--------------------------------------------------------------------------- Elemental Gearbolt FAQ v0.2 Last revision: 5/11/98 by Jonathan Weeks (jon@animejin.demon.co.uk) --------------------------------------------------------------------------- LEGAL NOTICE ============ Copyright 1998 by Jonathan Weeks. All Rights Reserved. Although every effort is made to ensure the accuracy of the information contained herein, no guarantee can be given. You are granted the following rights: To make copies of this work in original form, so long as 1. the copies are exact and complete; 2. the copies include the copyright notice and these paragraphs in their entirety; 3. the copies give obvious credit to the author; 4. the copies are in electronic form. To distribute this work, or copies made under the provisions above, so long as 1. this is the original work and not a derivative form; 2. you do not charge a fee for copying or for distribution; 3. you ensure that the distributed form includes the copyright notice, this paragraph, and credit to the author; 4. the distributed form is not in an electronic magazine or within computer software; 5. the distributed form is the newest version of the article to the best of the knowledge of the distributor; 6. the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogues, and speech. You may not distribute this work in electronic magazines or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Jonathan Weeks. If you would like additional rights beyond those granted above, please contact Jonathan Weeks. --------------------------------------------------------------------------- Contents ======== Contents...............................................................here Introduction.....................................................just below Revision History...........................................a bit further on Game Mechanics...................................................after that Scoring.............................................in the middle somewhere Secret Chalices.....................................most of the way through Strategy Guide...................................... .......near the bottom Acknowledgements.................................................at the end --------------------------------------------------------------------------- Introduction ============ This is a FAQ for the US edition of the Playstation game 'Elemental Gearbolt'. In its current form it is woefully incomplete. Suggestions for further information to include, more strategies or the location of the last chalice would be gratefully received. --------------------------------------------------------------------------- Revision History ================ v0.2 - 5/11/98 - fixed lots of typing and spelling errors. - figured out how the score multiplier works and added a table for it. - removed the continuation trick, as it doesn't improve your score in light of how the multiplier works. - added notes on the difference between one and two player modes. - found out that chalices do have a point value. - added a scoring table - added a level/experience chart - added a note on the hit bonus v0.1 - 19/10/98 - first release. --------------------------------------------------------------------------- Game Mechanics ============== Controllers ----------- The manual has illustrations for the use of the Standard Control Pad, Analogue pad, Namco Guncon and Konami Justifier. Other controllers that are compatible with these are presumably supported. The one detail missing is the control method for the Analogue Pad. This operates in a similar way to the standard controller, but in analogue mode the speed the crosshair moves changes according to the angle of the joystick. Leveling up ----------- The trade off screen in-between acts gives you the opportunity to take bonus points as either score or experience. Beginners are recommended to choose experience as this advances your level, increasing weapon power and maximum health so that you have a better chance of completing the game. As you improve, you should be able to complete the game at lower levels, reducing the need to trade off and increasing your score. Note that the level chart in the manual give the experience required to move from one level to the next, not the total experience required. Here is a chart of the total experience required for each level Level Next lvl Total 1 0 0 2 50,000 50,000 3 120,000 170,000 4 300,000 470,000 5 520,000 990,000 6 820,000 1,810,000 7 1,170,000 2,980,000 8 1,570,000 4,550,000 9 2,000,000 6,550,000 10 2,500,000 9,050,000 11 3,000,000 12,050,000 12 3,500,000 15,550,000 13 4,000,000 19,550,000 14 4,500,000 24,050,000 15 5,000,000 29,050,000 16 6,000,000 35,050,000 Continuing ---------- In normal mode you have four credits, so that you can continue after being killed three times. Each time you continue your score is halved but your level is increased by one. Two player mode --------------- Two player mode is the same as one player mode except that: All the enemies (including bosses) have twice as much health as in one player mode. You can continue without returning to the start of a level, providing the other player is still alive. If all fairies in an act are shot, both players receive the 100,000 point bonus. --------------------------------------------------------------------------- Scoring ======= The manual has names, descriptions and point values for most of the enemies in the first three acts. Here is a complete table of the point values for all destroyable targets in the game. Enemies marked * are not named in the manual, so I have given a description instead. ??? indicates that I haven't figured that score out yet. All acts -------- orb 10 fairy 120 silver coin 500 gold coin 3,000 small potion 10 large potion 10 chalice 100,000 Opening Act ----------- Tyrl 150 Tiashi 120 *blue hopping thing 170 Vidal 240 *Vidal missile ??? Saferimniru 230 *Saferimniru missile ??? Wardom 20,000 *Wardom missile 