Clawbot,
     red Optomon, blue Eyegore, red Bombarder
22 - "final boss"

-----------------------------
[4.3] ITEM AWARD SCORE SYSTEM
-----------------------------

The Scores-to-Items list is divided into sets of 5 for your
viewing convenience. Remember that even though you may obtain
up to 5 items at the end of each Corridor, chances are you'll
get less because no one can always kill everything in every
Corridor. If you can't waste enough enemies in one scene,
just make it up by tearing ass in other, easier Corridors.

Without further crap from me, here's the list:

 00000 Speed Arrow            300000 Side Wave Cannons
 00000 Plasma Turret          310000 Hyper Laser Cannon
 00000 Blue Lander            310000 Grenade Launcher
 00000 Red Lander             320000 Red Lander
 10000 Forward Wave Cannon    330000 Blue Lander

 10000 Plasma Shield          340000 Forward Saber Laser
 20000 Forward Saber Laser    350000 Repeller
 20000 Grenade Launcher       360000 Speed Arrow
 20000 Side Wave Cannons      370000 Red Lander
 30000 Repeller               370000 Fusion Cannon

 40000 Red Lander             380000 Plasma Shield
 50000 Blue Lander            400000 Defensive Shield
 60000 Sprites                410000 Forward Wave Cannon
 70000 Fusion Cannon          420000 Side Saber Lasers
 70000 Hyper Laser Cannon     430000 Blue Lander

 80000 Side Saber Lasers      440000 Plasma Turret
 80000 Blue Lander            450000 Side Wave Cannons
 90000 Red Lander             460000 Blue Lander
100000 Blaster Pistol         460000 Red Lander
110000 Sprites                460000 Speed Arrow

120000 Forward Saber Laser    470000 Defensive Shield
130000 Forward Wave Cannon    480000 Blaster Pistol
140000 Blue Lander            500000 Enemy Erasers
150000 Defensive Shield       510000 Blue Lander
160000 Speed Arrow            520000 Sprites

160000 Grenade Launcher       530000 Enemy Erasers
170000 Plasma Shield          540000 Red Lander
180000 Hyper Laser Cannon     560000 Speed Arrow
190000 Blue Lander            580000 Blue Lander
200000 Red Lander             600000 Blue Lander

210000 Enemy Erasers          680000 Blue Lander
220000 Plasma Turret          700000 Red Lander
230000 Defensive Shield       800000 Red Lander (6000 Chips!)
240000 Repeller
250000 Blue Lander

260000 Enemy Erasers          Once you earn the last item, that's
270000 Enemy Erasers          it. Any more Special Points you get
280000 Side Saber Lasers      will not do anything (other than
290000 Blue Lander            make you look good).  :)
290000 Fusion Cannon

======================================================================
V. EXTRA CHIPS - Other bits, pieces, and notes you might find helpful.
======================================================================

---------------
[5.1] PASSWORDS
---------------

Having some trouble guarding the Earth? The Passwords below should
help, but in the end it's entirely up to you to save us all. The
following Passwords are the same ones from the main Strategy section
above. Remember that every Password here have been earned without
cheating and are the results of the honest, over-zealous work of
a real, living videogamer.

Don't forget the advantages of continuing with a Password. First
and foremost, it lets you resume your progress without having to
sit your ass down for hours without end. Second, because these codes
don't record the Shields and Chips you had, you will always resume
your mission with those values restored to their respective maximums
(i.e. everytime you start, your blue bar is completely filled up to
whatever Shield max you have). If you think of it, the Blue Lander's
Password Rooms are almost like the Inns in ye olde RPGs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.1.1] The Ultimate Password
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"You'll see things no one else can see, do things no one else can do!"
                        - Egg Shen, from "Big Trouble in Little China"
                                        (20th Century Fox)


"What makes this so 'kick-ass?,'" one might ask. Here's a little
story. By the fourth time I was playing TGL from beginning to end,
a dream told me that I should go for the most complete, totally
covered, all-items-found, all-areas-covered, all-objectives-complete,
make-an-obnoxious-showing-of-your-gaming-prowess Password.

In short, the "Ultimate Password."

As I do with all the games I truly enjoy, I attempt to earn a Password
that gives me everything, and I mean EVERYTHING. I don't care if it's
Mega Man, Metal Gear, or River City Ransom - I kill all the bad guys
and fill up on Life Containers and Ammo before transcribing those
sacred characters onto fresh paper. And if the Score can be saved,
I'd top that too. (This explains the 9 million Points, but for reasons
explained below in the Debug Options & Bugs section, I've stopped
there to avoid freezing the game. I'm a fanatic, not a moron.)

I'd be wrong if I say this whole walkthrough is written just so I
can put this code up and show it off to everyone, but I do admit it
is one of the biggest reasons why this guide exists. George Orwell
once said every author writes for some egotistical reason, and his
words are quite true. Well, without further ado (drum roll please),
here is... THE ULTIMATE PASSWORD!!

************************  All Switches Activated -- Just escape!
* REdE TARN  W2dH ZkBG *  Area 0 - (X12,Y13) - Center of Naju
* 2wdj bA6y  7O7X 0rpw *  32 Shield Units, 4000 Chips, 255 EE
************************  Attack 4, Shield 7, 9000000 Points!!
All items on Naju found.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.1.2] Progressive Passwords
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For those who don't wish to spoil themselves with the
Ultimate Password (yet), the following puts you at various
points of the game. From the beginning to the end, you may
resume your mission from almost anywhere on Naju.

************************  Find a means to destroy the alien vessel.
* nna6 kbq5  hT!4 eH!4 *  Area 0 - (X12,Y13) - Center of Naju
* b73z 2rpi  5S1x Ipmv *  8 Shield Units, 50 Chips
************************  Attack 1, Shield 1, 29260 Points
KEYS: (none)
Speed Arrow x0

************************  Locate and activate Self-Destruct Switch #1.
* Y9i3 xZz2  S9Ha r5y1 *  Area 0 - (X12,Y13) - Center of Naju
* 9oj1 ldiN  GgAY 1?yW *  10 Shield Units, 100 Chips
************************  Attack 1, Shield 1, 44400 Points
KEYS: (none)
Speed Arrow x1
(Lvl 1) Plasma Turret
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Sprites
(Lvl 1) Forward Saber Laser

************************  Locate and activate Self-Destruct Switch #2.
* I8hJ h4zI  C8DJ akdH *  Area 2 - (X6,Y13) - Entrance to Area 2
* F5gD ZgdT  igHG V18C *  11 Shield Units, 150 Chips
************************  Attack 1, Shield 1, 129660 Points
KEYS: Crescent
Speed Arrow x1
(Lvl 1) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 1) Forward Saber Laser
(Lvl 1) Side Saber Lasers

************************  Locate and activate Self-Destruct Switch #3.
* Vtk2 upA2  PAbY r3W0 *  Area 3 - (X8,Y15) - Entrance to Area 3
* swfb iZyB  j4Ra ??OW *  12 Shield Units, 200 Chips
************************  Attack 2, Shield 1, 249270 Points
KEYS: Crescent Hook
Speed Arrow x3
(Lvl 1) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 1) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 1) Side Saber Lasers

************************  Locate and activate Self-Destruct Switch #4.
* OWxm nCFm  IjHl ee1k *  Area 4 - (X13,Y7) - Entrance to Area 4
* 7Tr! DiZ!  sX6r YzSg *  12 Shield Units, 400 Chips, 28 EE
************************  Attack 2, Shield 3, 373210 Points
KEYS: Crescent Hook Waves
Speed Arrow x4
(Lvl 1) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 1) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  Locate and activate Self-Destruct Switch #5.
* JANO i89I  Dv?A rMeH *  Area 5 - (X16,Y9) - Entrance to Area 5
* GhU2 MYRj  VehJ v1DD *  16 Shield Units, 400 Chips, 22 EE
************************  Attack 3, Shield 3, 512310 Points
KEYS: Crescent Hook Waves Square
Speed Arrow x5
(Lvl 3) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 1) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 1) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 1) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 2) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  Locate and activate Self-Destruct Switch #6.
* cg?b ?Tc4  2UAw iTI9 *  Area 0 - (X12,Y13) - Center of Naju
* 3Nij OzPb  S0Yw ?lY5 *  17 Shield Units, 800 Chips, 61 EE
************************  Attack 3, Shield 4, 639140 Points
KEYS: Crescent Hook Waves Square
Speed Arrow x5
(Lvl 3) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 2) Plasma Shield
(Lvl 2) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 1) Sprites
(Lvl 2) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 2) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  Locate and activate Self-Destruct Switch #7.
* m31p IJLO  iqnY 857Q *  Area 7 - (X15,Y14) - Entrance to Area 7
* rXJV rNep  Atg3 gG5L *  17 Shield Units, 1200 Chips, 82 EE
************************  Attack 3, Shield 5, 784030 Points
KEYS: Crescent Hook Waves Square Cross
Speed Arrow x5
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 2) Plasma Shield
(Lvl 2) Grenade Launcher
(Lvl 2) Fusion Cannon
(Lvl 2) Sprites
(Lvl 2) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Laser
(Lvl 2) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  Locate and activate Self-Destruct Switch #8.
* UU8t ssou  VzMT Ot2P *  Area 0 - (X12,Y13) - Center of Naju
* R0oU RVDl  KdUb Af1H *  17 Shield Units, 1600 Chips, 122 EE
************************  Attack 3, Shield 7, 914850 Points
KEYS: Crescent Hook Waves Square Cross
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 2) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 2) Fusion Cannon
(Lvl 2) Sprites
(Lvl 3) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  Locate and activate Self-Destruct Switch #9.
* qMb8 SYP9  p1ba 4nrN *  Area 9 - (X9,Y7) - Entrance to Area 9
* 7vab z!fY  wKMg Dj?8 *  19 Shield Units, 2400 Chips, 182 EE
************************  Attack 3, Shield 7, 1088240 Points
KEYS: Crescent Hook Waves Square Cross Triangle
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannon
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 2) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  Locate and activate Self-Destruct Switch #10.
* RNhU THVV  W3hz ZdFx *  Area 10 - (X11,Y7) - Entrance to Area 10
* 2xhz YA!M  HP6D yfig *  21 Shield Units, 4000 Chips, 184 EE
************************  Attack 3, Shield 7, 1481080 Points
KEYS: Crescent Hook Waves Square Cross Triangle Rectangle
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 3) Forward Wave Cannon
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 3) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  All 10 Switches Activated -- Just escape!
* ie0m m!Kn  p60m sGLr *  Area 0 - (X12,Y13) - Center of Naju
* vS1N yaf8  ckuf 9WvO *  22 Shield Units, 4000 Chips, 255 EE
************************  Attack 4, Shield 7, 2037660 Points
KEYS: Crescent Hook Waves Square Cross Triangle Rectangle
Speed Arrow x6
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 3) Forward Wave Cannon
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 3) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Forward Saber Laser
(Lvl 3) Side Saber Lasers
(Lvl 1) Enemy Eraser

~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.1.3] The Secret Password
~~~~~~~~~~~~~~~~~~~~~~~~~~~

"I took something. I can see things no one else can see."
                    - Jack Burton, from "Big Trouble in Little China"
                                    (20th Century Fox)


Enter this to play through all and only the Corridors. If you wanna
be reminded of what else is different in this special Mode, you can
refer to the TGL Mode section back up there in Part IV of this guide.

************************  Fly through all the Corridors and survive!
* TGL_ ____  ____ ____ *  Area 0 - Outside of the alien vessel
* ____ ____  ____ ____ *  8 Shield Units, 50 Chips
************************  Attack 1, Shield 1, 0 Points
KEYS: (none)
Speed Arrow x0

If you accidentally enter something in what should be an empty
space, just reset the game and try again. Or, enter the capital
"A" character for what should be an empty "_" character, because
both are equivalents of each other. From this, you may enter:

************************
* TGLA AAAA  AAAA AAAA *
* AAAA AAAA  AAAA AAAA *
************************

Or even:

************************
* TGLA A_AA  __AA A_A_ *
* ___A A__A  _A__ AA__ *
************************

It doesn't matter, because there is no difference between "A" and "_"
(look - just input "TGL" as the first 3 characters, okay?).

If you're interested in the Japanese version of the TGL Password,
you can enter the following 6 characters*...

 For those who understand Hiragana:
  e, i, e, ru, ji, i

 For those who are illiterate in Hiragana:
  (1st row, 4th character),
  (1st row, 2nd character),
  (1st row, 4th character),
  (4th row, 8th character),
  (5th row, 7th character),
  (1st row, 2nd character)

* The first 4 characters will be separated from the others just like
  in a regular Password. As with the interchangeability between "_"
  and "A" in the English version, you may switch the "_" here with
  the top-left corner character.

