ActRaiser 2 (e)

Cover
Actraiser 2 Strategy Guide and Walkthrough
Version 0.1
This guide c1999 Seth Paul
Actraiser 2 is copyrighted 1993 by Enix/Quartet and licensed by 
Nintendo.  All rights reserved.

If you have information about this game, do not see it in this guide and 
would like to contribute, feel free to e-mail me the info at 
greypatch3@millenicom.com.  Also e-mail if you have questions concerning 
the game and don't see the answer you're looking for in the guide.
SOME INFO I COULD USE: I got this game used, and it didn't come with an 
instruction book.  If there is more story line in it than I've put here, 
or if the spells and monsters have specific names, let me know.

BLATANT PLUG ALERT!  BLATANT PLUG ALERT!
Along with this Actraiser 2 FAQ, I also have a Duke Nukem: Time to Kill 
FAQ posted around the internet.  The most recent versions of both guides 
can be found at: Http://www.gamefaqs.com.

Table of Contents
I.   Credits
II.  Version Releases
III. Game Overview
IV.  Your Character and His Abilities
V.   Level Walkthroughs
VI.  Secrets and codes

I. Credits
I would like to thank:

Enix/Quartet: For making a game like this for what is probably one of 
the best gaming systems of all time.

Nintendo: For licensing the game and making one of the best gaming 
systems of all time.

II. Version Releases
Version 0.1
-Wrote sections III and IV
-Began work on section V
-Added some level passwords and information to section VI
-That's it.  The next release should have more level walkthrough  
information in it.

III. Game Overview
Tanzra, the evil Lord of Darkness, was destroyed by you in the 
first Actraiser.  Unfortunately, old evils never truly die.  That's 
how sequels get made, anyway.  Tanzra's foul followers have managed 
to resurrect him and now the land is overrun again.  This time 
however, you still have all your powers intact. This isn't a quest 
to regain your faith as it was in the original Actraiser; this is 
simply to destroy Tanzra once and for all.  Your quest will take 
you from swampy forests to the depths of an anthill to a great 
tower ascending into the sky, all in an attempt to set your land 
free again.  Time to take your sword again, great Lord.  Your 
people need you once again.

Actraiser 2, unlike its action/simulation predecessor, focuses 
completely on the action sequences that were 'so fun' in the 
original (rather like the hidden 'Professional' mode in Actraiser, 
but with breaks in between).  You play the same character as 
before, but the world below you has evolved and changed a great 
deal.  Tanzra's demons no longer control the lands directly, but 
instead manipulate the humans living there now in ways that will 
eventually destroy your people.

To start your quest, you can choose 3 difficulty levels.  Their 
differences are:
EASY: Start with 5 lives, 5 magic points, and 99 seconds (well, 
time units, since they progress a little slower than seconds) to 
complete the level.  Enemies deal less damage and are easier to 
kill.
MEDIUM: Start with 3 lives, 3 magic points, and 99 seconds.  
Enemies are moderately difficult and moderate to kill.
HARD: Start with 2 lives, 
IV. Your Character and His Abilities
Your character is simply known as the Master, a deity who watches 
over his people from a castle that rides the clouds.  As before, 
you exist simply as a ball of light up in your realm.  Descending 
to the world below, you inhabit a statue in the shape of a great 
warrior.  Unlike the first Actraiser, however, your character has 
the ability to fly (well, glide anyway.  You can't really gain 
altitude, just distance).  Your character can swing a sword, block 
with a shield, and even cast magical spells in addition to gliding.

SWORD: Your basic weapon, this is used simply by pressing the sword 
button (normally set to Y in the controls).  You can swing at arm 
height, duck and swing low, and swing upwards on an angle.  Each 
hit takes 1 health point from your enemies, which is half of a full 
health ball (explained below).

SHIELD: Don't underestimate your shield.  Not only can it be aimed 
just like your sword, it has the ability to block projectile 
attacks enemies can throw at you.  Extremely useful, and shouldn't 
be forgotten.  NOTE: Your shield cannot protect you while you're 
swinging your sword or walking.  To deflect enemy rounds, stand 
still.

FLYING: To fly, press the jump button twice (normally B at the 
default).  While in the air, you have three options of how to fly: 
FLOAT, GLIDE, or DIVE.  To FLOAT, hold up on the D-Pad while still 
holding the jump button.  Use this if falling down a long tunnel 
and wish to avoid traps or aim directly onto a platform.  To GLIDE, 
press the D-Pad left or right while holding the jump button.  This 
technique gains you the most ground per flight, but it comes with a 
price: upon landing, you will skid a few feet, sometimes right off 
of a small platform.  To DIVE, hold down on the D-Pad while holding 
the jump button.

