3vrB257ncl4qg9s

Bunny Must Die WT

Dec 20th, 2020 (edited)
486
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 86.82 KB | None | 0 0
  1.  
  2. Bunny Must Die - Chelsea and the 7 Devils
  3.  
  4. Based on: PS4-version
  5.  
  6.  
  7. Contents
  8.  
  9. Misc.
  10. Items & Abilities
  11. Bunny's Quest A01
  12. Chelsea's Quest A02
  13. Trophies
  14.  
  15.  
  16. - You get four save slots for each of the two quests.
  17. - The Trophy set is shared between the PS4 and PSV versions. As such,
  18. the official Trophy rates have been skewed due to the prevalence of
  19. hacking on the PSV. The actual Platinum rate is likely around 2%.
  20. - The game features two versions of the soundtrack: Original and Arranged
  21. (plus an option to.choose between the two on a case-by-case basis). I
  22. highly recommend Arranged (although I usually just have the music turned
  23. pff. so I don't have to put up with the boss music).
  24. - The red number next to your save file in the file selection screen
  25. indicates the number of saves and deaths.
  26. - The game may rarely crash on you.
  27. - The original Japanese title of the game is 'Chelsea-san wa 7 [Nana]
  28. no Majin Bukkorosaneba naranai.'
  29. - If you enjoyed the game, I'd recommend also picking up Gundemoniums,
  30. a shoot'em up by the same developer.
  31.  
  32.  
  33.  
  34. Story
  35.  
  36. "In the year 1999X, a mewclear weapon utilizing the power of purrmodynamics
  37. was launched, enveloping the world in furry flames and causing the outbreak
  38. of Feline World War."
  39.  
  40. Er... Okay, I think that's enough for the story section.
  41.  
  42.  
  43.  
  44. The Environment
  45.  
  46. - The game map is divided into 7 zones:
  47.  
  48. White | Devil's Dump
  49. Lime | Forest of Fools
  50. Red | Forbidden Purrmodynamic Power Plant
  51. Blue | Palace of Folly
  52. Yellow | The Dark King's Dwelling
  53. Green | Floating Jade Prison
  54. Pink | Septentrion
  55.  
  56. - Secret areas are gray.
  57. - The in-game map makes no distinction between different power ups. It
  58. only distinguishes power ups and Bunny Dolls / Elixirs.
  59. - The game uses a crossfade when moving to another area. This makes it
  60. difficult to react quickly to anything in the room.
  61. - Areas that didn't scroll horizontally in the original version have
  62. been slightly redesigned to accommodate for the new resolution. In the
  63. original, a single screen area consisted of 20 by 14 tiles. On the Ps4,
  64. they consist of 30 by 17 tiles. The difference in verticality is purely
  65. cosmetic.
  66. - An area that's 2x2 map tiles is 40 by 32 tiles in size. Going beyond
  67. that, it increases by 20x / 15y.
  68. - Save points are frequent. Saving the game fully heals you and adds
  69. 30 seconds to the in-game play time counter. In Chelsea's Quest, it
  70. claims to add 60 seconds, but this is incorrect. It's just 30.
  71. - Enemies and torches don't leave behind any health drops. The healing
  72. methods are:
  73. 1. Saving the game.
  74. 2. Picking up a Health upgrade.
  75. 3. Beating a boss (excluding mid-bosses).
  76. 4. Using Bunny's Recovery ability.
  77. 5. Using a Bunny Doll / Elixir.
  78. 6. Enabling HP regeneration in the Chronushop.
  79. - Defeating enemies and destroying torches produces Time Crystals that
  80. are drawn to you automatically. These crystals restore 1 TP or a varying
  81. amount of MP. A single torch gives you 8 Time Crystals. Most enemies
  82. give you 12.
  83. - In Bunny's Quest, specific torches drop a weapon instead of TC. They
  84. do give TC if you already have the weapon in question.
  85. - Your character is a typical 1x2 tiles in size.
  86. - The two most common enemies are the little, stationary cannon and
  87. the pumpkin grunt. The cannon fires three shots with different arcs,
  88. while the pumpkin launches bouncing fireballs at a slow pace. You will
  89. find that the level design often meticulously maximizes the threat
  90. posed by these two seemingly trivial enemies.
  91. - Unlike in pretty much all other platformers, your character can't
  92. stand beyond the edge of a platform. Until you manage to internalize
  93. this, you can expect to mess up a lot of jumps because of it.
  94. - The destroyable blocks in the environment can be destroyed with almost
  95. any attack. They respawn after 5,5s.
  96. - Expect a lot of spikes. Spike damage is 90 HP. Spikes are destroyed
  97. on contact and some spikes can be destroyed with your attacks. Either
  98. way, they respawn after 5,5s.
  99. - There are two kinds of switches: pressure switches that you need to
  100. step on and flippable switches that are activated/deactivated by crouching
  101. by them.
  102. - In Bunny's Quest, there are a few gates that are removed by certain
  103. event triggers.
  104. - Each quest features 50 items, each giving you 2% towards your item rate.
  105. - When a boss is dying, they can still do body contact damage.
  106.  
  107.  
  108.  
  109. Chronushop
  110.  
  111. - The Time Crystals you've accumulated can be used to purchase enhanced
  112. abilities. The game may feel frustratingly difficult without them. If
  113. you just don't have the time and patience to become more familiar with
  114. the game, you can always use these to give yourself a boost.
  115. - You can freely adjust the levels up to the highest level purchased.
  116. - You don't necessarily have to save the game to keep the crystals you've
  117. collected. They're also saved when you return to the title screen.
  118. Bunny Doll / Elixir: 500 each
  119.  
  120.  
  121. ATP DFP HP
  122.  
  123. Lv0 | 0 | Lv0 | 0 | Lv0 | 0 |
  124. Lv1 | 1440 | 1440 Lv1 | 1980 | 1980 Lv1 | 880 | 880
  125. Lv2 | 4320 | 2880 Lv2 | 5940 | 3960 Lv2 | 7920 | 7040
  126. Lv3 | 8640 | 4320 Lv3 | 11 880 | 5940 Lv3 | 31 680 | 23 760
  127. Lv4 | 14 400 | 5760 Lv4 | 19 800 | 7920 Lv4 | 88 000 | 56 320
  128. Lv5 | 21 600 | 7200 Lv5 | 29 700 | 9900 Lv5 | 198 000 | 110 000
  129. Lv6 | 30 240 | 8640 Lv6 | 41 580 | 11 880 Lv6 | 388 080 | 190 080
  130. Lv7 | 40 320 | 10 080 Lv7 | 55 440 | 13 860 Lv7 | |
  131. Lv8 | 51 840 | 11 520 Lv8 | 71 280 | 15 840 Lv8 | |
  132. Lv9 | 64 800 | 12 960 Lv9 | 89 100 | 17 820 Lv9 | |
  133. Lv10| 79 200 | 14 400 Lv10| 108 900 | 19 800 Lv10| |
  134. etc. etc.
  135.  
  136.  