~~~~~~~~~~~~~~~~~~~~~
[5.1.4] Bug Passwords
~~~~~~~~~~~~~~~~~~~~~

"I'm a reasonable guy, but I've experienced
 some very unreasonable things."
                    - Jack Burton, from "Big Trouble in Little China"
                                    (20th Century Fox)


There's no point in entering these Passwords because they lead to
hopelessly screwed-up games you can't finish. That's what happens
when the Password system contains bugs where the game may still
recognize these illogical codes as "correct...."

************************  ?!
* JJJJ JJJJ  JJJJ JJJJ *  Area 8 - (X12,Y23) - Next to a Blue Lander
* JJJJ JJJJ  JJJJ JJJJ *  2 Shield Units, 9999 Chips
************************  Attack 4, Shield 1, 93570 Points
KEYS: Crescent Hook [  ] [  ] [  ] Triangle [  ]
Speed Arrow (At least 1)
(Lvl 3) Side Wave Cannons
(Lvl 3) Forward Wave Cannon
(Lvl 1) Plasma Shield
(Lvl 2) Grenade Launcher
(Lvl 1) Fusion Cannon
(Lvl 2) Sprites
(Lvl 2) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 1) Forward Saber Laser
(Lvl 1) Side Saber Lasers

************************  ?!?!
* 6666 6666  6666 6666 *  Area 2 - (X24,Y31) - Off the map*!!
* hhhh hhhh  hhhh hhhh *  6 Shield Units, 50 Chips
************************  Attack 2, Shield 4, 100190 Points
KEYS: [  ] Hook [  ] Square Cross Triangle Rectangle
Speed Arrow (At least 1)
(Lvl 2) Plasma Turret
(Lvl 3) Plasma Shield
(Lvl 3) Grenade Launcher
(Lvl 3) Fusion Cannon
(Lvl 3) Sprites
(Lvl 3) Repeller
(Lvl 3) Hyper Laser Cannon
(Lvl 3) Side Saber Lasers
 * Head southwest to (19,33) to see the Gate leading to "Corridor 30."
   This will screw up your game, however!

************************  ?!?!?!
* JJJJ JJJJ  JJJJ JJJJ *  Area 7 - (X5,Y31) - Empty room
* ZZZZ ZZZZ  ZZZZ ZZZZ *  2 Shield Units, 1600 Chips
************************  Attack 4, Shield 4, 118200 Points
KEYS: [  ] [  ] Waves [  ] [  ] Triangle Rectangle
Speed Arrow (At least 1)
(Lvl 3) Plasma Turret
(Lvl 3) Side Wave Cannons
(Lvl 2) Forward Wave Cannons
(Lvl 3) Grenade Launcher
(Lvl 2) Sprites
(Lvl 3) Repeller
(Lvl 1) Hyper Laser Cannon
(Lvl 1) Side Saber Lasers

************************  ?!?!?!?!
* ZKIw pxai  mOmE xfQW *  Area 0 - (X27,Y19) - Empty room
* 946D 0tuz  Lqor APeR *  17 Shield Units, 4000 Chips, 14 EE
************************  Attack 3, Shield 6, 2416540 Points
KEYS: Crescent Hook Waves Square Cross Triangle Rectangle
Speed Arrow (At least 1)
(Lvl 2) Plasma Turret
(Lvl 2) Side Wave Cannons
(Lvl 2) Forward Wave Cannons
(Lvl 1) Plasma Shield
(Lvl 2) Fusion Cannon
(Lvl 3) Sprites
(Lvl 3) Repeller
(Lvl 2) Hyper Laser Cannon
(Lvl 2) Forward Saber Lasers
(Lvl 1) Side Saber Lasers
(Lvl 1) Enemy Eraser

************************  ?!?!?!?!?!
* GGGG GGGG  GGGG GGGG *  Area 4 - (X28,Y10) - (the game freezes)
* HHHH HHHH  HHHH HHHH *  1 Shield Unit, 4000 Chips
************************  Attack ?, Shield ?, 5694830 Points
?

************************  Crashes the game (the screen blacks out)!
* VLM_ ____  ____ ____ *  Area ?
* ____ ____  ____ ____ *  ? Shield Units, ? Chips
************************  Attack ?, Shield ?, ? Points
?

************************  Crashes the game (the screen blacks out)!
* Flee pa__  ____ ____ *  Area ?
* ____ ____  ____ ____ *  ? Shield Units, ? Chips
************************  Attack ?, Shield ?, ? Points
?

Note: Don't forget, the empty "_" characters may be
      substituted with the upper-case "A" characters.

---------------------------------
[5.2] SECRET DEBUG OPTIONS & BUGS
---------------------------------

"PARTY POWER!"
    - from "Chaos Engine" / "Soldiers of Fortune" (Bitmap Brothers)


As with several other videogames, access to some debugging options
have not been removed in the final version of TGL. This allows anyone
to sample specific parts of this sci-fi thriller with ease. And like
any other computer program, this game has its share of bugs. The cool
part is, you can exploit them to turn the gameplay into your favor.
(Come on, there was only one programmer for TGL. Let's cut Mr. Hirono
 some slack now, shall we?)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.1] Sound Test (Debug Option)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Before the Title Screen appears, hold the A and B Buttons
 on Controller 1. (This may be done by holding A & B as you
 turn on the power or as you press the Reset Button.) The
 Title Screen should appear as usual, but there will be 2
 digits at the top and there should be silence.

 On the D-Pad, press Left and Right to cycle through the audio
 values, Down to play them, and Up to stop them. (If you wanna
 play the game normally, you'll have to press Reset.)

 Here's a list of the background music and sound effects.
 (The times listed for the tunes are only rough estimates
 of how long they last before looping over again.) Enjoy!

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 ##  Time  Theme/Effect (71 total)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 01  1:19  Title Screen (Main Theme)
 02  0:38  Floral & Flesh Labyrinth
 03  0:24  Boss A
 04  0:30  Floral Corridor
 05  0:40  Tundra Corridor
 06  0:28  Boss B
 07  0:25  Marine & Tundra Labyrinth
 08  0:38  Desert Corridor
 09  0:25  Central Hub Labyrinth (Area 0 Theme)
 10  0:07  Game Over (you can stop this early on only by pressing Up)
 11  0:35  Flesh & Desert Corridor
 12  0:35  Flesh & Desert Corridor (alternate version)
 13  0:26  Tundra & Desert Labyrinth
 14  0:22  Desert Labyrinth
 15  0:48  Ending Movie & Staff Credits
 16  0:15  Gate inactive
 17  0:10  Gate active
 18  0:10  Gate active (alternate version)
 19  0:28  Message Terminal
 20  0:26  Marine Corridor
 21  0:26  Marine Corridor (alternate version)
 22  0:09  Boss C
 23  0:22  Corridor cleared - Part 2 (returning to the Labyrinth)
 24  0:09  Randar's Room (Big Blue Lander's Shop and Password Room)
 25  0:13  Password Screen & "Corridor 22"
 26  0:02  Shield Max Unit Increase (Power-Up Tune)
 27  0:02  Corridor cleared - Part 1 (just killed the boss)
 28  0:32  Corridor 21 (Escape Route Theme)
 29  0:06  Corridor entering (shifting into Flight Mode)
 30  0:45  "Corridor 0" (the Main Theme without the Title intro)
 31        (silence)
 32        beep
 33        Pulse Laser hit
 34        Enemy explode & EE
 35        Block explode
 36        Grenade explosion
 37        Pulse Laser fire
 38        Plasma Turret fire (Multi-Directional Shot)
 39        Fusion Cannon fire (Fireball)
 40        Hyper Laser fire
 41        Fusion Cannon fire (alternate version - longer whoosh)
 42        Wave Cannon fire
 43        Wave Cannon fire (alternate version)
 44        Saber Laser emission
 45        Guardian's jet thrusters
 46        Grenade Launcher fire
 47        EE or alternate Grenade explosion
 48        Life Heart pick-up
 49        Randar's Tune (Blue & Red Lander pick-up)
 50        Energy Tank or Weapon pick-up
 51        Blue Chip pick-up & Password Screen Cursor move
 52        Red Chip pick-up
 53        Energy Tank or Weapon pick-up (alternate version)
 54        Key pick-up
 55        Guardian die
 56        Guardian hit
 57        Boss hit
 58        Warp Panel teleport
 59        Warp Panel teleport (alternate version)
 60        Warp Panel teleport (alternate version - not used)
 61        Subscreen Cursor move
 62        Subscreen Cursor move (alternate version)
 63        Gate Seal unlock
 64        Enemy slide (pit worm from Marine and Desert Corridors)
 65        Enemy shuffle
 66        Enemy shuffle (alternate version)
 67        Boss Alert Alarm
 68        (silence)
 69        (silence)
 70        Subscreen enter (followed by silence)
 71        Subscreen enter
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.2] View All Messages (Debug Option)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 When you're inside a Message Terminal, press the Select Button once
 to enter the subscreen. Now press and hold the Select Button again
 so you resume the game. While holding Select, keep pressing the B
 Button to display all the pages of text in the game. This is great
 for viewing all the Gate Seal solutions. (Note that this trick
 only works at Message Terminals, not Shops!) Here is the order the
 messages appear in (starting with the text from the first Terminal):
  - fate of Naju and how to activate the Self-Destruct Mechanism
  - weapons hidden in boxes/Blocks and weapons taken by enemies
  - Corridor Gate Seals and the solution to the first Seal
  - big Blue Lander introduction in the Area 0 Shops
  - big Blue Lander's Password Room
  - "Corridor" display on the monitor by the Gates
  - "Corridor" display on the monitor by the Gates (alternate version)
  - big Blue Lander's Shop - single item
  - big Blue Lander's Shop - 1 of 3 items
  - big Blue Lander's Shop - buying an item
  - big Blue Lander's Shop - returning later, after purchasing an item
  - big Blue Lander's Shop - breaking Seal 4
  - Seal 2 solution
  - Seal 3 solution
  - Seal 4 solution
  - Seal 5 solution
  - Seal 6 solution
  - Seal 7 solution
  - Seal 8 solution
  - Seal 9 solution
  - Seal 10 solution
 (The text will loop back to the first message from here.)

~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.3] Fatal Score (Bug)
~~~~~~~~~~~~~~~~~~~~~~~~~

 Don't score over 9999999 Points (that's 7 nine's, or one less
 than 10 million). Apparently, the guys at Compile never believed
 that someone would actually reach so many Points, so they never
 programmed in a limit check for the Score. As a result, gaining
 10 million Points or more will cause the game to lock up (due to
 a lack of display space?), forcing you to reset the NES. If you
 must test your own gaming prowess, going for 9 million Points will
 suffice. How did I discover this bug? I actually went ahead and
 tried to score 10 million Points. Yes, I AM a loser!  :)

 Okay, I have some more information here. Apparently, there is a
 later version of TGL that corrects this problem by leaving the
 Score as it is when you attain the maximum amount of Points.
 The game will continue without any problems, plus you get
 to feel big. I can't test this because I only have the older
 version of the game, but I should mention this anyway.

 If you notice, the ones digit is always 0, seeing how all the
 Points come in multiples of ten. So the maximum Score you can
 reach is actually 9999990, but just to keep things simple I
 always say never reach 9999999 Points or more.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.4] Power Chip Cloning 101 (Bug)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 First, find a Chip surrounded by Blocks on at least 2 adjacent
 sides. Move between 2 of these Blocks, so you will touch the
 Chip's corner from the outside. Due to a programming flaw,
 the Chip won't disappear when you pick it up, so you can keep
 grabbing it "repeatedly" as long as you touch its corner from
 the other side of the Blocks. This explains the rapid series
 of "Chip pick-up" sounds (Sound Effect 51) that occur.

 The following crappy little diagram illustrates a simple example
 (G represents the Guardian, B represents the Blocks, and C
  represents the Chip):

             GB
             BC

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.5] Escape From Minibosses (Bug)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Not sure you can handle the mystery miniboss when you suddenly hear
 the warning alarm? Here's a great way to see what you're up against
 without having to fight it. When the alarm sounds, stay at the edge
 of the screen where the Green Blocks will start forming. Don't
 worry when the Green Blocks appear underneath you - you can walk
 off of them anytime, which is exactly what you do when you see
 the miniboss. If you wanna run away, leave the screen. Otherwise,
 walk into the arena and fight the miniboss as usual. Some words of
 warning though: don't fight a miniboss by standing on the Green
 Blocks because they don't offer any protection!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.6] Walk Through Walls (Bug)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This handy trick only works after you increase your movement speed
 (by reaching Shield Defense Level 5, usually around Area 6). You can
 horizontally pass through any structure in a limited manner. First,
 walk up to the left or right side of a line of Blocks. Next, walk
 against the Blocks diagonally. After a short moment, the Guardian
 will walk right ontop of them! Notice that she can only pass through
 1 row of Blocks, so this trick works best on single-layer barriers,
 like the Red Blocks forming dead ends. Used correctly, you can cut
 a few corners. Used incorrectly (like at the edges of the screen),
 you can get stuck!

 Also, don't leave the screen without grabbing the reward after
 killing a miniboss. If you do, the miniboss will reappear when
 you come back! (At least the game doesn't punish you by making
 you lose the item forever....)

 The speed increase is required probably because it lets the
 Guardian "squeeze through" barriers (again, it's something
 with bugged-up coding).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.7] Purchase All Shop Items (Bug)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Think the big Blue Lander is ripping you off by selling only 1 item?
 Well, you can actually buy all 3! When you're in a Shop, press the
 Start Button (you will pause the game). Now press and hold the Start
 Button again. When the game resumes, buy an item. As long as you're
 holding Start (which is probably holding up some important checking
 algorithms), the other 2 items won't disappear. You can buy them as
 usual by walking over 'em, but you still need enough Chips to cover
 their prices. If you can, buy an item such as the Red Lander first
 so your Chips will be refilled, allowing you to buy the other stuff.
 (This trick doesn't always work because not every Shop offers a
  Chip-refilling item.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.2.8] Multiply Item Pods (Bug)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Need some Chips really fast? Think the Guardian can use a swim in
 a sea of Life Hearts and Energy Tanks? No problem. To solve your
 energy crisis, find some small enemies or destructable projectiles
 (such as bubble bullets or missiles). Next, equip your Enemy Eraser
 and rapidly nuke the screen. Your multiple EE blasts will destroy
 the objects and, for some uncanny reason, perpetuate and spawn more
 explosions. The more explosions you have, the higher the chances
 of an Item Pod appearing. The only downside is you must expend
 a ton of EE charges, but remember that you can always find more.
 Hell, you might even get a few packs of EE along with the several
 new Chips and Life Hearts.