MAGIC: The Master also has knowledge of various forms of magic.  
You can help him perform these mystical arts by holding down the 
attack button after you've swung your sword.  Your on-screen 
persona will flash red and when he is flashing very quickly an icon 
will appear in the middle of the status bar, signifying the spell 
you are casting.  You then let go of the attack button and the 
spell is cast.  Each spell consumes one magic point.  The various 
spells are as follows:

MAGIC RATING SYSTEM:
DAMAGE: How much damage the spell does to the victims.
RANGE: How far the spell can reach.
DIFFICULTY: How hard it is to cast the spell.
OVERALL: My overall impressions with the spell.

Flame (Symbol of small fire): A stream of flame comes from the 
Master's hand and swings up and down, causing damage. Cast simply 
by standing still with no D-Pad press.
DAMAGE: Weak
RANGE: Medium
DIFFICULTY: Very Easy
OVERALL: Fair
Ball (Symbol of orange ball): Three balls fly up and forward in an 
arc, causing 3 energy points of damage to the enemy upon contact, 
whether all balls hit or not.  Cast by standing still and pressing 
Up on the D-Pad.  (I've gone through the entire easy level casting 
only this spell, so I'm highly supportive of it; I do think it's 
one of the best spells in the whole game!)
DAMAGE: Strong
RANGE: Far
DIFFICULTY: Very Easy
OVERALL: Excellent
Earthshaker (Symbol of a flash exploding from the earth): The 
Master sticks his sword into the earth, after which a ball of 
energy surrounds him for a few seconds, damaging everything around 
him.  Cast by holding Down on the D-Pad.
DAMAGE: Medium
RANGE: Short
DIFFICULTY: Very Easy
OVERAL: Very Good
Frost (Symbol of a snowflake): Four balls of frost explode in 
separate diagonal directions from the Master's body.  Cast by 
jumping into the air ONCE.
DAMAGE: Medium
RANGE: Far
DIFFICULTY: Medium
OVERALL: Good
Glide Thrust (Symbol of a moving white ball): The Master shoots a 
single white ball from the tip of his sword.  You must GLIDE in 
order to do this.
DAMAGE: Medium
RANGE: Very Far
DIFFICULTY: Medium
OVERALL: Very Good
Lightning (Symbol of a lightning bolt): The Master is surrounded in 
a ball of energy as two lightning bolts shoot straight up and down 
from him.  You must FLOAT in order to do this.
DAMAGE: Good
RANGE: Medium (Whole screen top and bottom, but very little from 
side to side range)
DIFFICULTY: Medium
OVERALL: Very Good
Phoenix: (Symbol of a flaming bird): The master calls the mighty 
phoenix to ride in front of his blade, doing far more damage with a 
strike.  You must DIVE to do this.
DAMAGE: Strong
RANGE: N/A (It stays with the master the whole time)
DIFFICULTY: Very Hard (Easy to pull off, difficult to master)
OVERALL: Excellent

ADVANCED MOVES
As you get better, these are moves that will certainly help you 
out...
GLIDE FALL(OR FLOAT): Normally when landing after a glide, the 
Master skids and sends you moving far greater distance than you had 
intended.  To prevent this, FLOAT or DIVE just before landing.  The 
Master will give a 3-point landing with little muss or fuss.  Try 
FLOATING at first to allow yourself practice in landing.  Then use 
dive because it is quicker (leaving you vulnerable for shorter time 
periods) and more precise.  FLOATING is also detrimental in another 
area: see the below subject.
AIR SWORDPLAY: While GLIDING or DIVING, the master can attack with 
his sword.  A GLIDE attack does as much damage as the Master 
normally would on the ground, but is very easily correctable 
without side effects.  A DIVE attack does 1 and 1/2 times the 
normal damage, but requires a great deal of precision.  Otherwise, 
you'll either end up getting hurt yourself or falling off the 
screen in areas where there's no ground.  Also, the DIVE is best 
for enemies below you and to the side, while GLIDE attacks enemies 
at your level.  I use the DIVE myself a lot, so I recommend you do, 
too.

V. Level Walkthroughs
NOTE: The game does suggest an order, although it's completely up to 
you with which level you want to begin.  So you don't ruin the game 
for yourself, you can refer to the following list to find out which 
level you're having problems with.
ANOTHER NOTE: The numbers after each enemy refer to how many hit 
points the enemy has at varying difficulty levels: the first is Easy, 
the second is Normal, and the third is Hard.  An enemy with stats 
(3/5/9) can take 3 regular sword hits on Easy, 5 on Normal, and 9 on 
Hard.
Part I - Diligence
A. INDUSTEN
B. BENEFIC
Part II - The Queen
C. TORTOISE ISLAND
D. (The rest of the list is coming soon.  It's been a long time since 
I've played this game [although I have beaten it], so it's going to 
take awhile to get all the information recorded in the right order.)