1,000 Act 2 ----- *orange walker 240 Flig 240 Tiashi 120 Ozle 270 Berge Mill 240 *Berge Mill bomb ??? *thin green flying thing !!! Redmag 180 Midguld 30,000 *Midguld spike 1,000 *Midguld bubble ??? Act 3 ----- Hadeline 180 Tyrl 150 Tiashi 120 Halemod 310 *Halemod shot ??? *big soldier 320 *big soldier shot ??? *small brown wall thing 190 *wall thing shot 1,700 Neethog 36,000 *Neethog shot 2,500 Act 4 ----- *small beige soldier 280 *thin green flying thing !!! *big brown armoured thing 230 *big armoured thing missile ??? *big spidery thing 230 *big spidery thing shot 1,800 *small dark red floaty thing 310 *small floaty thing bomb 2,500 *small grey spinning thing 2,000 Audmra 40,000 *Audmra shot 2,400 Act 5 ----- *small rock 3,000 *winged flyer 320 *winged flyer bomb 4,500 *small dark floaty thing 310 *small floaty thing bomb 2,500 *dark blue/yellow soldier 190 *blue ball on pole ??? *winged statue 50 *big red scythe wielder 260 *scythe wielder shot 3,700 *brown flying thing 350 Idon 50,000 *Idon bubble 20,000 *Idon shot 750 Finale ------ *torch statue 50 *dark blue/yellow soldier 190 *red Tiashi 120 *red soldier with shield 290 *red soldier shot 3,800 Maldel ??? *Maldel shot ??? *Maldel column ??? boss2 ??? boss2 white shot ??? *boss2 orange shot ??? boss3 100,000 *dagger ??? *green mist ??? *orange shot ??? *blue bubble ??? !!! - The thin green flying things are worth 240 points if destroyed close up, or 1,100 points if destroyed while far away. The Score Multiplier -------------------- Hitting consecutive targets without missing a shot or taking damage increases the 'combo' value displayed at the top left of the screen. As the combo increases, the score awarded for destroying each target is multiplied by an increasing factor that is displayed when the target is destroyed. The multipliers that occur are x2, x3, x4, x5 and x10. The following table lists the combo needed for each multiplier at each level. The obvious point to make is that higher multipliers take longer to get at higher levels, so if you want to maximise your score you should stick to lower levels, particularly if you want to get x10 which only occurs if you are on level one. Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 --------------------------------------------------------------------- x2 2 3 3 4 4 5 5 6 7 8 9 10 11 13 15 18 x3 4 5 6 7 8 9 10 11 13 15 17 19 21 25 29 33 x4 7 9 10 11 13 15 17 19 22 25 29 33 38 ?? 50 57 x5 11 13 15 17 20 23 26 30 34 39 45 52 59 68 ?? ?? x10 50 - - - - - - - - - - - - - - - [the table is currently incomplete. I'll fill in the ??s in due course. I have achieved a combo of 88 on level 16 but I was still getting x4.] The Hit Bonus ------------- Hitting consecutive targets without missing or taking a hit, even if you don't destroy them earns a hit bonus. The bonus is 15 points per hit, multiplied by the hit counter, up to a maximum of 450 points (30 hits). However, there is no bonus when using the Blaze Pheonix, so you must use one of the other weapons to get the bonus. There is also no bonus awarded when hitting a chalice. Weapon change bonus ------------------- You get 10 points every time you change weapons. I don't recommend persuing this, as even if you take every opportunity to use it, you're not going to add more than a few thousand points to your overall score. --------------------------------------------------------------------------- Secret Chalices =============== The manual mentions the presence of twelve hidden chalices in the game. Chalices are worth 100,000 points and one of the conditions of the high score contest detailed in the back of the manual is that you must find all of the chalices to qualify. Of course, since there's $10,000 at stake, players are understandably reluctant to divulge what they know. Luckily, not being a resident of the US or Canada disqualifies me immediately so I can blab all I want (ha ha!). To obtain a chalice, you must shoot it twice with the weapon specified, once to reveal it and then again to claim it. The other weapons will register a hit, but will not reveal or claim it. Opening Act : Grieving Angel's Descent -------------------------------------- About a third of the way through the level, you jump down into the main part of the city. You then move forward and briefly face left. While you are facing left, there is a fairy and an orb (small potion) in front of you. Shoot the door of the building on the left hand side of the screen with the Blaze Phoenix. Just before you approach the boss, you jump over a high gate and then pass through a large open area with two orbs (coins and large potion). Shoot the door on the right hand side of the building on the left hand side of the screen with the Thunder Tiger. Act 2 : Enter the Dragon ------------------------ While making your way through the forest at the beginning of this level, you come to a small rise, with a fairy and orb (coins) together in from of it. Shoot the base of the bush immediately to the right of the fairy/orb with the Water Snake. Near the end of this level you pass under two bridges and then over a third. There are now a number of spires in front of you and Redmags in the water. One of the spires has a fairy in front of it. Shoot just above the tip of this spire with the Blaze Phoenix. Act 3 : The Crypt of Despair ---------------------------- Most of the way through this level there is a long fall after which you pass over three Ari rising out of the sand. Shoot the mouth of the first Ari (between its pincers) with the Blaze Phoenix. Immediately before you reach the boss, you pass over a bridge and then pause briefly before turning left to face the boss. During that brief pause, shoot straight ahead at the centre of the roof of the corridor with the Water Snake. Act 4 : Plains of Regret ------------------------ There are several spider-like enemies in the first part of this act. At one point you pass three of them on your right and then immediately circle a rock formation to