  137. HP Regen TP Regen MP Regen
  138.  
  139. Lv0 | 0 | Lv0 | 0 | Lv0 | 0 |
  140. Lv1 | 1120 | 1120 Lv1 | 1380 | 1380 Lv1 | 1380 | 1380
  141. Lv2 | 5600 | 4480 Lv2 | 6900 | 5520 Lv2 | 6900 | 5520
  142. Lv3 | 15 680 | 10 080 Lv3 | 19 320 | 12 420 Lv3 | 19 320 | 12 420
  143. Lv4 | 33 600 | 17 920 Lv4 | 41 400 | 22 080 Lv4 | 41 400 | 22 080
  144. Lv5 | 61 600 | 28 000 Lv5 | 75 900 | 34 500 Lv5 | 75 900 | 34 500
  145. Lv6 | 101 920 | 40 320 Lv6 | 125 580 | 49 680 Lv6 | 125 580 | 49 680
  146. Lv7 | 156 800 | 54 880 Lv7 | 193 200 | 67 620 Lv7 | 193 200 | 67 620
  147. Lv8 | 228 480 | 71 680 Lv8 | 281 520 | 88 320 Lv8 | 281 520 | 88 320
  148. Lv9 | 319 200 | 90 720 Lv9 | 393 300 | 111 780 Lv9 | 393 300 | 111 780
  149. Lv10| | Lv10| | Lv10| |
  150.  
  151.  
  152. --------------------------------------------------------------------------
  153.  
  154. Items & Abilities
  155.  
  156. Bunny
  157.  
  158. Jump
  159.  
  160. - There are two different jumps (by default): a standing jump, performed
  161. by pressing jump without pressing left or right, and a spinning jump,
  162. performed by pressing jump while you're also pressing left or right.
  163. Both jumps give you at most about 4,5 tiles of height and 5 tiles of
  164. distance.
  165. - If you're not spinning, you can jump on enemies to bounce on them and
  166. damage them. Hold Jump to bounce higher. Many projectiles can be jumped
  167. on as well, and some of them are destroyed in the process (mainly the
  168. smaller ones).
  169. - A running jump only gives you about 2,5 tiles of height at most. Max
  170. distance is 10 tiles (on an even level).
  171. - If you hit the ceiling during a jump, you lose your momentum.
  172. - If you land from a fall and aren't pressing left or right, your character
  173. will bend her knees to break the fall. You can't attack during this time,
  174. although you can easily cancel it by moving or jumping.
  175.  
  176.  
  177. Turning
  178.  
  179. - Turning has a slight delay that you'll have to get used to. And I'm
  180. not talking about the animation or input lag. As soon as the animation
  181. begins, you're considered turned. There's just a very brief delay before
  182. the animation begins.
  183. - You can't turn in the air (unless you wall-jump).
  184. - In the original version, you actually had to get a power up in order
  185. to be able to turn, and it was technically possible to finish the game
  186. without it. This power up does not exist on the PS4. However, there is
  187. still an option to disable turning in case you'd like to try this
  188. particular challenge.
  189. - Chelsea seems to turn a little faster than Bunny.
  190.  
  191.  
  192. Crouch
  193.  
  194. - Press and hold down to crouch. Crouching takes a bunch of frames.
  195. - Crouching is mainly used to place orbs, activate switches and to read
  196. signs.
  197. - Press Jump while crouching to perform a back dash, which covers 2,5
  198. tiles. There's hardly any use for it.
  199.  
  200.  
  201. Air Recovery
  202.  
  203. - Press Jump in the air after getting hit to recover and start spinning.
  204. Otherwise, you won't regain control until you land.
  205.  
  206.  
  207. Evade
  208.  
  209. - If you press in any direction right before getting hit, Bunny will
  210. evade and avoid damage. Doing it while jumping allows you to jump higher.
  211. Sometimes it might not work with certain directions, so try different ones.
  212. - Only Bunny has the ability to evade.
  213.  
  214.  
  215. Normal Attack
  216.  
  217. - Bunny's normal attack depends on which of the five weapons she's carrying.
  218. These weapons can be found in specific torches. Picking one up makes you
  219. drop your current one. Once on the ground, a weapon despawns after 10s.
  220.  
  221. Knife (Self Shooter) (K)
  222.  
  223. - A rapid, ranged attack that does minimal damage. Hold the d-pad
  224. diagonally to shoot at an angle or up to shoot up. Attack while spinning
  225. to shoot knives in (roughly) all directions.
  226.  
  227. Sword (Faust Samurai) (S)
  228.  
  229. - A powerful close range weapon with 3 tiles of range. Easily the
  230. best weapon in the game, with both superior offensive and defensive
  231. capabilities. It does have trouble hitting enemies that are 3 or 4
  232. tiles directly above you, though.
  233. - You can interrupt a ground swing by jumping.
  234.  
  235. Boomerang (Black Wing) (B)
  236.  
  237. - A medium range weapon. Fairly underwhelming.
  238.  
  239. Chain Flail (Spiked Hammer) (H)
  240.  
  241. - A slow, but powerful, medium range weapon. You can make the ball spin
  242. around you, but it's kind of difficult to control.
  243.  
  244. Missile (Roppongi Missile) (M)
  245.  
  246. - A rapid missile that homes in on a target. Might not be the target
  247. you want, though.
  248.  
  249.  
  250. Empty Essence (Utsuro no Utsuwa)
  251.  
  252. - Aka. Life Up. Increases max HP by 30. Your max HP is 60 by default.
  253. With all 8 Life Ups, you'll have 300 HP.
  254.  
  255.  
  256. Royal Yellow Powder (Yamabukiiro no Kona)
  257.  
  258. - Aka. Time Up. Increases max TP by 30 and grants you a new Time Power.
  259. With all 10 Time Ups, you'll have 300 TP.
  260.  
  261.  
  262. Bunny Doll
  263.  
  264. - Allows you to respawn upon dying, in which case the room is reset
  265. and play time reverts back to what it was when you entered the room.
  266. You can dismiss the prompt by pressing Confirm. It'll automatically
  267. be dismissed after 10s.
  268. - There are 23 dolls to be found in total.
  269.  
  270.  
  271. Fleetwood Sandals (Idaten Geta)
  272.  
  273. - Allows you to run. While running, you move (roughly) 2,624 times
  274. faster than walking.
  275. - It's technically possible to beat the game without the sandals. You
  276. should probably do that once at some point (such as when getting the
  277. Orion trophy) if you really get into the game. It doesn't really
  278. complicate things all that much.
  279.  
  280.  
  281. Flame Kick (Deadly Bird Kick)
  282.  
  283. - Press Attack while running to perform the flame kick, which covers
  284. 9 tiles and during which you can press up/down to ascend/descend. The
  285. kick is very powerful and quickly kills most normal enemies. When used
  286. on bosses, however, you are at high risk of taking body contact damage,
  287. which tends to be pretty heavy.