Part I - Diligence
The people of DILIGENCE are finding it harder and harder to get up 
and work everyday.  This is not right, and is obviously Tanzra's 
doing.  The nearby area of INDUSTEN seems to be causing the problem, 
as a large raincloud seems to be the source of this lethargic 
attitude in the townspeople.  Time to cleanse the earth again.
A. INDUSTEN
Industen is a straightforward level at the beginning.  Several grey 
trolls (1/2/3) will jump down from mushrooms or come scampering in at 
you, dragonflies (3/4/5) will drop down from the top of the screen 
and fly at you, and caterpillars (1/2/3) will crawl up from holes in 
the ground.  Just keep walking right and smashing the grey powerup 
blocks.  Nothing's very hard here.  Eventually the music will stop 
and a giant mid-level boss attacks.

MID-LEVEL BOSS VILE WEED (10/16/?):
The easiest least costly way of dealing with this overgrown walking 
plant is to follow the pattern.  When he's chomping quickly, he's 
ready to shoot three fireballs from his mouth.  Duck so the top two 
miss you and the bottom one hits your shield.  When the plant opens 
his mouth wide and prepares to run, get ready to double jump (as if 
preparing to GLIDE) over him and hit him from the back.  If you feel 
you can do it, do a DIVE attack when you get behind him to do more 
damage.  This boss is very easy, and he should go down in at most 3 
tries.

After defeating the boss, continue moving right.  You will come to a 
brown, disgusting stream.  The stream is dangerous, so jump instead 
from the flowers growing in it.  Wait until the flowers bend towards 
each other before jumping (although the frogs (2/3/?) can give you 
trouble).  You will see a tree with a hole near the bottom.  Jump for 
the hole (flying if necessary) and then double jump to the right to 
reach a platform inside the tree.  From here, move up the tree while 
killing the archers (2/3/?) until you reach the top.  Jump again and 
you'll warp to the top of the tree, where the battle with FATIGUE 
takes place.

END-LEVEL BOSS FATIGUE (20/20/20)
FATIGUE rides his cloud slowly towards the left of the screen, 
occasionally stopping to toss some scythes into the air.  Take this 
time to slice or place magical hurt on the skeleton riding the cloud 
(the scythes aren't a big deal; stay close to the cloud and they'll 
sail right over you).  At some point FATIGUE will sail quickly back.  
When this happens, walk (and ONLY walk) towards the left side of the 
screen, being cautious to avoid the thorns.  The cloud will begin 
sucking in air, pulling you towards the right side of the screen.  If 
you find yourself forced to fly to avoid the thorns, do so; if you 
walked to the left early enough, you'll be able to land far enough 
left to avoid damage.  When the cloud does stop inhaling, it will 
begin spitting out spinning discs.  Avoid these by standing under the 
cloud, facing left, and ducking.  Those that DO come near you will 
hit your shield and be deflected.  FATIGUE will repeat the entire 
pattern at this time, so begin attacking him some more.  Soon FATIGUE 
will explode and he will be done for.  Reap the rewards for your 
labor as you return to the map screen.

DILIGENCE has returned to normal now that the cloud has gone, but 
there still seems to be some leftover monsters infecting the nearby 
river.  You are asked by the townsfolk to cleanse the river head and 
end the influence once and for all.  Time to go to BENEFIC.
B. BENEFIC
The river area is slightly harder than Industen, but nothing truly 
difficult.  The first enemies you'll run into are bats (1/?/?), 
sharkmen (1/?/?), brown heads (2/?/?), and purple crawlers (1/?/?).  
Nothing too difficult.  Just go to the right, jumping over the spikes 
in the water, until the way dead-ends.  You will see a ledge with a 
leaf sticking out to the left.  From the very left edge of the leaf, 
GLIDE over to the ledge a short distance to the left (it's pretty 
difficult, and it may take a few tries to get over; I recommend 
double jumping instantly, without waiting until the Master reaches 
the height of his first jump).  Continue crossing left until it dead 
ends in a tunnel going up.  Follow it up out of the water cave and 
into the open air.  Unfortunately, you'll now encounter flying green 
trolls (1/?/?).  Walk left and you'll reach the mouth of another 
cave...and the mid-level boss.

MID-LEVEL BOSS Cobra (10/?/?):
This boss moves his head around the screen a lot, stopping 
occasionally to throw three fireballs in your general direction.  Try 
to stand on the tiny ledge on the far left and let him aim his 
fireballs at you there.  You can then jump over him and DIVE attack.  
When you land, you can slice him once or twice, then go back to the 
left platform.  If you're not afraid to use some magic (and you 
should, since the final boss is MUCH easier to deal magic on), try 
Flame.  He's an easy mid-boss as well, and you shouldn't have much 
trouble with him.  Enter the cave after he's through.