come face to face with the third one. Shoot the area immediately above this spiders head with the Blaze Phoenix. After the initial approach to the boss, you turn around and fly backwards for a while. A fairy appears to the left of a rock formation. Shoot the gap between the fairy and the rock formation with the Thunder Tiger. Act 5 : The Palace Ruins ------------------------ After you jump the palace gate you move forward, up some steps, forward again and then through some trees. Just before you enter the trees, there are some larger trees on the left side of the screen. Shoot the centre of the rightmost of these trees with the Blaze Phoenix. Once inside the palace you pass through two large chambers, connected by a vertical section. In the vertical section, there are two ledges with enemies on them. At the second ledge, shoot the middle of the first pillar to the right of the back of the ledge with the Water Snake. Finale : Purposed to Perish --------------------------- The first part of this level consists of two corridor seperated by an open area. At the start of the second corridor there is an alcove on the left. Shoot halfway up the wall in this alcove with the Thunder Tiger. The location of the other finale chalice is unknown. --------------------------------------------------------------------------- Strategy Guide ============== General ------- Weapon choice : Despite the manual's claim that different weapons work better on different enemies, I have found that The Blaze Phoenix works best for almost everything. The one exception is using the Thunder Tiger to destroy missiles. Coin orbs : To hit all the coins in a coin orb use the fire weapon and fire twice, first at the ball and then second at the area immediately above it. The second shot should hit all the coins as they fly up before they can scatter. This will not work if you are too close to the orb, so try and do it when you are as far away from a ball as possible. Opening Act ----------- Immediately after the first chalice, you move to the right and then onto a small bridge with a fairy in front of it. There is a small potion orb hidden behind the bridge, at the same screen position as the fairy. As you move backwards while facing the Wardom, a hidden coin orb appears in the tree on the right. Wardom: Just pound on him with the Blaze Phoenix until he blows up. Shoot other enemies when they appear and use the Thunder Tiger on any missiles. Act 2 ----- As you rise up to the plateau section, you can see a large, multi-segment ship flying in the air. This is the Sltole mentioned in the manual, which registers hits when you shoot it, although I've never been able to destroy it. When you rise to the upper level of the plateau, there is a large spire in front of you. The second time the top of the spire is visible, a potion orb appears at its tip. Midguld: Alternate between Blaze Phoenix for the boss, and Thunder Tiger for everything else. The end of it's tail does not register hits. When it swims around with only its fins showing, you can still hit it. Act 3 ----- Near the start, there is a chamber with two fairies. As you move to the right out of this area, there are two Tyrls behind low barriers. There is a hidden coin orb behind the right-hand barrier. The Ari don't appear to register hits, but the manual lists them as worth ???pts, suggesting that it may be possible to destroy them somehow. Neethog: Keep shooting the head/brain continuously and any Hadelines as soon as they appear. When the boss raises it's arm to swipe at you, you have to shoot the end of the arm. Act 4 ----- The most important thing about this act is that the enemies are smaller than other acts, but take longer to attack you. If you wait until they approach you before shooting them, you may be overwhelmed, so shoot then as soon as they appear, even when they are a long way off. Audmra: Just keep pounding away with the Blaze Phoenix at its central area until it runs out of health. It blows up when you take out the green sphere that appears underneath it, but don't forget to wait until you've hit all the fairies (the last three are in a group together). Act 5 ----- You overtake three Sltoles during the first part of this act, but as in Act 2, they register hits but I've never been able to destroy one. Just before you approach the palace gate, you fly past several large arches. Two of these arches have potion orbs under them. When you jump the palace gate, there are two fairies and a small potion orb on top and a hidden large potion orb in the trees on the ground to your right. You only have enough time to shoot the fairies and one orb, so shoot the one in the trees. There is a coin orb hidden in the tree to the left of the tree containing the first chalice. Idon: He tends to fire at you from very close range, so you have to anticipate and fire simultaneously to avoid being hit. Finale ------ The statues lining the corridor at the start of this act can be destroyed. Red soldiers: These guys have shields that make them invulnerable until they raise their swords to fire. Time your shots carefully. Mardel: When he materialises in the central area, he releases a number of purple spheres. You take damage if you hit them, so stop firing while they are on screen. Second Boss: This one just lumbers around the screen, firing slow shots at you. The only point would seem to be to lull you into a false sense of security before what comes next. Final Boss: This boss has several attacks, all of which can be countered with accurately timed Blaze Phoenix or Thunder Tiger shots. Anticipate the attack patterns and counter as soon as he fires. --------------------------------------------------------------------------- Acknowledgements ================ The chalice locations are taken from various postings to the Working Designs Discussion Forum (http://www.workingdesigns.com), notably those of Radhil Trebors. ---------------------------------------------------------------------------