  288. - Aside from offense, you can also use the flame kick for movement. An
  289. ascending kick allows you to cover a distance of 13 tiles. The height
  290. you get is 2 tiles, although if you're actually trying to reach a plat-
  291. form that's 2 tiles above, you need to hold Attack to slightly extend
  292. the duration of the kick to actually make it.
  293.  
  294.  
  295. Orb of Brilliance (Red) (Shakunetsu no Houju)
  296. Orb of Depths (Purple) (Shin'en no Houju)
  297. Orb of Qilin (Yellow) (Kirin no Houju)
  298. Orb of Vitality (Green) (Houjou no Houju)
  299.  
  300. - The four orbs are used to open gates of the corresponding color by
  301. placing them on a nearby pedestal.
  302. - DON'T FORGET TO PICK UP THE ORBS AFTERWARDS!
  303.  
  304.  
  305. Hyper Heels
  306.  
  307. - The Hyper Heels triple stomping damage and allow you to stomp torches.
  308.  
  309.  
  310. Hopping Shoes (N Hakase no Kimyou na Kutsu)
  311.  
  312. - Allows you to wall-jump by pressing Jump when facing a wall in mid-air.
  313. In some spots, you may want to or need to do consecutive wall jumps.
  314. Note, however, that it takes a little while before you can do another
  315. wall jump. If the other wall is close enough, you have to wait a little
  316. or your input is ignored.
  317. - There are two other types of wall-jumps in addition to the basic one.
  318. You can perform these by pressing the d-pad either in the direction or
  319. the opposite direction of the wall immediately after starting a basic
  320. wall-jump.
  321. - Pressing towards the wall results in wall-climbing, where Bunny spin
  322. jumps back towards the wall, albeit with limited altitude gained. This
  323. is more like the wall-jumping you might be accustomed to if you're
  324. familiar with the adventures of a certain intergalactic bounty hunter.
  325. - Pressing in the opposite direction launches Bunny away from the wall,
  326. with almost no increased altitude and while still facing the same
  327. direction. This one has *very* little use.
  328.  
  329.  
  330. Dynamite Body
  331.  
  332. - A mode that increases damage dealt and halves damage received. Your
  333. jumps will be limited to 3 tiles in height, but you can still reach
  334. normal height if you jump consecutively.
  335. - While in Dynamite Body, jumping on destroyable blocks destroys them
  336. (stomping damage is still the same, though).
  337. - If you're at 0 TP, you won't be able to activate or deactivate Dynamite
  338. Body. I'm not sure why this would be intentional, seeing as neither of
  339. those actually consumes any TP. The game does claim that Dynamite Mode
  340. consumes TP when you obtain it, but this is incorrect.
  341.  
  342.  
  343. Supersonic Gears (Akuseru Gear)
  344.  
  345. - Removes Dynamite Body's jump limitation.
  346.  
  347.  
  348. Time Powers
  349.  
  350. 1 - Freeze Lv1 10 TP/s
  351. 2 - Rewind 30 TP/s
  352. 3 - Recall
  353. 4 - Freeze Lv2 30 TP
  354. 5 - Booster 22,5 TP/s
  355. 6 - Recovery 7,5 TP/s -> 7,5 HP/s
  356. 7 - (Nothing)
  357. 8 - Expose
  358. 9 - Smile Bomb 30 TP
  359. 10 - Aurum Call 7,5 TP/s
  360.  
  361.  
  362. 1 - Freeze Lv1
  363.  
  364. - Freeze time. Timed gates and some enemies are unaffected. You can't
  365. damage enemies while time is frozen, while any hazards can still damage
  366. you. Blocks can still be destroyed, but you can't pick up any items.
  367. Hitting anything with the flame kick will cause time to unfreeze.
  368.  
  369. 2 - Rewind
  370.  
  371. - Rewind time by holding down the Time button.
  372.  
  373. 3 - Recall
  374.  
  375. - Allows you to use Bunny Dolls.
  376.  
  377. 4 - Freeze Lv2
  378.  
  379. - Upgrades Freeze so it lasts indefinitely while consuming a fixed amount
  380. of TP.
  381.  
  382. 5 - Booster
  383.  
  384. - Slow down time by pressing Time while running. Slows down Bunny as well.
  385.  
  386. 6 - Recovery
  387.  
  388. - Recover HP at a slow rate by pressing and holding Up + Time. Once
  389. you start, there's no need to keep holding Up anymore.
  390.  
  391. 7 - Alternative
  392.  
  393. - Triggers the alternate ending, which then unlocks Chelsea's Quest.
  394.  
  395. 8 - Expose
  396.  
  397. - Show points of interest when using Dynamite Body.
  398.  
  399. 9 - Smile Bomb
  400.  
  401. - While in Dynamite Mode, press Down + Attack to drop a bomb that
  402. explodes after 5s. The bombs can destroy normal gates. They also have
  403. friendly fire, so try to stay at a safe distance.
  404.  
  405. 10 - Aurum Call
  406.  
  407. - Allows you to turn into the Golden Bunny by pressing and holding Down
  408. + Time. While in this form, you attack by throwing huge swords and
  409. automatically evade all incoming damage.
  410.  
  411.  
  412.  
  413. Chelsea
  414.  
  415. - In contrast to Bunny, Chelsea has to manually select an item (called
  416. 'experiments') in order to use it. Four of these are used by pressing
  417. Up + Attack.
  418.  
  419.  
  420. Jump
  421.  
  422. - Chelsea has a standing jump and a spinning jump, just like Bunny.
  423. The standing jump gives you 4 tiles of height, but the spinning one
  424. only gives you 3,5. Accordingly, there are quite a few platforms Chelsea
  425. can't reach with the spinning jump.
  426. - You can stop spinning by attacking in the air. Technically, any attack
  427. will do, but, generally, you'll want to use the downward shot.
  428.  
  429.  
  430. Float
  431.  
  432. - Hold Jump in mid-air to slowly float down. You can try to reduce or
  433. increase your horizontal speed by quickly tapping left or right, In
  434. particular, there are situations where you'd want to come to a halt
  435. so you'll float straight down. It requires pretty precise input, so
  436. you'll need to practice that if you want to get consistent.
  437.  
  438.  
  439. Normal Attacks
  440.  
  441. Single Shot
  442. Double Shot (Pyoa)
  443. 3-Way Shot (Catte)
  444. Triple Shot (Baron)
  445. 5-Way Shot (Alice)
  446.  
  447. - Chelsea's normal attack is a rapid fireball shot. The shot gets
  448. upgraded upon defeating certain bosses.
  449. - You shoot faster when you're either crouching or on the ladder.
  450. - In the air, you can do three attacks: a horizontal shot (d-pad on
  451. neutral), a downward shot (hold Down), or an air blast (hold Left or
  452. Right when spinning). The air blast is a powerful short range attack,
  453. although it can't destroy blocks. Shooting in the air pushes you back
  454. slightly due to recoil.
  455.  
  456.  
  457. Empty Essence (Utsuro no Utsuwa)
  458.  
  459. - Aka. Life Up. Increases max HP by 30. Your max HP is 60 by default.