 Note: Doing this can also reduce the number of enemy projectiles
       on the screen, as all the extra Item Pods will tax the NES'
       processor, cutting down on the memory reserved for certain
       other objects - like enemy shots!

---------------------
[5.3] QUICK REFERENCE
---------------------

Need to look up something fast? No problem - here are some tables
summarizing the data for Area access conditions, the solutions to
the Gate Seals, Power Chips requirements per Weapon Power Level,
boss strategies, and more. (For values relating to TGL Mode,
please consult the section above that is devoted to it.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.3.1] Area Access Requirements
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Area    Conditions You Gotta Meet
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  00      Destroy the Entrance Defense System
  01      Obtain the Crescent Key
  02      Obtain the Crescent Key
  03      Obtain the Hook Key
  04      Obtain the Waves Key
  05      Obtain the Square Key
  06      Obtain the Square Key
  07      Obtain the Cross Key
  08      Obtain the Cross Key
  09      Obtain the Triangle Key
  10      Obtain the Rectangle Key
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.3.2] Corridor Gate Seal Solutions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Seal 1
  Shoot the Gate with the Pulse Laser Blaster.
 Seal 2
  Step on the 4 circuit panels around the Gate.
 Seal 3
  Wait inside the room for 30 seconds.
 Seal 4
  Enter the big Blue Lander's nearby Shop 4 times.
 Seal 5
  Keep shooting the monitor displaying "Corridor" near the top.
 Seal 6
  Fire any special weapon.
 Seal 7
  Enter the room 4 times. (Enter and exit from the same Warp Panel!)
 Seal 8
  Select "NO USE" and press A. (It's just like getting a Password.)
 Seal 9
  Walk ontop of the Gate.
 Seal 10
  Fire your Pulse Laser Blaster inside the room for 15 seconds.
 (Seals 11 to 20)
  None.
 (Seal 21)
  Activate the Self-Destruct Sequence by activating all 10 Switches.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.3.3] Power Chips & Power Levels
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Weapon         Chips Required/Consumed at Level...
  Name                   1   2   3   4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Pulse Laser Blaster*    0 100 200 2050
 Plasma Turret           1   3  10   -
 Side Wave Cannons       4   5  40   -
 Forward Wave Cannon     3   7  20   -
 Plasma Shield           3   6  30   -
 Grenade Launcher        2   5  20   -
 Fusion Cannon           4  12  30   -
 Sprites**               1   8 120   -
 Repeller                3  10  30   -
 Hyper Laser Cannon      4   6  30   -
 Forward Saber Laser     4   8  30   -
 Side Saber Lasers       5  10  35   -
 Enemy Eraser***         0   -   -   -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  *   The Power Levels for the Pulse Laser refers to the shot
      pattern of each burst. Pulse Laser fire never consumes
      any Chips, but you still need to have the required amounts
      of Chips to shoot at the corresponding Power Levels.
  **  Yes, the Sprites consume a ludicrous 120 Chips at Level 3.
  *** Enemy Erasers never reach beyond Level 1 and only expends
      its own type of ammunition (charges).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.3.4] Shield Units & Scores
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The effect of grabbing a Blue Lander will take
place after reaching the following Points:

  30000, 100000, 500000, 1000000, and then every million afterwards
  until 10000000 (10 million) where the game may freeze due to a bug.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.3.5] Maximum Chip Values
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Every Red Lander you rescue will increase the maximum
amount of Chips you can carry to the following values
(starting with the initial value at the beginning of the game):

  50, 100, 150, 200, 400, 800, 1200, 1600, 2400, 4000, 6000*

* The 6000 refers to the Chip maximum you can only obtain in TGL Mode.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[5.3.6] Boss Battle Strategies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"My rage ruins you."
                - Rayar, from "Ninja Commando" (Alpha Denshi)


Here you can find condensed strategies for beating the bosses
and minibosses. The names for the minibosses and a few of the big
bosses are completely made up for the purposes of this guide, but
the names for 2 bosses, Eyegore and Grimgrin, have been exchanged.

If you don't agree with me, then hear out my argument. I figure the
big dude who spews eyeballs from his many eyes, including the wound
of the big eye, would be Eyegore. Someone who represents eyes so much
would, logically, have the name that contains the element of eyes,
and the "gore" part is justified by the nasty torn eyes. As for the
smaller head with the many horns, it would be called Grimgrin because
its mouth forms more of a grin than Eyegore's (which is more of a big
smile). Besides, Grimgrin kills you with lasers, skulls, and claws,
so despite its multiple eyes, the name "Eyegore" doesn't match it.
Again, I'm not keeping you from using other guides and walkthroughs.
I'm only trying to make things more sensible and easier to read here.

The tactics are sorted by alphabetical order of the bosses' names.
If a boss has no distinguishable color, none shall be listed for it.

NAME: "Advanced Eyeball Defense System"
APPEARS IN: Corridor 7
PHYSICAL APPEARANCE: a large group of eyeballs, both big and little
ATTACKS: lots of homing eyeballs and enemy reinforcements
MOVEMENT: none, except looking at you in a creepy fashion
BATTLE STRATEGY:
   Apparently these alien eyeballs do not come with eyelids. Unlike
 the Entrance Defense System's turrets, these suckers are always
 vulnerable. However, they are much, much tougher. Using a powerful
 weapon like the Fusion Cannon, destroy the small eyes first (since
 they are easier to kill), and then focus on the big ones. Blast the
 reinforcements for Item Pods.

NAME: "Basic Eyeball Defense System"
APPEARS IN: Corridor 17
PHYSICAL APPEARANCE: a small group of eyeballs, both big and little
ATTACKS: eyeballs and enemy reinforcements
MOVEMENT: none, except looking at you in a not-quite-as-creepy fashion
BATTLE STRATEGY:
   Do the same thing to these guys as you did to their neighbors.
 Bust up the small eyes before bursting open the large ones, and make
 good use of the Item Pods that spawn out from dead reinforcements.

NAME: "bat glider"
APPEARS IN: Corridor 6, Area 10 (12,0)
PHYSICAL APPEARANCE: a creepy-looking flying metallic bat
ATTACKS: dives and shoots at you
MOVEMENT: flies around the screen, stopping periodically
BATTLE STRATEGY:
   This robotic creep will fly all over the screen. Don't let it
 collide with you as you run away and blast it. When it stops, it
 will shoot missiles. You fight this boss only twice in the game,
 once in a Tundra Corridor and once in the Desert Labyrinth. If
 you're in Flight Mode, use the Hyper Laser Cannon to kill it and
 the missiles. In Walk Mode, run up next to it when it stops and
 stick a Saber right in.

NAME: Bombarder
APPEARS IN: Corridor 13 (blue), Corridor 19 (red), Corridor 21 (red)
PHYSICAL APPEARANCE: a ship of a somewhat square shape
ATTACKS: waves of homing missiles
MOVEMENT: teleports to random locations
BATTLE STRATEGY:
   Hey, look! It's Intruder's cousin from Konami's Life Force! Just
 kidding.... Bombarder is the alien version of our own bomber craft.
 Firing barrages of missiles and then sneaking away, this guy may
 seem like a pain, but it really isn't much of a bully. Its missiles
 can be shot down, and Bombarder doesn't move when it appears.
 Side Wave Cannons or Side Saber Lasers are ideal for destroying
 its missiles while you sit under it and fire away.
   I have a very, very effective plan that requires a bit of
 precision flying. Jam the Forward Saber Laser into the middle of
 Bombarder. Not only will you cut Bombarder down in no time, you
 will also destroy all of the missiles, since they originate from
 the central canopy-like structure. The Guardian must get very
 close to it, but it can be done (the Forward Saber should reach
 across the entire canopy). Remember to stop wasting ammo when it
 begins teleporting, since it can't be hurt while fading in or out.

NAME: Clawbot
APPEARS IN: Corridor 14 (blue), Corridor 15 (green),
            Corridor 20 (red), Corridor 21 (blue)
PHYSICAL APPEARANCE: a slender ship with mandibles that slide open
ATTACKS: large deathray cannon and homing missiles
MOVEMENT: matches your horizontal position near the top of the screen
BATTLE STRATEGY:
   If unprepared, Clawbot can be the last boss you'll fight.
 Thankfully, the Guardian has her nifty equipment and this
 walkthrough. Clawbot floats along by the screen's top edge, firing
 its terrifying lasers when its claw-like mandibles open up. Any
 Player knows what to do: get the hell out of the way! Stay below
 Clawbot and a bit to its side, inching away bit by bit so you
 can still blast it while avoiding the big deathrays.
   When the mandibles fall off, they will float uselessly towards
 the screen bottom. Avoid them or blow them to pieces. Meanwhile,
 the clawless Clawbot will fire its deathrays like a machinegun,
 so keep sliding to the side. When you reach the edge of the screen,
 you have no choice but to charge against the beams and go back
 towards the other side. Be sure to have ample Shielding. The Level
 3 Fusion Cannon works best; otherwise you'll have to stick with the
 Hyper Laser Cannon or the Forward Wave Cannon.

NAME: "crabbot"
APPEARS IN: Area 0 (8,13) (green), Area 1 (0,6) (blue),
            Area 2 (1,14) (blue), Area 4 (16,3) (blue),
            Area 5 (19,8) (blue), Area 8 (13,19) (regular enemies),
            Area 8 (12,22) (red), Area 9 (5,3) (red)
PHYSICAL APPEARANCE: a cybernetic crab
ATTACKS: spits shots aimed at you
MOVEMENT: follows you in straight lines and turns in right angles
BATTLE STRATEGY:
   The most common miniboss, this robot crab likes to chase you
 around. The best trick is to run away while equipping the Plasma
 Shield. The crab will get knocked down by your revolving energy
 orb soon enough.

NAME: Crawdaddy
APPEARS IN: Corridor 2
PHYSICAL APPEARANCE: a giant lobster with claws
ATTACKS: tosses a constant stream of small claws towards you
MOVEMENT: bobs up and down across the screen
BATTLE STRATEGY:
   Keep moving when blasting this one-time boss (it only shows up
 in Corridor 2) with your Hyper Laser or Forward Wave Cannon. Since
 its claw shots are aimed at you, move to the side of the screen
 first, drawing them off. When the underside of Crawdaddy is open,
 quickly fly back down to the bottom and fire away.
   However, if you think you're powerful enough, you can sit directly
 below Crawdaddy and trade blows with it. While you'll get hit a
 lot more, you should be able to kill it before things get too hot.
 Whatever you do, keep shooting until you get one roasted lobster
 stuffed with the Hook Key. Thanks go to Ben Siegfried for this
 more aggressive approach.

NAME: "Entrance Defense System"
APPEARS IN: "Corridor 0"
PHYSICAL APPEARANCE: a group of turrets, both large and small
ATTACKS: lots of bullets
MOVEMENT: none, except for opening up when firing
BATTLE STRATEGY:
   Sweep left and right, shooting the turrets as they open up. Take
 care not to get trapped against the screen edges. Kill the turrets
 in the center first, since they're closer to you and are larger,
 which makes them easier to hit. Break open the Item Pods left
 behind by the destroyed bullets to recharge your Shields.

NAME: Eyegore
APPEARS IN: Corridor 18 (blue), Corridor 8 (red), Corridor 21 (blue)
PHYSICAL APPEARANCE: a huge head with many eyes (including a big one)
ATTACKS: bubble bullets and little eyeballs aimed at you
MOVEMENT: boomerangs back and forth across the entire screen
BATTLE STRATEGY:
   Some say Eyegore is one grotesque bastard. It's hard to
 disagree - it bleeds tiny eyeballs on you as it gets ripped
 apart. Eyegore is huge, so keep moving. It's also tough, so
 expect to rely on the big guns, like the Hyper Laser Cannon,
 the Fusion Cannon, and maybe even the Forward Wave Cannon.
 The Repeller is effective as long as Eyegore runs through it.
   From Razaleo, we have another trick. He says that you can just
 charge straight into Eyegore with the Side Saber Lasers. If you
 keep firing your Pulse Lasers, leave your Sabers constantly on,
 and stay inside of it, you should be able to damage it without
 getting hurt yourself. (Do not use this against Grimgrin, or
 else its lasers will kill you.)
   Eyegore loses the 2 main eyes at 3/4 life. At 1/2, the top eyes
 are shredded and the eyeball shots stop. When 1/4 of its health
 is left, the big eye is ruptured, spewing forth endless streams of
 mini-eyes. Wait for the eyes to collect on the screen before using
 an EE charge to destroy them for Item Pods.

NAME: "final boss"
APPEARS IN: "Corridor 22" (in space after the destruction of Naju)
PHYSICAL APPEARANCE: one ugly mofo with 2 really big claws
ATTACKS: bubble bullets, rockets, and clawing at you
MOVEMENT: flies left and right across the screen
BATTLE STRATEGY:
   Shooting down the rockets and avoiding the bullets and claws,
 you should launch your most powerful weapons right into this guy's
 face whenever you have the chance. As it gets beaten, it becomes
 bloodier and fires more rapidly. This is a battle of attrition,
 so use EE charges to destroy the projectiles for Item Pods.
 You can refresh yourself and clear out the screen this way.
 Trust your Fusion Cannon (or whatever your favorite weapon is),
 and you'll win the day.