This area of the level is less complicated than the first, as now all 
you do is climb against stream up a hill to the final boss.  Be wary 
of bats dive bombing you and sharkmen using the hill as a waterslide.  
If you need it, there's a gray box halfway up the slope.  Jump onto 
the two blocks that a lone sharkman patrols and fly left to the ledge 
with the box.  At the top of the slope is this level's final boss.

END-LEVEL BOSS Giant Snail (20/20/20)
First of all, note the two blocks that comprise platforms on the left 
side of this board.  Unless otherwise directed, STAY ON THE LOWER 
RIGHT BLOCK!  This makes dealing with the boss easier.  The first 
part of the attack pattern is boulders that drop from the top of the 
screen.  Simply hold your shield up to deflect them (if you can't 
seem to deflect, try turning the Master around without lowering the 
shield.  You may find blocking much easier).  While blocking, charge 
your magic.  Three mines will go by in the water.  Ignore them; on 
the platform they won't hurt you.  Eventually, the snail will poke 
its head out of its shell.  Cast ball magic on it once to harm it.  
When it shoots two beams of light at you, just jump up and over them 
and land back on the platform.  Repeat until the snail is dead.  (If 
you run out of ball magic, dive at the snail when it pops out.  
Afterwards, jump back onto the lower platform and continue in this 
manner.)

Part II - The Queen
After destroying the last of the monsters around Diligence, the 
people have returned to their industrious selves.  However, some of 
the locals are reporting a mournful cry coming from the sea.  
Traveling to the west reveals a large tortoise swimming in the sea.  
A town appears to have been built on its back, and now the creature 
has submerged.  Why have the townspeople built this place?  What 
happened to them?  Why are monsters swarming in force around the 
town?  Only the might of the Master can correct the situation.
C. 	Tortoise Island
This level is incredibly simple.  You start off walking to the right, 
killing swimming sharkmen (?/?/?), big fish (?/?/?), red big fish 
(?/?/?), seahorses (?/?/?), and exploding snails (one hit causes them 
to burst into eight damaging pieces).  Continue this way and you'll 
reach the second area.  No Mid-level boss here.

This section is also a simple move to the right area, just with 
different platform levels to walk along.  You'll encounter more of 
the same as well as claw shooters (?/?/?) which can be deactivated by 
hitting the jewel in the center of them.  I recommend taking the 
highest platforms as it's a shorter distance as well as fewer 
enemies.  However, the lowest ones have lots of powerups, so the 
choice is really up to you.  Eventually the platforms will darken 
into a deep red and the Giant Squid will be ready to fight you.

END-LEVEL BOSS Giant Squid (20/20/20)
This boss is incredibly easy.  Stand under the eye for a little bit 
until the tiny arm starts swinging your direction.  Quickly move 
left, jump straight up twice, and move on top of the eye.  Jump and 
strike down and take away two hits with every blow.  You should get 
in a good four or five blows if you did it right, and even more if 
you're good.  As the arm swings back, jump down to the middle arm 
platform.  Wait for the eye to charge up a Medusa shot and jump over 
it when it comes by.  Repeat until monster is dead.

More to come later.

VI. Secrets and Codes
This area talks about the stuff everyone loves most: cheats!  Well, 
there's some other things worked in here, too, like little features 
the game has that you might not have known about.
RAISE AND LOWER YOUR CASTLE: Your castle in the air can reach 
different altitudes on the world map.  Press the L button to climb, 
press R to ascend.  There are three levels of altitude that you can 
go to.  The only use this seems to have is for movement purposes; it 
helps get a better overall look of the map, but doesn't provide 
anything really interesting.

LEVEL PASSWORDS: Since the walkthrough above is linear, so is the 
list of passwords below.  They are divided in three sections, for 
each of the difficulty levels.  The level listed next to it is the 
level THAT HAS JUST BEEN COMPLETED.  If unsure where to go after you 
start the game, put the castle over the last completed level to see 
if it tells you where to go.  NOTE: If you'd like to play the game 
for yourself without the aid of passwords, you can get one by 
pressing the A or B button without being over a named area (no name 
appears in the box at the top of the screen).

EASY:
INDUSTEN:        XZKC XRZM XXZD
BENEFIC:         JCLD XYTX SLCS
TORTOISE ISLAND:
NORMAL:
INDUSTEN:        XZKC XBZM WTHC
HARD:
INDUSTEN:


ENDINGS: Upon completion of the easy level, you'll notice that the 
game has more to offer.  Each of the difficulty levels offers a 
different ending if you beat it.  If you prefer to be surprised, 
don't read the following section.  However, do read the following 
line:
MORE TO COME!  KEEP WATCHING AS NEW VERSIONS COME OUT!



EASY: I have seen this ending, but it's been awhile since I've 
beaten it and will have to see it again.  It basically says to try 
the normal difficulty level.