  460. With all 8 Life Ups, you'll have 300 HP.
  461.  
  462.  
  463. Golden Soul Orb (Koganeiro no Kontama?)
  464.  
  465. - Aka. Mana Up. Increases max MP by one block. There are 10 Mana Ups to
  466. be found in total.
  467. - Chelsea natively regenerates 1/10 of a block per 1+(x-1)/3 seconds,
  468. where x is the number of Mana Ups. In other words, with 1 block of MP,
  469. she'll regenerate 1 block in 10s, and the time increases by 3 1/3s per
  470. block, up to 40s with 10 blocks. When crouching, the rate is increased
  471. four fold. If a single block is 100 MP (not sure what it is), then Time
  472. Crystals recover 30/(2+x) MP per crystal. Put simply, to recover one
  473. block, you need just as many crystals as you need seconds.
  474.  
  475.  
  476. Elixir
  477.  
  478. - Allows you to respawn immediately on the spot upon dying.
  479. - If you actually want to use it, try not to accidentally dismiss the
  480. prompt by pressing Confirm (or by waiting 10s).
  481. - There are 20 Elixir to be found in total.
  482.  
  483.  
  484. Ladder (Hashigo) (1 block)
  485.  
  486. - Set a ladder that's 10 tiles long. Jumping from the top allows you to
  487. reach platforms that are at most 12 tiles above (you're *this* close to
  488. 13, but, no). You can only set one ladder at a time. You can retract the
  489. ladder by pressing down while over the ladder or by trying to set another
  490. ladder or by activating VL.
  491. - The ladder also deals damage to anything in its path when deployed.
  492. - To shoot on a ladder, you need to press Left or Right + Attack. Once
  493. you've started attacking, you don't need to hold the direction anymore,
  494. nor do you need to press the direction again if you stop firing and want
  495. to start firing again. You can also change directions without having to
  496. hold the d-pad.
  497. - If you have 0 blocks of MP, you can set the ladder freely, but you
  498. can't retract it from a distance.
  499.  
  500.  
  501. Orb of Depths (Purple)
  502. Orb of Vitality (Green)
  503. Orb of Brilliance (Red)
  504. Orb of Qilin (Yellow)
  505.  
  506. - The orbs allow you to destroy gates of the corresponding color. You
  507. don't need to select these, though.
  508.  
  509.  
  510. Vermilion Lord (1 block)
  511.  
  512. - Freezes time for a while during which you're invincible, but you can't
  513. attack. The bar at the bottom indicates how much time is left until the
  514. effect wears off. It goes down when you move or when you're touching a
  515. hazard.
  516.  
  517.  
  518. Grenade (1 block)
  519.  
  520. - A short range attack that can destroy regular gates.
  521.  
  522.  
  523. Eizen Boots
  524.  
  525. - Wearing these makes you immune to spike damage. They also triple
  526. stomping damage and allow you to stomp torches.
  527.  
  528.  
  529. Eye of Truth (Shinjitsu no Hitomi)
  530.  
  531. - Reveals points of interest.
  532.  
  533.  
  534. Space Pinwheel (Uchuu Kazaguruma) (1 block)
  535.  
  536. - Space Jump. Almost unusable due to the heavy MP cost.
  537.  
  538.  
  539. Wrath of God (Kami no Ikari) (3 blocks / 2 block min)
  540.  
  541. - Power Bomb, basically, although not all that powerful. While using
  542. it, you're invincible to most damage.
  543.  
  544.  
  545. Force of Will (Ishi no youna Buttai)
  546.  
  547. - Allows you to perform the Zero Burst by pressing Down + Jump and also
  548. reduces damage by half when it's selected. Zero Burst is a quick dash
  549. that covers 12 tiles and during which you're invincible to most damage.
  550.  
  551.  
  552. --------------------------------------------------------------------------
  553.  
  554. Bunny's Quest A01
  555.  
  556.  
  557. White Zone
  558.  
  559. WW90 Life Up: W1
  560. 8 Time Up: W2, W11
  561. -W7| Doll: W2
  562. (L) W(B) Upgrade: Dash (W6), Red Orb (W10)
  563. (L)12W1-W2-3
  564. | K: W1, W4 M: W12
  565. 6W54|W S: W2
  566. 1 B: W3, W8, W10
  567. (P)1 H: W3, W11
  568.  
  569. - W1: You can't go west until you have two Time power ups.
  570.  
  571. - W2: The first Time Power allows you to freeze time. I suggest setting
  572. L1 as the Time Power button.
  573. - You can get the Bunny Doll once you have dash.
  574. - Like I said, the Sword is easily the best weapon in the game. Start
  575. getting used to wielding it.
  576.  
  577. - W3: Trophy note: Stand behind the statue and press Start.
  578.  
  579. - W5: [Boss: El Bobonboi]. The first boss shouldn't give you much trouble.
  580.  
  581. - W6: With the Fleetwood Sandals, you're able to dash and also perform
  582. the flame kick.
  583.  
  584. - W7: Freeze time to deactivate the beams.
  585.  
  586. - W9: [Boss: Pyoa]. The second boss provides a substantially greater
  587. challenge than the first one. Here's my preferred method of dealing with
  588. him: Go all the way to the left. Once he gets close, freeze time and jump
  589. over him. Now activate a laser and he'll get stuck behind it, allowing
  590. you to attack him unopposed for a while. Once the laser is about to
  591. deactivate (they last 4s), move forward to activate the next one.
  592.  
  593. - W10: With the Red Orb, you can reach W11.
  594.  
  595. - W11: The second Time Power allows you to rewind time by holding down Time.
  596.  
  597. - W3: Trophy note: Keep placing the orb on the pedestal and picking it
  598. up, and a Trophy should be triggered.
  599.  
  600. DON'T FORGET TO PICK UP THE ORB!
  601.  
  602.  
  603. Lime Zone
  604.  
  605. | Life Up: L2
  606. |S Time Up: Ls1
  607. S2L2L Upgrade: Hyper Heels (Ls2)
  608. 1(W)
  609. | K: L2 H: L1
  610. (R)| S: L1, Ls1
  611.  
  612. - Manipulating time in most areas of the Lime Zone will spawn ghost
  613. pumpkins.
  614. - L2: You can destroy some of the spikes to reach the secret area.
  615. When using the sword, face left when jumping for the best results.
  616. When coming back, you need to do a jump attack in order to destroy
  617. the last set of spikes. Either that or you can just tank it. The second
  618. Life Up you get here conveniently allows you to take one spike hit
  619. without dying.
  620. - Entering L2 removes the gates in W12 and W3.
  621. - Ls2: The Hyper Heels increase stomping damage and allow you to
  622. destroy torches by falling on them.
  623.  
  624. - Ls1: Careful with the spikes. You can get on the first lift by simply
  625. running when it's on the left.
  626. - The third Time Power allows you to use Bunny Dolls to respawn upon
  627. dying.
  628.  
  629.  
  630. Red Zone
  631.  