NAME: Fleepa
APPEARS IN: Corridor 1 (blue), Corridor 12 (red), Corridor 21 (blue)
PHYSICAL APPEARANCE: an overgrown, one-eyed fish
ATTACKS: spews tiny jellyfish shots from its mouth
MOVEMENT: bounces up and down the screen, chasing you horizontally
BATTLE STRATEGY:
   Stay under it whenever you can to fire the Forward Wave Cannon,
 the Hyper Laser Cannon, or the Fusion Cannon. Be sure to swoop away
 before it rams into you. You can also fly alongside it and burn it
 with the Plasma Shield. Be sure to destroy those pesky jellyfish too.

NAME: "flying skull"
APPEARS IN: Area 10 (11,3)
PHYSICAL APPEARANCE: a horned skull from the Desert Corridors
ATTACKS: shoots high-damage semi-homing shots
MOVEMENT: flies around
BATTLE STRATEGY:
   This is a super-charged Labyrinth version of those Corridor
 punching bags. It's really fast and its shots do hella damage. Use
 Level 3 Sprites if you have a full load of Chips. Otherwise, run away
 and shoot it down with fast weapons like the Forward Wave Cannon.

NAME: Grimgrin
APPEARS IN: Corridor 9 (blue), Corridor 10 (red)
PHYSICAL APPEARANCE: a demonic skull with several horns and eyes
ATTACKS: lasers and skulls / homing claws
MOVEMENT: slides up and down vertically along the middle of the screen
BATTLE STRATEGY:
   Grimgrin is grim, but it isn't too smart. It only floats upwards
 and downwards midscreen, leaving its sides open for a serious
 pounding. As long as you stay away from the front of Grimgrin,
 you'll avoid its laser beams, but you still have to handle the
 little shots that are aimed at you. Toss Grenades towards Grimgrin
 to kill it and its projectiles, including the lasers! To get
 Item Pods, let some of its shots fly out to the sides of the
 screen and then blast 'em with the EE.

NAME: "ice crystal"
APPEARS IN: Area 5 (21,4)
PHYSICAL APPEARANCE: a bigger version of the Tundra ice clusters
ATTACKS: aims shots at you
MOVEMENT: chases you at right angles
BATTLE STRATEGY:
   Run like hell and then turn to fire when possible. Power up
 the Plasma Turret to Level 3 so you can easily destroy its shots.
 Whatever you do, don't let it touch you. A Plasma Shield might
 help, although this guy is much tougher than a crabbot.

NAME: "lobstercrab"
APPEARS IN: Area 1 (4,11) (green), Area 2 (5,17) (blue),
            Area 6 (17,16) (red), Area 7 (22,20) (red)
PHYSICAL APPEARANCE: a lobster-and-crab hybrid
ATTACKS: lobs bubbles out from its big claw
MOVEMENT: teleports and then tracks your vertical position
BATTLE STRATEGY:
   You can always beat this boss without a hit if you know what
 to do. Stay to the right of it (or technically its left side, if
 you're thinking from its point of view) and thrust a Saber Laser
 into it. The big claw on the other side will have to throw the
 bubble shots out farther, causing them to miss all the time. (If
 you stay on the wrong side, the bubbles will hurt you bad.) If you
 still aren't comfortable, sweep at the bubbles with the Saber Laser.

NAME: Optomon
APPEARS IN: Corridor 11 (green), Corridor 3 (blue),
            Corridor 16 (red), Corridor 21 (red)
PHYSICAL APPEARANCE: a huge floating eyeball covered with tentacles
ATTACKS: super-deadly seaweed and bubble shots
MOVEMENT: shifts back and forth along the top of the screen
BATTLE STRATEGY:
   Optomon is perhaps the most dangerous boss of all. Its attacks
 include lengthy seaweed, which are made of a material the Guardian's
 flight-armor can't defend well against. As a result, Optomon can
 wreck havoc on her Shields. Even worse is these weeds sometimes
 linger on in the air, making it very difficult for her to avoid
 them. When fighting Optomon, you should stay on the defensive and
 give top priority to avoiding the seaweed. By staying near the
 screen bottom, you will have more time to see the weeds coming.
 Never stay at the far edges of the screen or else the weeds might
 trap you. Look at Optomon's eye too - seaweed comes out only when
 it is open.
   Since Optomon moves horizontally back and forth, you can just
 shoot it whenever it passes by in front of you. The Forward Wave
 Cannon is an effective weapon because it can be aimed slightly
 to the sides, improving your chances of hitting Optomon. Later
 on, use the Hyper Laser Cannon or the Fusion Cannon. NEVER charge
 Optomon with the Saber Laser, unless you're out to commit ritual
 suicide or are using the Game Genie. If you have a Level 3 Fusion
 Cannon, use it. Not only will it crush Optomon, it'll also destroy
 the seaweed!

NAME: "spiderworm"
APPEARS IN: Area 0 (14,9), Area 3 (1,20) (red), Area 6 (18,10) (red),
            Area 7 (16,18) (blue), Area 9 (2,0) (green)
PHYSICAL APPEARANCE: a big worm that burrows in and out of the ground
ATTACKS: releases lame spiders
MOVEMENT: burrows up at random locations and then hides after a while
BATTLE STRATEGY:
   This guy is so sad that you'd be wasting your time to read this
 and I'd be wasting mine to write it. But just to make this guide
 complete, I have to give you an attack strategy. Just sit nearby
 when it exposes itself and gut it with the Saber Laser. Waste the
 spiders and repeat until you've mashed this worm for good.
   Actually, you can find all sorts of exotic methods to killing
 this miniboss. While using the Plasma Turret or the Forward Wave
 Cannon results in a quick and efficient job, you can try the Side
 Saber Lasers or Side Wave Cannons for a cooler effect as you pound
 it by turning to the side. Too bad you can't walk backwards, or
 else you will be able to do the "Moonwalk" and waste it by backing
 up into it with the Plasma Shield. As a silly sport, you can toss
 Grenades (can you time your throws?) or even the Repeller. If you
 really wanna kick back, the Sprites are your tools for the job.
 Stand aside and let those twin orbs loose on the worm and its
 spiders. Too bad you can't do anything with the Hyper Lasers,
 but we can still imagine, can't we?

NAME: "tentacleleech"
APPEARS IN: Area 3 (6,23) (green), Area 4 (18,1) (blue),
            Area 8 (12,18) (red)
PHYSICAL APPEARANCE: tentacles growing around a sharp-teethed mouth
ATTACKS: touching you, groping you, molesting you, raping you, etc.
MOVEMENT: bounces towards you at a high speed
BATTLE STRATEGY:
   Meeting this monstrosity early on is a terrifying experience.
 Since the Guardian has little chance of running away without
 suffering fatal consequences, she'll have to make a good defense
 by making a strong offense. Before meeting it, stock up on Shields
 and then confront it directly with your Forward Saber Laser. You
 should win, even if you simply stand in one spot and trade blows
 with it. Read the guide and the map carefully to avoid being caught
 off guard by this dry-humping sucker.

NAME: Teramute
APPEARS IN: Corridor 4
PHYSICAL APPEARANCE: a giant fire-breathing dragon
ATTACKS: spurts of fire from its mouth
MOVEMENT: teleports to random locations
BATTLE STRATEGY:
   Teramute - its name and appearance strike fear into the hearts
 of men. But for such an awesome-looking being, Teramute is a
 pathetic boss. Using only a flame breath that can be easily
 squelched, Teramute is about as dangerous as the lowly spiderworm.
   Simply sit in front of it and shoot at its mouth. If your shots
 aren't cooling the flames, they'll be nailing holes into Teramute's
 cranium. When it teleports, reposition yourself and line up with its
 head again. The Plasma Turret, Forward Wave Cannon, or Forward Saber
 Laser is the best choice here. Teramute's hide isn't thick enough
 to withstand the Guardian's high-powered weaponry for long. (Still,
 doesn't this guy remind you of Cruiser Tetron from Konami's Life
 Force?)

NAME: Zibzub
APPEARS IN: Corridor 5, Corridor 21
PHYSICAL APPEARANCE: a giant squid with 6 bug-like tentacles
ATTACKS: missiles fired from the tentacles
MOVEMENT: bounces up and down, following you horizontally
BATTLE STRATEGY:
   Zibzub isn't too tough. Keep up a constant stream of gunfire
 to hurt it and to destroy its missiles, so don't let up on the
 B Button. The Forward Wave Cannon is a good choice here.

-------------------
[5.4] LABYRINTH MAP
-------------------

Here's a free map of Naju to boot. You can refer to this to see
where all the items are. While this is not as pretty as a real
graphics file, it works. (Plus it's cheap on your ink if you
ever decide to print it.)  :)

LEGEND:
 _______________________________________________________________
|                               |                               |
|     = IS a room (blue space)  |  PW = Password Room           |
|  XX = NOT a room (black space)|  $$ = Shop                    |
|  01 = Corridor Gate           |  ?? = Message Terminal        |
|  MB = Miniboss                |  !! = Item                    |
|_______________________________|_______________________________|

    00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23
   |--|--|--|--|XXXXXXXXXXX|--|--|--|--|--|--|--|XX|--|--|--|--|--|XXXXXXXXX
00 |  |!!|MB|  |XXXXXXXXXXX|??|  |  |10|MB|  |  |XX|!!|  |$$|  | 4|XXXXXXXXX
   |--|--|--|--|XXXXXXXXXXX|--|--|--|--|--|--|--|XX|--|--|--|--|--|XXXXXXXXX
01 |  |XX|  |  |XXXXXXXXXXX|PW|  |  |  |  |  |  |XX|  |  |MB|PC|XXXXXXXXXXXX
   |--|--|--|--|XXXXXXXXXXX|--|--|--|--|--|--|--|XX|--|--|--|--|XX|--|--|--|
02 |  |  |09|  |XXXXXXXXXXX|  |  |  |  |  |  |  |XX|  |!!|  |  |XX|  |  |  |
   |--|--|--|--|--|--|--|XX|--|--|--|--|--|--|--|XX|--|--|--|--|XX|--|--|--|
03 |  |  |  |!!|  |  |!!|XX|  |XX|  |MB|  |XX|  |XX|MB|  |XXXXXXXX|  |  |!!|
   |--|--|--|--|--|--|--|XX|--|--|--|--|--|--|--|XX|--|--|--|--|XX|--|--|--|
04 XXXXXXXXX|  |19|  |  |XX|  |  |PC|  |!!|  |  |XXXXX|14|  |  |XX|MB|  | 5|
   XXXXXXXXX|--|--|--|--|XX|--|--|--|--|--|--|--|XXXXX|--|--|--|XX|--|--|--|
05 XXXXXXXXX|  |??|  |  |XXXXXXXXXXX|20|$$|XXXXXXXXXXX|??|  |  |XX|  |  |  |
   |--|XXXXX|--|--|--|--|--|--|XXXXX|--|--|XX|--|--|--|--|--|--|XX|--|--|--|
06 |MB|XXXXX|!!|  |  |  |  |  |XXXXX|  |XXXXX|  |  |  |  |  |!!|XX|  |  |!!|
   |--|--|XX|--|--|--|--|--|--|--|XX|--|XX|--|--|--|--|--|--|--|XX|--|--|--|
07 |  |  |XXXXXXXXXXXXXXXXX|PC|PW|XX|PW|XX|PW|  |XXXXXXXXXXXXXXXXX|  |  |??|
   |--|--|XX|--|--|--|--|XX|--|--|XX|--|XX|--|--|XX|--|--|--|--|--|--|--|--|
08 |  |11|XX|  |  |  |PC|XXXXX|PC|XX|  |XX|PC|XXXXX|PC|  |  |MB|  |15|  |!!|
   |--|--|--|--|--|--|--|XX|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
09 |!!|  |PW|  |XXXXX|PC|XX|!!|  |  |  |  |  |MB|PC|PW|XXXXXXXXXXXXXXXXXXXXX
   |--|--|--|--|XXXXX|--|--|--|--|--|--|--|--|--|--|--|XX|--|XX|--|XXXXXXXXX
10 |  |PC|  |!!|XXXXX| 1|  |  |  |$$|  |$$|$$|  |XXXXXXXX|MB|XX|!!|XXXXXXXXX
   |--|--|--|--|--|XX|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|XXXXXX
11 |  |  |XX|  |MB|XXXXXXXX|!!|21|$$|  |??|$$|  |  |06|PC|  |  |  |  |XXXXXX
   |--|--|--|--|--|XXXXXXXX|--|--|--|--|--|--|--|--|--|--|--|--|--|--|XXXXXX
12 |  |  |  |  |!!|XXXXXXXX|  |  |  |??|!!|  |  |$$|!!|  |!!|XX|  |XXXXXXXXX
   |--|--|--|--|--|XX|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|XXXXXX
13 XXXXXXXXXXXXXXXXXX|PW|  |MB|??|??|  |PW|PC|  |XXXXX|  |16|  |  |!!|XXXXXX
   |--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|XX|--|--|--|--|--|XXXXXX
14 |  |MB|  |!!|  |  |PC|XX|PC|!!|  |  |  |  |PC|PW|XXXXX|  |XX|  |XXXXXXXXX
   |--|--|--|--|--|--|--|XX|--|--|--|--|--|--|--|--|XX|--|--|--|--|--|XXXXXX
15 |  |  |  |  |12|  |  |XX|PW|XX|  |XX|  |??|XX|PC|XX|  |  |  |  |  |XXXXXX
   |--|--|--|--|--|--|--|XX|--|XX|--|XX|--|--|XX|--|XX|--|--|--|--|--|XXXXXX
16 |  |XX| 2|XX|  |XXXXXXXX|PC|XX| 8|XXXXX|??|XX|  |XX|MB|  |XX|  |XXXXXXXXX
   |--|--|--|--|--|--|XX|--|--|XX|--|XXXXX|--|XX|--|XX|--|--|XX|--|XXXXXXXXX
17 |  |  |!!|  |  |MB|XX|  |  |XX|PC|XXXXXXXXXXX|  |XXXXX|PW|XXXXXXXXXXXXXXX
   |--|--|--|--|--|--|XX|--|--|XX|--|--|--|XXXXX|--|--|--|--|--|--|XXXXXXXXX
18 XXX|$$|XXXXXXXX|??|XX|  |XXXXX|!!|  |MB|XXXXX|  |MB|  |  |  |  |XXXXXXXXX
   XXX|--|XXXXXXXX|--|XX|--|XX|--|--|--|--|--|XX|--|--|--|--|--|--|--|--|XXX
19 XXXXXXXXXXXXXXXXXXXXX|PC|XX|!!|  |18|  |  |XXXXXXXX|  |17|!!|  |  |  |XXX
   |--|--|--|--|--|--|--|--|XX|--|--|--|--|--|--|XX|--|--|--|--|--|--|--|XXX
20 |  |MB|  |  | 3|13|  |  |XX|  |  |XX|  |  |!!|XX|  |  |  |  |  |??|MB|XXX
   |--|--|--|--|--|--|--|--|XX|--|--|XX|--|--|--|XX|--|--|--|--|--|--|--|--|
21 |  |  |  |  |  |  |XX|  |XX|  |  |XX|  |PC|PW|XX|  |PW|  |  |  |XX|  |  |
   |--|--|--|--|--|--|--|--|XX|--|--|--|--|--|--|XX|--|--|--|--|--|--|--|--|
22 |!!|  |  |  |  |  |!!|  |XX|  |  |  |MB|  |XXXXX|  |  |  |  |  |  |  |XXX
   |--|--|--|--|--|--|--|--|XX|--|--|--|--|--|XXXXX|--|--|--|--|--|--|--|XXX
23 |  |??|XXXXX|PW|XX|MB|  |XX|  |  |  |!!|XXXXXXXX|  |!!|  |07|  |  |!!|XXX
   |--|--|XXXXX|--|XX|--|--|XX|--|--|--|--|XXXXXXXX|--|--|--|--|--|--|--|XXX
    00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23

------------------------
[5.5] RAM ADDRESS CHEATS
------------------------

Let's get one thing straight: no cheating has been used during the
production of this guide's tactics, so the material you see above
is quite valid. Still, to make this guide more useful, I'm gonna
cover everything, including the cheating you can do by screwing
around with the RAM values! Come on, cheating from time to time
might be sorta fun....

The following are memory addresses associated with some important
values in the game. The values presented are only recommendations
(I won't want you to mess up your game now, will I?). These are
supposed to work with all versions of TGL. Obviously, you'll need
some way to implement these cheats. Get a NES emulator or any
other device that supports this kind of address-tampering. If
you can, enjoy!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Address   Values                                Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

003B      ## (Set from 00 to FF - Hexadecimal)  Max Pulse Laser Bursts
             (Set from 00 to 255 - Decimal)
  This is a fun bit of code. Normally, you can fire up to 4 Pulse
  Laser bursts on the screen if you don't equip a special weapon,
  and you can fire up to 2 or 3 if you do. Well, this lets you get
  around those restrictions! Setting this to 16 already lets you
  fire a nearly constant stream of blue death (strangely enough,
  setting this to 0 is equivalent to setting this to 255). Be
  warned, however - putting more Pulse Laser shots on the screen
  like this will leave little memory for other objects, such as
  enemies or Item Pods (just like the trick where you "multiply"
  Item Pods)!

003E      ## (Set from 00 to FF - Hexadecimal)  Shots
             (Set from 00 to 255 - Decimal)
  This only affects the Shot value. You can fire special weapons
  as long as your Shots read more than 0, but if you continue to
  shoot as your Chips or EE charges dip down to 0, they will loop
  back to their respective maximum values. For example, using the
  EE when you have 0 charges will cause the ammo counter to jump
  back to 255. (Hey, this works for me!)

0048      ## (Set from 00 to FF - Hexadecimal)  Shields Units
             (Set from 00 to 255 - Decimal)
  To find the appropriate number you should set this to, multiply
  the amount of Shield Units you desire by 8. For example, if you
  want 10 Shield Units, set this to 80. (32 Shield Units should
  be 256, but, due to certain data limits, 255 will have to do
  in that case.) Setting this to a value greater than your Shield
  Unit maximum will automatically increase it, too!

004A      ## (Set from 00 to 04 - Hexadecimal)  Attack Level
004B      ## (Set from 00 to 07 - Hexadecimal)  Defense Level
  These 2 values tend not to work properly. It seems that setting
  them up before you start a New Game will have some decent results,
  but using them with your Passwords will be futile. The Password
  system doesn't let you save an Attack Level greater than 4 or
  a Defense Level greater than 7 (so I still stand by my Ultimate
  Password).

004C      ## (Set from 00 to FF - Hexadecimal)  Power Chips (Part 1)
             (Set from 00 to 255 - Decimal)
004D      ## (Set from 00 to FF - Hexadecimal)  Power Chips (Part 2)
             (Set from 00 to 255 - Decimal)
  Those unfamiliar with computer coding might become extremely
  confused here. The Guardian may carry more Chips than can be
  displayed through the use of this cheat (she may even carry
  more Chips than her Chip maximum dictates). The Chips you
  have is equal to the sum of 004D's value multiplied by 256
  and 004C's value. For example, to have 9999 Chips, you must
  enter 15 in 004C and 39 in 004D because [(39*256)+15]=9999.
  I guess math is good for something afterall....

004E      ## (Set from 00 to FF - Hexadecimal)  Chip Max (Part 1)
             (Set from 00 to 255 - Decimal)
004F      ## (Set from 00 to FF - Hexadecimal)  Chip Max (Part 2)
             (Set from 00 to 255 - Decimal)
  The principles for the Chip max work just like the ones for the
  actual amount of Chips. If you don't understand how the previous
  formula works, you won't get this one either.

04AF      ## (Set from 00 to FF - Hexadecimal)  Enemy Eraser Charges
             (Set from 00 to 255 - Decimal)
  This only affects the number of EE charges you carry. You must
  have the EE weapon before you can wreck death with this cheat.
  Furthermore, the Shot value will keep decreasing when you use
  this (because it's a separate value). If you run out of Shots,
  simply enter the subscreen and reselect the EE to reinitialize
  the Shot value. Or, freeze it with that other code above!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

----------------------
[5.6] GAME GENIE CODES
----------------------

Still need help? Say hello to the Game Genie. Technically, the
Guardian only needs the "Infinite Shields" code to finish the
game, but there are a few other effects you can screw around with
too. Again, I need you to understand one thing: I did not use this
"Game Enhancer" or any other form of cheating (other than previous
playing experience) when I was writing this guide. I don't like
using cheat devices if I can help it, and the strategies presented
are crafted without the Game Genie in mind.

These are supposed to work with all versions of the game, just
like the RAM cheats.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
   Code      Effect(s)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

(Concerning Shields)

 AAXTIUNY    Infinite Shields.
 AXVAIAAG    Start a New Game with  4 Shield Units.
 EEVAIAAG    Start a New Game with 16 Shield Units.
 ENVAIAAK    Start a New Game with 31 Shield Units.
 NNVAIAAK    Start a New Game with 32 Shield Units.

(Concerning Chips)

 GXOAKLST    Infinite Shots.
   This code can ruin your mission if you're not careful. Before
   entering Area 6, record your progress and then continue your
   game WITHOUT using this code. Get another Password inside Area
   6 and then resume with this again. If you don't, you won't be able
   to enter Corridor 6 (the Gate Seal cannot be broken, even if you
   fire a special weapon!). Exactly why this happens, I'm not sure.
   It might have to do with the coordination of the game's events,
   and this code probably screws around with those important values.
   This only reaffirms my argument for not using cheat devices until
   you absolutely have to (and know what you're doing when you do).

 OVOAKLSV
 + PEOASLAP  Use up minimal Shots.

(Concerning starting locations)

 PAKVELAA    Start a New Game at Area 1.
 ZAKVELAA    Start a New Game at Area 2.
 LAKVELAA    Start a New Game at Area 3.
 GAKVELAA    Start a New Game at Area 4.
 IAKVELAA    Start a New Game at Area 5.
 TAKVELAA    Start a New Game at Area 6.
 YAKVELAA    Start a New Game at Area 7.
 AAKVELAE    Start a New Game at Area 8.
 PAKVELAE    Start a New Game at Area 9.

(Concerning other effects, i.e. crazy shit)

 AEISSX__    Speed up the action (but not the audio).

 TNZVVO__    No enemies on the screen.
             This screws up the game later.

 EOZYYY__    No airborne enemies in Corridors.

 YUGAEK__    When you enter "Corridor 0," enemies and other nasty
             objects will pass through the Guardian harmlessly.
             The Title and Password Screens will be messed up too.

 YNZNVP__    Enemies do minimal damage to your Shields,
             as though your Shield Defense Level is on steroids.
             You can use Passwords with this code (sort of), but
             your subscreen will be messed up.

 YNLVOG__    Instantly finish Corridors.
             You can't start a New Game with this.

 NZPISL__    Press A and B on Controller 1 to fly away.
             (In the Corridors, doing this will finish the scene, but
              in the Labyrinth, doing this will mess up the game!!)
              Controller 1's D-Pad, A, and B Buttons will distort the
              Guardian's graphics. Use Controller 2 to play normally,
              but you still must use Controller 1's Start and Select
              Buttons to pause and to call up the subscreen.

 ZSTEKP__    Press Select to get 12 Shield Units and 9999990 Points.
             This screws up your subscreen, and the Score is "fake."

 ZUTEKP__    Press Select to get 32 Shield Units and a Blue Lander.
             This screws up your subscreen.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------------------------------------------
[5.7] GAME EVALUATION - SOME SERIOUS THOUGHTS
---------------------------------------------

Why did I write this guide? Because I really, really like the
Guardian Legend!! I have a lot of fun helping others on a game
I enjoy a lot. But to provide an even richer experience, it'll
be helpful to explore the strengths and weaknesses of this wonderful
game. (I guess you can tell by now that I'm very heavily biased
towards TGL. Still, I'll try to be fair and objective. Yeah, right.)

Scoring:
 Poor -> Below Average -> Average -> Above Average -> Excellent

Story: Above Average
   The thought of something the size of Naju colliding into Earth
 is indeed terrifying. The thought of disgusting mutant inhabitants
 makes things even cooler. While the story is the usual "save-the-
 world" plot at heart, the whole idea of Naju gives it a fresh feel.
   The two types of interaction is also a neat effect. One is with
 the big Blue Lander (who doesn't like that guy?), and the other,
 more passive one, is through the Message Terminals. The sad fate
 of the Naju crew doesn't prevent them from leaving behind helpful
 messages.
   If there's one thing Compile could have added to make the game
 more interesting, it would be to let the Guardian meet up with
 a surviving crew member. The clash between very different worlds
 would have made for some rather interesting interactions. I wonder
 what the crew would have thought of the Guardian.... I mean, Randar
 already likes her a lot!

Gameplay: Excellent
   No other game seems to have done what TGL did - blend the action-
 adventure genre with the space shooter genre. Doing so required
 a special hero and an equally special setting, which lead to more
 interesting characters, items, and other elements that contribute
 to a great videogame. The hefty weapons system, exploration,
 unforgettable boss battles, and puzzles are all laid out well.
   Small things are sometimes the most important. I personally like
 the item spawning system, where Item Pods have a greater chance
 of appearing if you're low on energy. Not only does this come in
 handy during Shield emergencies, it also keeps the screen from
 being cluttered by power-ups when they're not needed. The Password
 characters are another favorite, where each one is clearly drawn out
 and the lower-case letters are differentiated from the upper-case
 ones with a set of two dots on the top (just like certain German
 letters). All of this adds up to create a very Player-friendly
 gaming experience, which is lacking in many shallow games today.

Replay: Above Average
   Unfortunately, a great adventure has its limits. The Ending never
 changes, and the path to reaching it, despite some variation, is
 pretty much the same. TGL has many items and secrets for the Player
 to uncover, and you might wind up playing this one or two more times
 to find everything, but once they're all discovered, there is little
 reason to come back again and again. Well, you can always go on to
 the next level and do something like writing a strategy guide or
 two... er, ah-hem....

Controls: Excellent
   Can't complain here. The control is very fluid and the ability to
 move around in 8 directions and fire is superb. The menu interfaces
 are flawless, and everything is easy to read. The B Button's function
 on the Password Screen is neat too. TGL definitely utilizes the
 Controller (and the NES itself) to the fullest.

Graphics: Excellent
   Brilliant, just brilliant! The visuals are clear and colorful,
 and every object can be recognized immediately. I've seen few NES
 titles throw so much crap onto the screen with so little slowdown,
 and that means a lot. I also like how each weapon projectile has
 its own unique appearance, and the same goes for the bosses. Who
 can forget Eyegore's gushing wounds? Everyone remembers seeing
 Clawbot's fearsome-looking deathray for the first time. And don't
 forget Naju's alien architecture. I can never get that creepy
 exterior surface out of my head!
   As with the gameplay, small things matter. I like the blinking
 lights on the Guardian's headgear, how her jet flames change
 in intensity depending on her speed, and the smooth transitions
 between the Walk and Flight Modes. You can actually make out the
 different parts of her armor as it shifts!