  632. |-R1(L)| Life Up: Rs1
  633. | R Time Up: R6, (Rs2), (R11)
  634. | 111 Doll: R1, R2, R4, R6, R10
  635. | 0S2(P) Upgrade: Purple Orb (R8)
  636. SR R8|9|
  637. 2 R K: R1, R2, R4, R6, R9
  638. | 7 S: R2, R4, R6, R10
  639. | R6 B: R3
  640. 3R4R5R6 H: R6
  641.  
  642. - R1: The beam tank is one of the toughest enemies in the game simply
  643. because they have an invincibility period. Thankfully, this is the only
  644. one in the entire zone.
  645.  
  646. - R2: The cat girls can also be a nuisance thanks to their evade habit.
  647. You need to hit them while they're attacking.
  648.  
  649. - R4: [Boss: Endymion]. This guy should go down pretty easily. Before
  650. you kill him, though, you should try to score the Bunny Doll in the
  651. ceiling on the left end. You have to use evade-boosted jumps from the
  652. boss's fireballs to reach it. If you can't pull it off, then you'll
  653. just have to come back with the Wall Jump. In that case, you'll have
  654. to use a throwing knife from the fire pit in order to reveal the doll
  655. without destroying the torch.
  656.  
  657. - R5: [Boss: Catte de Maron]. The paws mostly use an attack where they
  658. shoot two large fireballs. Well-timed jump attacks allow you to avoid
  659. them while also dealing damage. You could also use the flame kick. If
  660. you deal enough damage to a paw, it will retreat. A quick flame kick
  661. will cause it to retreat before it even gets to attack.
  662.  
  663. - R6: The Bunny Doll is hidden from view in the corner of the ceiling
  664. left from the lift. Reach it by using a flame kick from either the lone
  665. gray block or from the lift.
  666. - The fourth Time Power upgrades Freeze to Lv2 so that it always costs
  667. 30 TP instead of constantly draining it. This does mean that freezing
  668. time for short periods will consume more TP, but all in all, it should
  669. do more good than harm.
  670.  
  671. - R8: With the Purple Orb, you can explore the rest of the Lime Zone
  672. and also access the Blue Zone.
  673.  
  674.  
  675. Lime Zone
  676.  
  677. LL10
  678. 9 Life Up: Ls3
  679. |-L5L67 Doll: L3, L4, L5, L8, (L1), (Ls4)
  680. S3L | Upgrade: Wall Jump (L7), (Dynamite Body (L10))
  681. 4 |
  682. || LS K: L2
  683. |S 84 S: L1, L4, L8
  684. S2L2L | B: L4, L5
  685. 1(W)W) H: L1, L5
  686. | M: Ls4
  687. (R)|L3
  688.  
  689. DON'T FORGET TO PICK UP THE ORB!
  690.  
  691. - Ls3: Bounce on the enemy to reach the item. You need to do a limited
  692. dash jump to reach the nearest block.
  693.  
  694. - L7: Time to start practicing that wall-climbing.
  695.  
  696. - Ls4: The gate will be gone once you've activated two switches in the
  697. Blue Zone.
  698.  
  699. DON'T FORGET TO PICK UP THE ORB!
  700.  
  701.  
  702. Blue Zone
  703.  
  704. (G)| Life Up: Bs1, B7
  705. | Time Up: (B8)
  706. 8B3B4B5B Doll: B2, B3
  707. S|B3 67
  708. B (Y)| K: B3 B: B4
  709. B12(Y) S: B4, B6 H: B2, B3, B6
  710.  
  711. - B1: There's a hidden gate right of the bottom switch. You can get
  712. through that way as well.
  713.  
  714. - B2: This is the first area where you'll find walls that either materialize
  715. or dematerialize when you freeze time.
  716. - The regular, gray pillars on the left actually have two holes in them,
  717. so it's difficult to use them for wall-jumping.
  718. - The switch to open the gate to the secret area is hidden from view on
  719. the opposite side of the screen.
  720.  
  721. - B3: The Bunny Doll is hidden from view under the mini-tank.
  722. - There's a switch near the green gate that you can activate by crouching.
  723. The normal gate is fake, so you can go right through it. The switch opens
  724. a gate in B6 leading to another switch.
  725. - You can't pass through the area or use time powers until you take out
  726. the floating rabbit. You can only do so with the chain flail. There's
  727. one conveniently right below him.
  728. - There's a hidden lift block right of the save point (under a breakable
  729. block) and a hidden switch left of the save point that opens the gates
  730. just like the switch at the right end. The switch at the bottom on the
  731. right just closes the gates.
  732.  
  733. - B4: [Boss: Selena]. The sword doesn't work too well here unless you
  734. manage to get on the ledge behind her. It's kind of risky, though. You
  735. need to use a flame kick (and possibly also bounce off her) or ride her
  736. beam attack. If you fail, you could easily end up in the spikes. Even
  737. if you do get there, you could still get knocked into the spikes, so
  738. you better make it quick. Do your best to destroy the sickles and don't
  739. use jump attacks during her beam attack.
  740. - If she's off-screen for a while, she'll regain full health.
  741. - Careful when entering the area from B5. If you're running, the bridge
  742. won't appear fast enough to prevent you from falling into the spikes.
  743.  
  744. - B5: [Boss: Baron Bramedo]. He'll appear and use a random attack, then
  745. disappear for a moment. He has four attacks:
  746. 1. Launches a single, big fireball. Heavy damage, but easy to avoid.
  747. 2. Launches numerous small fireballs. Minimal damage, but difficult to
  748. avoid if you don't move behind him.
  749. 3. Summons three pillars of flame from the ground.
  750. - His fourth attack is used after attacks 1 and 2 and instantly kills
  751. you if you're facing him. It's still safe to use air attacks so long
  752. as you were facing the other way when you jumped.
  753. - Only his head actually causes collision damage (which is incidentally
  754. lethal), so you can safely run through him and stand where he's standing.
  755.  
  756. - B7: Bounce on the torches to reach the Life Up.
  757.  
  758. - B6: You can do the Yellow Zone and Green Zone in any order. I'd recommend
  759. the Yellow Zone first. There are two Life Ups there that will likely
  760. help you out with the bosses in the Green Zone.
  761. - The torches and enemies here don't give you any TC.
  762. - There are three beam tanks here. When going down, you can manipulate
  763. the tank to get out of your way by staying close to it on its right
  764. side. When going up, you should just freeze time. If they're in your
  765. way and you need to jump over them, note that their hitbox is smaller
  766. than what you might think.
  767. - There's a hidden switch at the bottom that you can reach if you hit
  768. the switch in B3. This one opens up the gates in two areas: in L1
  769. (allowing you to reach the mailbox and mail the maid's letter that you
  770. can find in the Yellow Zone) and Ls4 (Bunny Doll). It also opens up the
  771. two small shafts with hidden spikes in this area. If you're crazy enough
  772. to skip the wall jump, you'd have to use those shafts to get up this
  773. area (by evading the spikes).