Sound Effects: Excellent
   Just as good as the graphics. All sound effects are distinct, and
 everything is sharp and runs in sync with the on-screen action. Each
 type of special weapon has its own effect, from the vibrations of
 the Wave Cannons to the emissions of the Saber Lasers. The same goes
 for item sounds, such as the effects for grabbing Life Hearts, Blue
 Chips, Red Chips, and Energy Tanks. Bosses blow up with a loud bang
 (and so does the Guardian if she gets whacked for good!).

Voice: N/A
   While it would be really, really nice to hear what the Guardian
 sounds like, the NES just doesn't have the power to produce clear
 voice and run a decent game simultaneously. If a title isn't
 designed with a certain element in mind, I just can't rate it in
 that respect. (For those who are looking for clear voices in NES
 games, I can suggest Dance Aerobics, Gauntlet 2, and M.U.L.E. For
 those who are looking for a Compile game with voice acting, check
 out Kirby's Avalanche and Super Aleste / Space Megaforce.)

Music: Average
   Too bad the music doesn't always live up to the sound effects.
 While some tunes are inspired and very memorable (like the Area
 0 theme and a few Marine and Floral themes), most of them are
 pretty generic. A few Corridor tunes dip below average and just
 sound horrible when you're forced to listen to them over and over
 again, especially during the lengthy TGL Mode.
   But I won't end this on a bad note. Randar's tune (which you
 hear when you pick a Lander up - Sound Effect #49 in the Sound
 Test) is dangerously catchy, and the other one (in the Password
 Rooms and Shops) has already etched itself onto my brains....

Overall: Excellent
   As a gamer and a living being of this universe, you must understand
 that nothing is flawless. I give this game a 10 out of 10 because it
 strives to be perfect. TGL, like other super-high-caliber NES games,
 conveys its greatness through the only means back then - truly fun
 and worthy gameplay, spotless graphics that are pretty to look at,
 and incredible sound effects everyone enjoys listening to. All of
 this is made even more astonishing by the fact that TGL was created
 in 1988 (although its first debut was during 1989). Having so many
 carefully thought-out features back then, TGL, like its flight-armor,
 was something completely ahead of its time.

   In short, it's a kick-ass videogame. Remember that, and keep the
 Legend alive.

-----------------------------------------------------
[5.8] REALLY SMALL DETAILS NO BLUE LANDER CARES ABOUT
-----------------------------------------------------

Sucker Scores
 I've already mentioned this, but have you noticed that constant
 0 in the ones digit of your Score? Since all the Points come in
 multiples of ten, that 0 never goes away! (This also means that
 you shouldn't score more than 9999990 Points, not 9999999!) Oh
 well, I guess getting "10" Points is better than getting 1....

Afterburner Afterthought
 The Guardian Legend is flush with details, like the Guardian's
 blinking lights and the smooth transformation between the Walk
 and the Flight Modes. But have you noticed her jet thrusters
 during the Corridor scenes? At slow speeds, there are 2 small
 flames. At high speeds, there's one big flame. At intermediate
 speeds, the tiny twin flames alternate with the big one. Whoa.

Glaring Glitches
 With a game as big as TGL, a few bugs here and there are expected.
 But perhaps the most annoying one of all is that fluctuating "bar"
 on the lower left corner of the playing field, just above the Status
 Bar. During the Corridors, that glitch flickers up and down, very
 much like an electronic meter gone mad, and at first I thought it
 was an indicator of some sort. Perhaps it has to do with the rapid
 screen-scrolling during those scenes.

Camouflaging Containers
 Did you ever see an Item Pod spawn over an active turret of the
 Entrance Defense System? When the turret opens, the graphics of the
 Item Pod disappears, and the part of the turret that was covered
 turns into a brighter blue! The Item Pod is still there (it's the
 light blue "patch"), and you can shoot it to get its goods.

Lucid Linguistics
 Hmmm, that's funny. How can those aliens write their messages
 in an Earth language (Japanese or English) if they've never made
 contact with humans before? And how does the Guardian understand
 the Blue Lander? Either it's an alien language decoder or it must
 be that special universal tongue that everyone on this side of
 the galaxy's been talking about....
 "Bwah-anht-nha-whaat-uaanhn-nha-whaat-meen-neeh-bahn." Really? Well,
 "Bwah-anht-nha-whaat-uaanhn-nha-whaat-meen-neeh-bahn" to you too!

Depressing Demos
 Have you stuck around for the demos? Man, the Guardian must
 be wondering who the hell is controlling her. In the demos for
 Areas 5, 8, and 10, she gets wasted midway through. In an Area
 3 demo, she doesn't even meet the boss. (Just for fun, you can
 use the Game Genie to make her invincible. After the part where
 she's supposed to die, she stops moving, because there are no
 more commands recorded in the demo!)

Practical Passwords
 Did you notice how the Password Screen arranges its characters
 in a really strange fashion? It's set up so if you highlight an
 upper-case character, you can find the lower-case version just by
 pressing Down 3 times! Likewise, pressing Up thrice brings you from
 a lower-case letter to its upper-case counterpart! How convenient!

Sticky Shadows
 You've leapt into Gates as much as Mario has jumped into Warp Pipes,
 and you probably already know this - the Guardian's shadow "hops"
 down with her! Of course, this can be attributed to the fact that
 the shadow is only a part of her graphics, so it appears to be
 stuck to her feet all the time. If it'll make things feel better,
 you can jump into a Gate from the bottom side, where the black pit
 will conceal her shadow.

Contagious Colors
 Did you try the Power Chip Cloning trick yet, where you touch a
 Chip from the outside corner while standing between 2 Blocks from
 the other side? Check out the floor tile the Guardian is standing
 on - it turns blue, as though it's an Item Pod holding a real Chip!

Space Sound
 Have you noticed why there's sound in space when there's no air
 to carry sound waves? In "Corridor 0," you're fighting in vacuum.
 After Corridor 21, when Naju blows up, I guess there can be a
 little sound due to the air coming from the remains, but even
 that shouldn't be long-lasting. Of course, it's not like we're
 supposed to hear music playing in the background anyway....

Physics Fallacy
 Maybe it's the big Blue Lander, but something is awfully wrong
 in TGL. During the Ending in the Japanese version, she stays
 motionless in space, even when her jets are clearly thrusting
 away. The English Ending, despite minor changes, is even worse.
 Constant force does NOT equal zero acceleration. But that doesn't
 seem to explain why the Guardian isn't getting any faster. We
 know she's moving, but her speed should be increasing, not staying
 the same!! (If you have difficulty understanding this, imagine
 that you have a toy sailboat floating on a small pool of water.
 If you constantly blow at it, its speed will increase. The same
 thing can be applied to the Guardian's jets in space.)

Blue Lander Blues
 And speaking of the big Blue Lander, what the hell happened to it?!?!
 Did it escape from Naju?!?!?!?! Or did the unthinkable happen?!?!?!?!
 NOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!! Oh, wait - maybe Randar hitched a
 ride on the Guardian's flight-armor somehow, or it went on to find
 a role in another Compile game.

Ethereal Eyes
 Here's an easy question for those who either are really observant
 or are very careful thinkers. What is the color of the Guardian's
 eyes? Is that your final answer? Of course you're right - they're
 Earth Blue! (You can check for yourself; look closely at the
 image of her during the Ending.)

Crap Cuts
 While we're on the subject of endings, damn, I didn't think they
 would be this cheap. The last guy, if you look closely, seems to
 be split down in the middle. Apparently, its left and right sides
 are just mirror images of each other, actually being two separate
 sprites (this explains why each arm can act independently).

Stiff Seat
 It's a good thing the effects of gravity are less on Naju than
 they are on Earth. With all that stuff on her back, the Guardian
 will find it impossible to sit down comfortably. And how does she
 go to the washroom with all that crap on?!?! Oh yeah, there's that
 life-support system....

Bouncin' Big Blue Landers
 More B. Lander stuff - how exactly does Randar unlock the Gate to
 Corridor 4? It doesn't have any hands! Maybe it uses some eerie
 Najuan powers to break the Seal.... And how do the little Landers
 upgrade the flight-armor anyway? Again, it's probably a creepy,
 secret power they utilize when they bounce along behind the Guardian.

Crazy Comparisons
 What the hell - after doing that Jay VS Richard Miller thing back in
 the Rolling Thunder 3 strategy guide, I figure I'd do another one.
 Just for the hell of it, here's another silly "face-off" between
 the Guardian and some other sci-fi videogame personae:

 Character                       Guardian     Terri      Samus Aran   Moby
 Game appearing in                 TGL     MUSHA Aleste   Metroid     Wurm
 Always works alone                                          x
 Works alone because
     she leaves her buddies                     x                      x
 Uses martial arts                                                     x
 Uses high-tech weapons             x           x            x         x
 Uses high-tech weapons of
     unbelievable destruction       x                        x
 Finds new friends                  x                        x         x
 Sees her friends get wasted                    x                      x
 Has actual plot development                                           x
 Doesn't hide behind a mask         x           x                      x
 Wears some form of armor           x           x            x
 Wears something revealing          x                                  x
 Takes off her armor at the end     x           x            x
 Reveals more when she
     takes it off at the end                    x            x
 Rips off the work of
     the makers of Zelda            x
 Is made by the makers of Zelda                              x
 Gets screamed at by her boss                   x
 Winner                                              Tie!

 All of these people are cool. Samus tears serious ass in some very
 nice action-adventures, so check out Nintendo's "Metroid" series
 if you haven't already. Moby from Asmik's "Wurm: Journey to the
 Center of the Earth!" (also for the NES) sports multiple gaming
 genres in a single GamePak. Learn more about Terri and MUSHA below
 in the Credits section.

======================================================================
VI. CREDITS - Randar isn't the only guy I'd like to thank....
======================================================================

"Thank you for the important thing!"
                - Princess Sarasa of Deerzar, from "Cadash" (Taito)


[6.1] Compile (www.compile.co.jp)
 For the actual development of the Guardian Legend, my favorite NES
 game of all time. These guys, I admit, should move beyond the realms
 of space shooters and puzzlers more often and try their hands on
 other genres, but when you want a vertical shooter, dammit, you have
 to come to Compile. The problem is they bring their work out through
 different publishers, so tracking down their games can be a tad
 difficult. With the help of Randar, here's a list of some Compile
 games along with brief descriptions of them. Call it shameless
 suck-up promotion if you will:
 -> Guardic (MSX - 1986)
     There is no doubt this is the "prequel" to TGL. Even a few
   tunes have been pulled straight from here! In a strange twist
   to the classic shooter formula, you can pick your path through
   hostile territory, stopping at preset scenes to do battle with
   waves of baddies. In a way, this game plays more like Space
   Invaders, where you work your way around barriers and kill
   everything before continuing. Randar is still your friendly
   merchant here, but his prices may be a bit too steep, considering
   how you must carefully conserve your resources in order to survive.
 -> Zanac (NES - FCI Pony 1986, MSX)
     The bad guy is referred to only as the "System," an abstract but
   powerful being of alien origin that can adapt and grow. Of course,
   it becomes too powerful, starts destroying things, and then puts
   Earth down as next on its to-do list. You are the ace pilot of
   the 256th Riot Fleet's AFX-6502 Zanac Fighter (I just love the
   ring of that), and you are sent in because of this reason: the
   System is designed to handle things on a large scale, and it
   cannot cope as effectively with a single, super-powered unit.
   The main highlight of Zanac is the unique pseudo-AI system, where
   the game's Difficulty Level changes constantly depending on how
   you play, reflecting the ever-learning capabilities of the System.
     Zanac seems to be the origin of the later Compile shooters.
   Many elements, like the Plasma Turret, can be found here. Even
   the Guardian's flight-armor resembles the Zanac Fighter!
     At the time of writing this, a new Zanac has arrived. Look
   for it on the PSX.
 -> Aleste / Power Strike (SMS - Sega 1988)
     You'll only be able to play this on the Sega Master System,
   the NES' ill-fated 8-bit rival. This one was released in the
   same year as TGL, but it's pure shooter action only. TGL comes
   out on top due to its greater depth, but for a high-quality
   game this doesn't disappoint.
     Gameplay-wise, Aleste closely resembles Zanac. The weapon
   system is improved, yet it still works the same. This SMS
   game is one of the few titles in the series that stars a lone
   male protagonist. Hey, I thought the Guardian is the best....
 -> Aleste (MSX)
     Some more Aleste action on this Japan-only platform. It's not
   too different from the SMS version, only there are some simple
   Movies that convey the story.
 -> Golvellius: Valley of Doom (SMS - Sega 1988, MSX)
     Another Compile game made in '88. This must have been released
   before TGL, but don't take this the wrong way; this game
   absolutely doesn't suck! In a medieval fantasy world, you get to
   run around the wilderness and brave long tunnels and dungeons,
   hacking up things in your way. Why are you, in the shoes of some
   green-haired dude named Kelesis, doing this? The king is sick,
   and his daughter, Princess Rena, travels to the Valley to find
   a special herb that is required to cure her dad. Unfortunately,
   the nasty monsters there aren't in a very welcoming mood, and
   she doesn't come back. Looks like it's hero time for Kelesis.
   The gameplay is a mix of side-scrolling and overhead action,
   and the lengthy quest is recorded with an equally lengthy
   Password. Think of this as an earlier TGL - Randar even appears
   here to help you out!
 -> Guardic Gaiden / The Guardian Legend (NES - Irem & Broderbund 1988)
     What this strategy guide is all about - besides having a nice
   story and great shooter action, adventure elements have been
   blended in to create an incredible gaming experience. Plus the
   Blue Lander gets to play a bigger role! Unlike most other Compile
   shooters, TGL doesn't associate the special weapons with number
   codes. Rather, they're identified by unique graphics icons. And
   if Zanac has the AI system, TGL has the varying item appearance
   system. Truly a successful leap taken towards the less-trodden
   path. Not bad at all for a puny 128 KB program!
 -> Blazing Lazers (TG16 - Hudson Soft & Toho 1989)
     Probably Compile's first 16-bit console shooter. This is the
   precursor to Super Aleste, as several elements in the later game
   are straight out from here (such as the Laser weapon, the Chips,
   the Enemy Erasers, the Lives system, and so on). For such an early
   game, this contains some wildly impressive graphics and gameplay.
   Except for the sometimes disorienting parallax effects (which make
   this feel like Taito's Ashura Blaster), this is what Super Aleste
   would have been if it was made in '89. The new MegaBomb feature
   and the dual-weapon system are cool, but the Shields make you an
   unnecessarily large target. At least Compile learned from their
   mistakes, and they managed to solve all the problems from here
   when they were developing MUSHA, Gun-Nac, and Super Aleste -
   and that's why I like these guys!
 -> Gun-Nac (NES - Tokyo Shoseki & Nexsoft 1990)
     Practically an updated version of Zanac and Aleste, this game
   isn't anything different. It's kinda sad that Compile took a
   step back in creating complex games, but Gun-Nac isn't crap.
   Besides improved weapons and a neat variable MegaBomb feature,
   Gun-Nac offers a wacky plot, where you're trying to restore sanity
   to the universe. It's not every day when giant dollar bills try
   to kill you and you have to defend yourself with water droplets!
 -> Aleste 2 (MSX)
     Even more Aleste mayhem.
 -> Aleste Gaiden (MSX)
     Some guy dons a powerful suit of armor that lets him take
   down hordes of enemies - on foot! This may not be as flashy
   as Technosoft's Elemental Master (which is the only other
   "walking shooter" I can think of at the moment), but it
   still has great - if tough - gameplay. The armor suit and
   the traditional Japanese theme are reminiscent of the ones
   in MUSHA Aleste and Robo Aleste, too.
 -> M.U.S.H.A. Aleste (GEN - Toaplan 1990 / Seismic 1990)
     With the arrival of the 16-bit platforms, Compile had the
   chance to expand on their games. Almost. You take on the
   role of Terri in this Sega Mega Drive / Genesis game, a young
   pilot who disobeys her orders and gets to save the world in a
   robotic battle suit. The suit still handles like a starfighter,
   but a scant selection of 3 special weapons makes this come
   short of being a total blast. At least the nifty drone system
   offers something nice.
 -> Aleste (GG - Sega 1991)
     Find this on the Game Gear. Gameplay has little changed.
   Some new features include bonus areas and an assault on a
   giant gunship! Your mission in this portable blaster is to
   stop a menace code named "Moon Child," a freaky super-entity.
   The Ending in this game is very similar to the one in MUSHA.
 -> Super Aleste / Space Megaforce (SNES - Toho 1992)
     Compile finally pulls out a truly kick-ass space shooter.
   An evil alien force comes to invade Earth (the enemy mothership
   even looks like Naju!), and it's up to you and your ED-057
   of the Earth Defense Force to save the world. While this plays
   similar to the other Aleste titles, a new Shot-Control system
   has been integrated to give your special weapons at least 2
   unique modes. The 8 weapons you can find are actually more like
   16+. Lasers can be the standard, powerful beam shots or tracking
   streams, and the Circle (the Plasma Shield's equivalent here) can
   stop in midrevolution to act as a stationary barrier. This game
   sports breath-taking visuals and is equaled only by Axelay from
   Konami (the same guys who made Sparkster, the Rocket Knight dude).
   The sound effects are a little weak though.
     One important note: the Japanese version is radically different
   from the European and American versions. For the English audiences,
   a whole new Ending is created, the voice-acting is changed, and
   one music theme is removed. The original version has something
   to do with Tei, a pilot with psionic powers who gets hooked
   up to the ED-057 and can directly handle the fighter. With her
   copilot, Razu (a normal guy who doesn't have sharp metal things
   jabbed into his back), Tei gets to kick serious alien ass.
   Probably deemed too weird for the non-Japanese audiences, parts
   of the Intro Movie in the English versions are cut out and the
   new Ending just shows a faceless pilot (who's supposedly you,
   the Player) enjoying a beautiful sunset. You gotta say that
   Tei resembles the Guardian a lot, though. Too bad the Guardian
   doesn't have a boyfriend to float around in front of....
 -> Power Strike 2 (SMS - Sega 1993)
     This is one weird Aleste. Welcome to an alternate 1930s on
   Earth, where the Great Depression has forced some people to
   become sky pirates. As a "Pothunter," you must stop these poor
   thieves from ruining the already miserable lives of others in
   a world filled with old-age technology (the game takes place
   around the coasts of Italy). Your weapons, however, resemble
   those of the futuristic Aleste, so I say you stand a pretty
   good chance at kicking pre-WWII ass.
      Like Gun-Nac, there are 8 Stages, plus you can use something
   that looks like the Dragon Napalm weapon. While the Ending isn't
   as fantastic as the one in Super Aleste or the one in MUSHA
   Aleste, the Intro Movie is breath-taking - it's the equivalent
   of a freakin' 16-bit animated Movie on a crappy 8-bit system!!
   Ah, the wonderful, wonderful Year of '93....
 -> Robo Aleste (SCD - Sega)
     More Aleste action, this time on the Sega CD. As in MUSHA,
   you get to hack up bad guys in a robot suit. Your goal is to
   destroy an enemy clan.
 -> Puyo Puyo (Various platforms - Various publishers, mostly Sega)
     If Compile aren't making shooters, they're making puzzlers.
   Or more specifically, puzzlers with cute, funny, multi-colored
   blobs known as Puyo. Instead of a hot pilot, we get a hot
   apprentice-sorceress named Arle (or Aruru), and instead of the
   Blue Lander, we get some weird thing called Carbuncle. Our heroes
   travel through a forest, beating whoever challenges them at a game
   of Puyo-matching. The gameplay looks suspiciously similar to that
   of Tetris or Dr. Mario at first, but as you play you can see a much
   wider depth. Since gravity causes unstacked Puyo to fall, obscenely
   humongous combos are possible, given some proper preparation. Also,
   the Player is always facing off against another character, so it's
   a kill-them-or-be-killed situation. In addition to great action
   (for the puzzle fan, of course), hilarious characters make this a
   well-designed, if light-hearted, game. There is also a role-playing
   game starring the cast of Puyo Puyo.
 -> Pnickies (Arcade - Capcom 1994)
     This kinda resembles Puyo Puyo. In another blob-matching
   tournament between angels and devils, you rack up scores and
   defeat your opponent by combining more colored goo. The main
   difference is in the nature of the blobs. No matter how many
   blobs you match up, they won't go away until you connect 2
   star-studded blobs together. You can stick 40 blobs together;
   I don't care - you need at least 2 star-blobs of the same
   color among them to make 'em all disappear. This system makes
   krezzy combos ridiculously easy, providing you know what
   you're doing. Other features include the addition of a
   new, differently-colored type of blob as you progress and
   a 100-Level challenge for the single-Player game.
 -> Kirby's Ghost Trap / Kirby's Avalanche (SNES - Banpresto 1995)
     Compile makes a bright and colorful adaptation of Puyo Puyo
   for Hal Laboratories and Nintendo. The pink fluff ball enters
   a tournament where every participant walks through the happy
   landscapes of Dreamland, meeting up to challenge one another
   to a game of "match-the-colored-blobs." The game is essentially
   the same as Puyo Puyo, only Compile's characters have been
   replaced with Hal's Dreamlanders. Looks like Carbuncle's out
   to get Kirby....

[6.2] Irem (www.irem.co.jp)
 For producing TGL. It's possible some parts of the game could have
 been suggested by these guys, who also have a long history of making
 space shooters. If anything, Compile and Irem should get together
 again and make a game that will blow away today's competition.
 Hey, I like Irem too, so here are a few games made by them. Yep,
 the author just looooves sucking up:
 -> R-Type (Various platforms)
     Shooter fans are familiar with this long-running series and its
   ass-tearing challenge. Look for one of the latest installments,
   R-Type Delta, on the PSX.
 -> Moon Patrol (Various platforms)
     The lunar landscape has never been so dangerous before. Zip
   over the bumpy terrain, jumping over rocks and pits and blasting
   annoying killer aliens. This early arcade hit can use a serious
   update....
 -> Kung-Fu (NES)
     3 words: "Chinese Action Theater." This features very simple
   martial arts moves. You're some guy named Thomas who must
   rescue his girlfriend Silvia from 5 hard-assed bosses. Also
   look for the sequel, Kung-Fu 2.
 -> Kickle Cubicle (Arcade, NES)
     As Kickle, save the Fantasy Kingdom from the evil Wizard King
   (and then get it on with Princess Mira!!) by knocking around ice
   cubes in this action-puzzle game. Think of this as a pumped-up
   version of Hal Laboratories' Adventures of Lolo.
 -> Undercover Cops (Arcade, SNES)
     A knock-off on Capcom's Final Fight, but a decent one. The
   graphics get downright gritty as you go on a gangster-killing
   spree as one of 3 heroes who have all been screwed one way or
   another. "Undercover" is an exaggeration here.
 -> Gallop: Police Unit (Arcade)
     A shooter different from the regular R-Types. As a cop in a
   futuristic police craft, take down krezzy criminals in record
   time with your wide arsenal of weapons, including a fearsome
   homing laser cannon!
 -> Gun Force (Arcade, SNES)
     A cheap clone of Konami's Contra. While the controls are perfect
   and the gameplay is solid, the graphics are mediocre and the music
   is rather bland. Still, you get what the title implies: a lotta
   gunfire! There are several special weapons and some really cool
   vehicles you can use, from jeeps to helicopters to even unoccupied
   enemy gun emplacements! The SNES version is pretty faithful to the
   original arcade game, but certain details are left out, such as
   the tanks and the motorcycles. Boo.
 -> Mystic Riders (Arcade)
     An interesting horizontally-scrolling shooter where you take on
   the roles of the young apprentices, Zeal and Mark, who must fly
   across the land to stop some sort of evil sorceress, saving the
   princess of an underwater kingdom along the way. The kid mages
   can charge up their magic blasts and use their staves for both
   offensive and defensive purposes. They also have the ability to
   land on and run along surfaces, firing upwards to clear bad guys
   outta the skies! This is a relaxing break from R-Type: Leo. Get
   a friend to play with you!
 -> Blade Master (Arcade)
     The Irem guys don't make a lot of medieval fantasy games,
   do they? Well, you get some great hack-and-slash action here.
   Roy and Arnold (bring along your buddy for more fun) must save
   Princess Emina from the forces of evil and then help her stop
   the Master of Darkness. While this seems just like another
   Double Dragon or Final Fight clone with swords, the scenery
   and the concept of the downstab (which you must use to beat the
   later bosses) are pretty neat. There is a surprising amount of
   attention paid to the details in the animations, such as the one
   where you try to climb back up after falling into a pit.
 -> Rocky Rodent (SNES)
     One of the more forgettable platform-action titles. As some sort
   of rodent with an intense visage, save some restaurant owner's
   lovely daughter, Melody, to get free meals. Yep, you're fighting
   for a sandwich. There are more "mature" elements in here, such
   as the restaurant owner's involvement with the local mafia and
   the scene where Rocky steps into a naked girl in her bath. The
   idea of using different hair-styles to kill enemies and to reach
   high places is new but not fun, plus some of the jumps are plain
   frustrating at times. Still, Pecky, a bird Rocky befriends later,
   is pretty cool. She goes around kicking ass with you, and I wish
   more action games will include people like her.
 -> In the Hunt (Arcade, PSX, SAT)
     An interesting shooter that uses submarines instead of
   spacecraft. As the captains of the latest attack subs, the
   Crimson Fire and the Azure Scourge, you and a friend must
   stop the Dark Anarchy Society from taking over the world.
   Destroy the enemy from the water with your massive arsenal,
   which includes 3 different types of torpedoes, 2 kinds of
   machineguns, homing missiles, and a ton of depth charges.
   Think of this as R-Type in water, since some of the bosses
   you fight can get downright creepy. Your submarine maneuvers
   like a real one (i.e. really slowly), but at least you don't
   have to restart from a Checkpoint whenever you die. The graphics
   are awesome. Though they have the heavy industrial feel from
   Undercover Cops, the superb animations are simply breath-taking.
   Visually speaking, this game did to the arcades what Metal Storm
   did to the NES.
 -> Lethal Thunder (Arcade)
     Some more space shooting action. This time, you build up your
   weapon power by rapidly tapping the Fire Button. The strength
   of your special bomb weapon also depends on your weapon power
   (and therefore depends on your Button-pressing). There are
   multiple endings, as with In the Hunt, but all that tapping
   will leave your fingers sore!
 -> Deadly Towers (NES)
     Another adventure game that was also released by Broderbund.
   While it doesn't play as great as some other titles of the same
   genre out there, its medieval world offers a challenging quest
   for those who manage to survive it.
 -> Metal Storm: The Strike Mission (NES)
     If TGL rules in the adventure-shooter world, Metal Storm
   holds the same honor in the 2D platform-action world. As the
   M-308 Gunner, your mission is to stop a mad computer that's
   trying to do the "Death Star" on Earth. Like the Guardian,
   the M-308 must enter enemy territory and destroy the threat
   from within. The core of the gameplay lies in your ability
   to manipulate gravity - by reversing it appropriately, you
   can reach otherwise inaccessible areas! The memorable bosses
   and intense action are big pluses.