  774. - Trophy note: Wait a while at the top and a UFO will appear. Stand
  775. under it to get abducted (results in a game over).
  776.  
  777.  
  778. Yellow Zone
  779.  
  780. |Y1
  781. (B)-S5| Life Up: Y4, Ys2
  782. Y12 Time Up: Y12
  783. Y32 Doll: Y3, Y5, Y7, Y10, Ys1, Ys3
  784. 4Y3|Y5Y Upgrade: Yellow Orb (Y11), (Supersonic Gears (Ys5))
  785. (W)S 6
  786. S3Y-Y7--| K: Y6, Y7
  787. 8 S: Y3, Y6, Y7, Y10
  788. |Y9Y B: Y3, Y8, Y11, Ys2
  789. 1 H: Y7, Y10
  790. 0 M: Y3
  791. S|11S
  792.  
  793. - Your visibility is limited here. Destroying torches will limit it
  794. even further.
  795. - The enemies here are very annoying due to their homing projectiles.
  796. Trying to kill them without breaking the torches only makes it worse,
  797. so don't bother avoiding the torches.
  798. - Hit the light switches in Y1, Y2, Y3, and Y5 to open the gate in Y2
  799. (the switch in Y2 is hidden near the top).
  800.  
  801. - Y2: The path to Ys5 will open up once you've been to the Pink Zone.
  802.  
  803. - Y3: A hidden switch opens the gate to Y4. Just nearby the gate is
  804. the hidden path up to the Bunny Doll. The path is only a single tile
  805. wide, so it could take a while before you manage to squeeze in.
  806.  
  807. - Y5: Either stomp on the rampaging bunnies or play it safe and use
  808. Rewind.
  809. - When you're passing through the upper level, a time skip occurs. At
  810. this point, you can trigger an event in W5 which will open the path
  811. to the final boss. The time skip also removes the purple gate in Y6.
  812. - The time skip will not occur if you haven't fought El-Bobonboi yet.
  813.  
  814. - Trophy note: You'll find more switches you can activate in Y6, Y7,
  815. Y8 and Y10. You'll need to activate them for two trophies. Otherwise,
  816. you can ignore them.
  817.  
  818. - Y7: Lots of spikes here. Do be careful. The last gap can barely be
  819. cleared with a precise dash jump. You should play it safe and just use
  820. a rising flame kick.
  821. - The bunny doll is right before the last gap, in the slightly elevated
  822. area with destroyable spikes. Flame kick from the right to reach it.
  823. - Trophy note: Grab the maid's letter by crouching near the maid's body.
  824. No need to get in the spikes. Just get near her.
  825.  
  826. - Ys3: The Bunny Doll is in the ceiling. The sword is barely able to
  827. reveal it, but to reach it, you need to either bounce on the beam or
  828. use an evade boost. You can't get it while time is frozen.
  829.  
  830. - Ys4: This is a one-way path to the White Zone (one-way for now).
  831.  
  832. - Y11: With the Yellow Orb, you can reach Y12 and L10.
  833. - Ys1: Don't try to jump directly on the switch. Instead, jump at the
  834. block then wall-climb.
  835.  
  836. - Y10: The Bunny Doll is hidden below the switch near the top.
  837. - The gate to Ys2 will open once you've taken out all nearby light sources.
  838. - Trophy note: The Leafians will start appearing once you've hit all
  839. the switches and the screen is fully illuminated. You need to kill 64
  840. of them. These guys self-destruct when they get close to you, so you
  841. need to be a little careful.
  842.  
  843. - Y12: The gate closes if you take a hit. Freezing time will only slow
  844. down the dolphin things, but you need them to get across anyway. Using
  845. Rewind is of course an option. If you get hit while beyond the gate,
  846. quickly use Rewind to avoid being trapped. If that happens, you'll have
  847. to reset the game.
  848. - The fifth Time Power allows you to slow down time by pressing Time
  849. while running. From now on, if you want to freeze time while running,
  850. you'll have to press Time while jumping.
  851.  
  852. DON'T FORGET TO PICK UP THE ORB!
  853.  
  854.  
  855. Green Zone
  856.  
  857. 0-G9| Time Up: Gs1
  858. G Doll: G2, G4
  859. |78 Upgrade: Green Orb (G10)
  860. G
  861. 65| K: G2, G4
  862. S G S: G2, G4, G8
  863. |34 B: G2, G4, G9
  864. G H: G8, G9
  865. 21 M: G4
  866.  
  867. - G2: You'll immediately face off with a bunny girl knight, the toughest
  868. enemy in the game. Their swords give you a taste of your own medicine
  869. should you get too close, and you're not safe at a distance either,
  870. since their sword swings also generate a shockwave that travels on the
  871. ground and off any possible ledges. They're immune to Freeze and, like
  872. the beam tank, they have hit invincibility.
  873. - The first one starts off facing away from you and attacks once in that
  874. direction. Use this opportunity to run and jump over her. The second
  875. one can be safely taken out with jump attacks once she reaches the edge
  876. and is above you.
  877. - There's a hidden lift after the conveyor belt on the level where the
  878. second bunny knight was. Go down the hole to find the Bunny Doll.
  879.  
  880. - G3: [Boss: Pope Cucurbita]. Nothing special here. Watch the breakable
  881. floor.
  882. - In the original version, it was possible to skip the bosses in G3,
  883. G5 and G7 by using Rewind. If you try to do it now, you'll just get
  884. auto-fragged (or pushed back by the gate if you're not running).
  885.  
  886. - G2: Grab the knife here after the first boss.
  887.  
  888. - G5: [Boss: King Pumpquiche]. Wall-climb up to the hole on the left and
  889. just fire away with your knife (you'll get hit by some of the pumpkins
  890. in the right hole). If you're using the sword, this becomes one of the
  891. hardest bosses in the game. Learning to avoid the pumpkins consistently
  892. takes quite a bit of practice. If you want to spare yourself from the
  893. chore, just use the knife method.
  894. - Trophy note: Freeze time in the boss room to get killed.
  895.  
  896. - G4: Grab the sword again after the second boss.
  897.  
  898. - G6: Another potentially annoying area. You can start by taking out
  899. the bunny knight, but it's not strictly necessary. Either way, freeze
  900. time as you start your climb, so you don't have to worry about the
  901. spinning beam cannons. There are two mini-cannons on the right. If you
  902. keep time frozen, you can just jump over and take a hit. If you'd prefer
  903. to avoid getting hit, do a flame kick.
  904. - Gs1: Don't try this one unless you've just saved your game. When you
  905. fall down from G6, you're supposed to use a wall launch to reach the
  906. item, but the crossfade makes it rather difficult to get the timing
  907. right. A safer method involves just taking a spike hit (which you can
  908. always try to evade), then jumping to the left and wall-climbing up.
  909. - The sixth Time Power allows you to slowly recover HP by pressing Up + Time.
  910.  