[6.3] Broderbund (www.broderbund.com)
 Who else would have distributed TGL in the States? This company sure
 does have a taste for spotting true gems. These guys also have nice
 translations, and just to be fair I'll put down a few other games
 brought out by these thoughtful people:
 -> Choplifter (Arcade, SMS, NES)
     This arcade hit was a quarter-sucker back around during the '80s
   and it's still somewhat popular today. Rescuing hostages has never
   been so fun as you fly them out from terrorist hot spots, firing
   your guns and rockets along the way. Dan Gorlin's original game
   offers the fresh, simple thrill that everyone can enjoy. The
   chances of getting strapped into a suit of flight-armor during
   our life spans are nil, so the next best thing is to take
   helicopter lessons!
 -> Dragon Slayer 4 / Legacy of the Wizard (NES)
     Controlling the 5 members of a family of heroes, set out on a
   2D quest to collect a bunch of artifacts and stop the evil dragon,
   Keela. This Falcom (the guys behind Faxanadu) game offers loads
   of maze-like dungeons and plenty of dangers.
 -> Myst ("Peee-Ceee")
     This made the Broderbund guys the luckiest people in the
   world back then, when everyone who had a PC needed to buy
   a copy of this surreal graphic-adventure.
 -> The Battle of Olympus (NES - Infinity & Imagineer 1988-1989)
     For once (and probably the only time), there's a videogame
   with surprisingly accurate Greek mythology. Forget all that
   Kevin Sorbo-as-Hercules crap and all that Altered Beast sheeee-
   yit (Zeus - God of Thunder my ass!!). The adventure here deals
   with the story of Orpheus, the legendary bard, and his fiancee,
   Eurydice. Anyway, the original story goes like this: Eurydice
   drops dead from a poisonous snake bite sometime around the
   couple's wedding, so Orpheus is one unhappy dude. He winds
   up visiting the Underworld, seeking to revive her, but in the
   end he fails Hades' challenge, gets screwed forever, and is torn
   to bloody chunks by some female spirits who are fed up with his
   mourning and his ignoring of their really hot offers. (You can
   read the original myth somewhere else.)
     But in this game, Orph ditches his lyre and practically says
   "F-ck this shit" and goes on a murderous rampage to get his
   bride back. Setting out with a crude, blunt object, he will
   journey over all of Ancient Greece, gaining favors from the
   Pantheon, slaying everything that looks at him wrong, enjoying
   plenty of Holy Nectar, and basically tearing ass.
     Okay, the game essentially plays like the Legend of Zelda 2,
   only it's tougher in some respects. The 2D platform-action (minus
   any real Map Option) makes for a challenging game. At least there's
   no incest fun like in Namco's Phelios (Artemis & Apollo get it on
   in there!).  ;p
 Oh, I'd also like to thank Broderbund for the Instructions Manual.
 Of course, I've changed some names to make identifying bosses
 and items less like hell. At least the lousy translations don't
 degenerate to the Taito/Toaplan level (we're talking Mega Blast
 and Zero Wing here, folks - eeeewwww...)!

[6.4] Toaplan (www.toaplan.co.jp)
 Speaking of this company again, I'd like to make another reference
 you might be interested in. While these guys haven't done anything
 for TGL, I'd like to thank them for making the following title
 (and for releasing MUSHA Aleste). Oh, man - now I'm even sucking
 up to people who are indirectly related to Compile!
 -> Batsugun (Arcade, SAT - 1992)
     Is this co-developed by Compile? The overhead action seems
   similar to that of the Aleste series, the MegaBombs are
   identical to the ones in Super Aleste, and one of the pilots,
   Beltiana, looks just like the Guardian - her hair, her taste
   in the color of her clothing, and even that implant in her head
   just scream of our favorite TGL protagonist! This amazing shooter
   (Batsugun literally means "Fabulous" in Japanese) offers kick-ass
   simultaneous 2-Player action as you rage through 5 lively Stages
   of mayhem. The bosses and explosions are huge, but even bigger
   is the cool twin MegaBomb feature (which you see when both Players
   launch a MegaBomb at the same time)! Just look at the sheer force
   of that thing!!

[6.5] Nintendo (www.nintendo.com)
 A videogame is useless if you can't play it. The NES, with its
 virtual monopoly on the home console market back in the mid 80s,
 supported all sorts of stuff that was important for the development
 of videogames. Most of the software floating around was (and still
 is) crap, but worthy titles like TGL make this 8-bit system a
 necessity for any avid gamer.

[6.6] Nintendo Power (www.nintendopower.com)
 I also must thank this official magazine publication for bringing
 me game info before the days of the internet and letting me set my
 eyes on TGL for the first time in my life. Come on, TGL only placed
 9th on the Power Charts? Those readers of yours really don't know
 what the hell they're playing. And quit calling the Guardian an
 android, dammit!
 (Volume 8 - September/October 1989 Issue, featuring Disney &
  Capcom's Duck Tales on the front cover, pages 82-83; I think
  Susie on page 88 and Lala - plus her more human counterpart -
  on page 95 are cute too!)
 (Also refer to Top Secret Passwords, one of NP's many
  Player's Guides. TGL is covered there on page 46.)

[6.7] Galoob (www.galoob.com) (www.hasbro.com/home.html)
 Man, these guys definitely shouldn't have jumped out of the cheat
 device business. Just look at Interact's Game Shark today! Anyway,
 I got the basic TGL Game Genie codes from the original manual.

[6.8] Walter F. Williams III (a.k.a. "SiliconHero")
 While I did not take anything out from his text doc or his GIF map
 (which is very, very nice), I still wanna thank him for providing
 something to compare my work against. The guide you see in front
 of you wouldn't have been so great if I didn't know that someone
 else has already done a possibly better job. Be sure to check out
 his walkthrough too - it's bound to cover something I've missed!

[6.9] Christopher Emirzian's the Guardian Legend Shrine
  (classicgaming.com/shmups/guardianlegend)
 For amassing loads of TGL info. While this strategy guide's
 material stems mostly from the author's own gaming experience,
 a couple of the specific tricks come from the contributors to
 this shrine. Thanks to Chris Bieniek for the Japanese version
 of the TGL password, the Paladin for the "Multiplying Item Pod"
 trick, daNIL for the "View All Messages" and the "Buy All Items"
 tricks, and J. Jay Xiong, Calvin Wheitmann, Horace Hawkins, and
 the Raccoon for the bugged-up Passwords. Of course, I did have to
 verify some of those tricks and clean up the explanations a bit....

[6.A] Rick N. Bruns
 For some of the Game Genies Codes. Really weird ones, too.

[6.B] Ben Siegfried
 For pointing out that my battle strategy for Crawdaddy is too
 conservative. Upon reading his reasons for a more direct and blunt
 approach, I agree that a frontal assault isn't such a bad idea.
 Hmmm, all this attacking makes me wanna load up SNK's Guerrilla War!

[6.C] Martacus
 For pointing out that the TGL Mode's Special Scores are not the same
 as the regular Scores. This gamer also provided some quick methods
 for earning Points (through fighting Bombarder and the lobstercrabs)
 and the Sprites tactic for the final boss. Very cool.

[6.D] Game Guru (a.k.a. Jason Berg) (gameguru42@hotmail.com)
 For throwing light onto the inner workings of TGL. Keep it up, man.

[6.E] Warlock (a.k.a. Paul Kobylka) (wah_waaah@hotmail.com)
 For correcting me on the Special Score. It turns out I was right
 in an earlier edition of this guide - the Special Points are
 related to the regular Points you score, not how fast you kick
 the bosses' asses.

[6.F] Gemini (a.k.a. Kris Asick) (gemini003@yahoo.com)
 (gemini000.geo@yahoo.com)
 For providing some serious insight into the Password system.
 His site contains lots of other goodies too.

[6.G] Alberto Reyes (unicron2.geo@yahoo.com)
 For telling me that his copy of TGL doesn't freeze when he reaches
 the maximum Score. It seems his GamePak is a later version that
 corrects that nasty little bug.

[6.H] Razaleo
 For the trick where you fly into Eyegore with your Side Saber Lasers
 and Pulse Lasers constantly on. Nice one!

[6.I] F.X. Nine & Jeff Rovin
 For inspiring the author to write about videogames. Nine has the
 magic to turn any 8-bit game's six-sentence story into an exciting
 sixty-page adventure full of plot, surprises, and thrills. Rovin's
 pocket guides provided the spark to my own drive to write about
 games, and his essays on videogame censorship added some nitro
 to the mix. Check out their work if you can.

[6.J] Kupp the Autobot
 For providing us with that universal greeting. Funny, the last time
 I used that on Randar, I got a pie thrown into my face....

[6.K] The guys who are nice enough to put this on the web
 No matter how good a walkthrough is, it won't do crap if no one
 sees it. Thanks to the guys who run these sites for being kind
 enough to help me share my knowledge with the rest of the gaming
 community. And please excuse the occasional cursing.

[6.L] "Steeve"
 For pointing out that the physics in the Ending Movies just don't
 make any sense.

[6.M] My fellow Faididis & Spherelanders
 For helping me through the game and figuring out the best strategies.
 Besides, they make a great team with Randar, if I can keep the Fdds
 from killing it. Unfortunately, I can't boot off the big Fdd 'cause
 he's the one who helped translate the Japanese version of the TGL
 Password into Hiragana.

[6.N] The Guardian & Randar
 Are Guardian and Randar figures sold anywhere in the world? Even
 if less than 0.01% of the entire videogaming population knows about
 them, it's really not that bad. Games that become wildly popular
 with the masses will become sold strictly for the profit and hype,
 and at that point they're no longer the one-of-a-kind games they
 used to be (see Core's Tomb Raider). This may explain Compile's
 low-key approach to marketing their software. As for the rest
 of us, even if we are slowly dying off, we at least can consider
 ourselves to be lucky - we kinda form a little cult, the sole
 followers of this esoteric game. Let us lowly humans worship
 our "guardian goddess!"
 (On Compile's theme of the angelic figure: look at TGL, Pnickies,
  Super Aleste, and even Puyo Puyo. On one level or another, the
  protagonists represent some divine form. And a hot one, too.
  Sorry, this just sorta slipped out....)

[6.O] Earth (Sol 3)
 And out of the blue, here's to the big round thing we've all
 been trying to save in this game. Some Earth facts:
  - name: Earth
  - order ranking: 3rd planet from the sun (I didn't know that... ;)
  - size ranking: 5th largest planet in the solar system
  - number of moons: 1 (well, duh)
  - direction of rotation: west to east (double duh)
  - time taken to rotate once: 24 hours (gasp - I didn't know that?!)
  - time taken to orbit the sun once: a little more than 365.25 days
  - angle of axis to the plane of orbit: 66.5 degrees
  - average distance from the sun: 150000000 km (93000000 miles),
     plus or minus 4.8 million km (3 million mi) since
     Earth's orbit resembles that of an ellipsoid (i.e. not a circle)
  - average diameter: 12720 to 12760 km (7,900 to 7,926 mi),
     since Earth is not a perfect sphere (it's squished up a bit)
  - circumference at the equator: 40000 km (24830 mi)
  - average surface temperature: 288.15 kelvins
     (15 degrees Celsius) (59 degrees Fahrenheit)
  - estimate of the surface area covered by water: 70%
     (361.3 million km sq.) (139.5 million mi sq.)
  - estimate of the surface area covered by dry land: 30%
     (148.9 million km sq.) (57.5 million mi sq.)
  - very rough estimate of age: 4.5 to 5 billion years (wheee!)
  - does it look like Randar?: kinda

Again, thanks to everyone above, especially those who've corrected
me on some nasty mistakes. You have made this guide far better than
I could have ever imagined!

======================================================================
======================================================================

"Earth has been saved by your valor. We must not forget it, and
 we must gaze [upon] it, so as not to make the [world loveless]."
                        - from "Black Panther" (Konami)


Man, what a rush. Ya' know, it's kinda funny how this strategy
guide takes up over twice the amount of memory TGL itself takes
up, but I guess that's what happens when there's so much stuff
to talk about for a game as kick-ass as this! No other written
project has occupied so much of my time, but I've never regretted
a second of it. TGL will celebrate its 14th year of existence
sometime in the New Year that's just a few hours away from the
moment I'm writing this, but its greatness will be eternal.

I hope you enjoy playing the Guardian Legend and reading this guide.
Got questions or comments? Got the itch to contribute? Wanna argue
about something I've said that isn't quite true?! Wanna get a template
of the Guardian's in-game animations, frame by frame (and please
specify what format you want this graphics file to be in)? Wanna
tell me where they sell Guardian and Randar figures? Wanna challenge
the Spherelanders and Blue Landers to a game of Spaceball?!

Feel free to e-mail me at

  faididi@hotmail.com

... or post something at TGL's Message Board
at GameFAQs (www.gamefaqs.com).

Also feel free to visit the staff's site.
Get your extra gaming info, fun pictures, and illegal goods down at

  www.geocities.com/ed057/index.html

Let us carry on the Golden Torch of Videogaming until the Guardian
goes off partying too much with Randar and something else just as
bad as Naju comes along and collides into Earth and all of us die
a horrible, horrible death.  :)