  911. - G7: [Boss: Choker Joker]. I'd say the sword is optimal here. This guy's
  912. pretty tough in any case, though. You're looking at a lot of small fire-
  913. balls. They don't do much damage, but they can easily push you into the
  914. spike pits. The boss moves in a similar way as the previous one, so you
  915. need to time your attacks well to avoid body contact damage. The second
  916. phase features large fireballs going horizontally, but they still deal
  917. only minimal damage. When a fireball is on the ground level, attack the
  918. boss as you're bouncing off the fireball. The third phase is similar to
  919. the first one, but this time it's a bit more intense. Stay focused and
  920. avoid anything too risky. Once you reach phase four, the boss descends
  921. and unleashes a massive hail of fireballs. The only (relatively) safe
  922. place is above him, so it's time to start stomping. So long as you have
  923. the Hyper Heels and manage to carefully ride him without hitting the
  924. fireballs flying upwards, this phase should be over quickly. If you get
  925. knocked down, you should probably try to end it with a quick jump attack
  926. instead of trying to resume stomping.
  927.  
  928. - G8: If you grab the hammer from one of the torches, no need to panic.
  929. You can grab the sword again at the top.
  930. - You need to ride the second beam on the left to reach the top.
  931.  
  932. - G9: [Boss: Halloween Alice]. In phase 1, the boss's attack mode depends
  933. on your vertical position. If you're at the bottom, she'll bob around
  934. tossing fireballs while waves of fireballs also come out of the floor
  935. and the ceiling. In the second part of the attack, she'll warp around
  936. and spawn pumpkin goons that shoot fireballs horizontally. Her top attack
  937. mode is pretty much the same, only she bobs around near the ceiling
  938. instead of the ground. Her middle attack mode has her moving back and
  939. forth while shooting four fireballs, the fireballs alternating between
  940. cardinal directions and diagonals. At the end, she shoots small fireballs
  941. in a 360 spread. After finishing an attack pattern, she'll start another
  942. one, and it's once again be based on your vertical position.
  943. - The middle attack is the one that lets you stay on top of things most
  944. easily so long as you can consistently avoid the fireballs, as they do
  945. hurt a lot. Also, if you use jump attacks when the attack ends, you need
  946. to watch that you're not too close to the ceiling so you don't trigger
  947. the top attack.
  948. - You'll enter phase 2 once she's at 1/8 health, although she has to
  949. finish her current attack pattern first, and she won't take any further
  950. damage until phase 2 actually begins. Phase 2 is pretty much just the
  951. two phase 1 attacks combined (minus the goons). Things are going to be
  952. hectic, and she moves around quickly and erratically. She's no longer
  953. affected by Freeze in phase 2, but you could use Booster instead.
  954. - As soon as phase 2 begins, she moves up and to the left. A well-timed
  955. jump attack can take out most of her remaining health, at which point
  956. one more hit should be enough to end it.
  957.  
  958. - G10: With the Green Orb, you can (1) get the Time Up in the Blue Zone,
  959. (2) fight Golem XV (for a Time Up) in the Red Zone, and (3) access the
  960. Pink Zone.
  961.  
  962. - B8: The seventh Time Power is... nothing, really.
  963.  
  964. DON'T FORGET TO PICK UP THE ORB!
  965.  
  966.  
  967. Pink Zone + Clean up
  968.  
  969. PP1 Time Up: P5
  970. (R)| 2 Doll: Ps1, Ps2
  971. S |P3P
  972. 1 45 K: P7, Ps2 M: P7
  973. |S2PP6| S: P7
  974. 7 B: P7
  975. |P8-9 H: P7, Ps2
  976.  
  977. - P1: Entering this area will (1) remove the gate in Rs2, (2) allow you
  978. to enter the Blue Zone without using the Purple Orb, and (3) allow you
  979. to access the Force Gear chamber (Ys5).
  980. - Trophy note: The switch here should be the last one (if you haven't
  981. missed anything).
  982.  
  983. - P2: Trophy note: As the elevator moves, the sections of the shaft that
  984. you've passed will be closed off. Get trapped in one of these sections
  985. to get fried.
  986. - Don't try to skip ahead of the elevator when going down. There's an
  987. invisible barrier that won't disappear until the elevator is all the
  988. way down.
  989.  
  990. - P3: Another annoying room unless you freeze time.
  991.  
  992. - P4: Don't go to P5 right away. Go save your game in P6 first.
  993.  
  994. - P6: You need to have enough TP to freeze time three times to get through.
  995.  
  996. - P5: Freeze time then flame kick to the first platform. Wall-jump up
  997. to the second platform then do a rising flame kick to the Time Up. You
  998. don't necessarily have to freeze time, but it's highly difficult without it.
  999. - The eighth Time Power allows you to see breakable blocks and other
  1000. secrets when using Dynamite Body.
  1001.  
  1002. - P7: If you fall down and need to get back up, flame kick to the gray
  1003. block then just wall-climb / wall jump.
  1004.  
  1005. - Grab the Bunny Dolls in Ps2 and Ps1, then head all the way back while
  1006. recovering all the orbs. The doll in Ps1 is near the gray block.
  1007.  
  1008. - Ls4: The gate should be open if you activated the two switches in the
  1009. Blue Zone.
  1010.  
  1011. - L10: When in Dynamite Mode, you deal more damage and take half damage.
  1012. Your jumps are limited to 3 tiles, although you can still reach normal
  1013. height by jumping consecutively.
  1014. - Don't forget: The purple gate in L1 hasn't gone anywhere (in case you
  1015. went up L8 to get here).
  1016.  
  1017. - L1: Trophy note: Likewise, activating the Blue Zone switches allows
  1018. you to reach the mailbox and mail the maid's letter.
  1019.  
  1020. - Rs2: The ninth Time Power allows you to use bombs by pressing Down +
  1021. Square while in Dynamite Mode. You can destroy normal gates with these
  1022. bombs.
  1023.  
  1024. - R11: [Boss: Golem XV]. A pretty tricky boss. When he's up high, it's
  1025. difficult to damage him. It's still possible with evade-boosted jump
  1026. attacks or by freezing time when he's next to either wall and then
  1027. doing a precise jump attack just as you unfreeze. He'll come down after
  1028. a while or after taking a good bit of damage. When he does, you should
  1029. break the floor and stand in the fire, from where you can attack him
  1030. without taking heavy body contact damage. If you have enough health,
  1031. you can probably just tank it and end it with a couple of quick jump
  1032. attacks instead.
  1033. - The tenth Time Power allows you to turn into the mighty Golden Bunny.
  1034.  
  1035. - Ys5: [Boss: Force Gear]. Place all four orbs to initiate the fight.
  1036. This can be a very tough battle, as you need to beat all four without
  1037. dying. The order in which you place the orbs determines the order of
  1038. the bosses, like so:
  1039. Green Yellow Red Purple
  1040. Reiki Ouryuu Houou Shin Kirin
  1041. (aka. Genbu Seiryuu Suzaku Byakko)
  1042.  
  1043. - Shin Kirin: This guy runs back and forth and jumps off the walls
  1044. while shooting fireballs. It's simply impossible to avoid taking
  1045. damage (without ridiculous evading skills), so there's no room for
  1046. finesse here. Take a hit and use a quick jump attack. It should die
  1047. right away. Some parts of his body deal massive damage, though.
  1048. - Houou: This guy stays still for 5 seconds while shooting fireballs.
  1049. Then it'll fly off and try to ram you. You'll want to kill it before
  1050. that happens. Just stand below it and keep swinging.
  1051. - Sometimes killing Houou ends the battle prematurely, but this
  1052. doesn't cause the power up to appear, and you can re-trigger the fight
  1053. by placing the orbs again. If the orbs are already in place when you
  1054. enter the room, you have to run to pass the gate; otherwise, you'll
  1055. get killed.
  1056. - Ouryuu: This is the hardest one by far. This guy squirms around while
  1057. occasionally breathing fire. Until you get more familiar with his
  1058. movement patterns, your odds are rather low. To spare yourself from
  1059. the trouble, you can just use Golden Bunny.
  1060. - Reiki: This guy bounces about while shooting small fireballs. After
  1061. a little while, it'll try to ram you before continuing the bouncing.
  1062. He takes massive damage from the sword, and a single jump attack is
  1063. enough to take him out.
  1064. - For your efforts, you will obtain the Supersonic Gears.
  1065.  
  1066. - P8: [Boss: Chelsea]. Chelsea has seven 'forms,' so to speak. Using a
  1067. Bunny Doll allows you to retry from the last form you've reached. This
  1068. also gives you a chance to return to P7 and switch weapons.
  1069.  
  1070. 1. In the first form, Chelsea uses her regular fireball shot. Once
  1071. below 50% health, she'll start using Undine Stream, which doesn't
  1072. really do all that much damage (15), but it does trap you and hit
  1073. you multiple times (up to 7). It can also bend and home in on you
  1074. a little if you're not in her direct line of sight. Chelsea will
  1075. interrupt the attack if she's hit after she's started firing.
  1076.  
  1077. - The best way to manage this one is to keep her close the left wall.
  1078. When the battle begins, run all the way to the left. When Chelsea
  1079. reaches the first platform, wall jump up to the first platform and
  1080. she should end up on your left side. Jump down from the right when
  1081. she jumps up to the platform. Move a little closer while staying on
  1082. her right side. When she jumps down, it's generally safe to approach
  1083. her and attack once. It varies depending on your timing and distance,
  1084. so you'll likely need to practice to get a feel for it. In any case,
  1085. a single jump attack with the Sword will do about 24% damage After
  1086. attacking, walk away and wall jump off the second platform to get
  1087. back up on the first platform. Now you just repeat the process until
  1088. she's below 50%. At that point, quickly get right in front of her
  1089. so you can jump on and ride the Undine Stream. Once it's over, do
  1090. a few more jump attacks to quickly end the round. If you're hit with
  1091. US, rapidly press Jump to escape from it.
  1092.  
  1093. 2. In this form, Chelsea tries to crush you with a huge hammer thing.
  1094. If she lands in one of the gaps, fireballs will rise up from the
  1095. ground while Chelsea herself also shoots spreadshots of fireballs.
  1096. If she lands on one of the platforms, four fireballs will shoot down
  1097. from the bottom of the platform. There's just enough room between
  1098. the fireballs to avoid damage, but it's tricky to position yourself
  1099. correctly. Once below 1/3 health, she'll start bringing down additional
  1100. hammers. If you stay below one of the platforms, you can stop the
  1101. additional ones from coming.
  1102. - If you're standing on the hammer as it rises all the way up, you'll
  1103. die (yet another way to get the Inside a rock Trophy).
  1104. - This form is skipped if you have fewer than 7 Time Power ups.
  1105.  
  1106. - This one shouldn't give you much trouble. Just have her aim at one
  1107. of the gaps, then quickly wall-jump up to the platform before she
  1108. comes down. It's harder to get an opening in the second phase, but
  1109. you can just skip it. Get her close to 1/3 health, then just wait for
  1110. the next cycle, so you can finish her off. Although if you attack her
  1111. with good timing and avoid getting hit, you can take her out in a
  1112. single cycle.
  1113. - It's possible to damage her slightly even when she lands on one of
  1114. the platforms. The bottom of the hammer isn't actually solid, although
  1115. the middle part does damage you. You need to wall-jump inside the
  1116. hammer, then do a well-timed jump from there. You may need to resort
  1117. to this if you were unable to skip phase 2.
  1118.  
  1119. 3. In this form, Chelsea throws exploding Dr. Mario pills at you while
  1120. two plasma clouds circle around her. You'll also be regularly shot at
  1121. by a sniper (about every 2 seconds), who aims at your head and will
  1122. instantly kill you with a successful headshot (you get a Trophy for
  1123. it). If it doesn't hit you in the head, you'll just take some damage.
  1124. Once below 30% health or so, Chelsea calls in another sniper. You can't
  1125. skip this phase, as her health is restored to the threshold point when
  1126. the second sniper becomes active.
  1127.  
  1128. - Chelsea stays on the ground level, so you're relatively safe up on
  1129. the platforms. Once again, the goal is to keep her against the left
  1130. wall. Getting on her right side can be a little tricky, though, what
  1131. with the constant threat of instant death. The best way is to do a
  1132. dash jump when she jumps forward. In any case, once she's next to
  1133. the wall, you need to jump down and attack with fairly good timing
  1134. so you don't get a pill in the back of your head. The goal is to hit
  1135. her when she's at the height of her jump, as she can't attack until
  1136. she's on the ground, and hitting her suspends her for a moment. You
  1137. should get the best results if you jump down just as Chelsea's landing
  1138. from one of her jumps. It doesn't have to be all *that* precise,
  1139. though. So long as she doesn't immediately attack you, that's good
  1140. enough. If your timing is bad, then you indeed need to make a run for
  1141. it. And do watch out for those plasma clouds. If everything goes
  1142. smooth, you can just walk away and wall-jump off the second platform
  1143. to get back up and repeat the process. However, wall-jumping leaves
  1144. you vulnerable to sniper fire. To avoid issues with the sniper(s),
  1145. jump down just as the sniper is about to fire so that the crosshair
  1146. doesn't move. If it moves a good bit, then you're setting yourself
  1147. up for likely getting shot during the wall-jump.
  1148. - If you can keep the rhythm and stay on her right side, then nothing
  1149. really changes in phase 2.
  1150. - The quick kill method involves pinning her against the wall and
  1151. then just attacking her non-stop. It's fairly easy to pull off until
  1152. the second sniper comes along.
  1153. - Better not use the Golden Bunny here. The headshots can still kill
  1154. you, and if they do, you won't be able to use a bunny doll.
  1155.  
  1156. 4. Chelsea floats in the air and shoots bursts of fireballs in your
  1157. general direction. She's surrounded by numerous plasma clouds, but
  1158. these don't do any damage this time. However, she'll periodically
  1159. send them to the ground, where they'll cause small explosions that
  1160. deal massive damage. You can either stand between the clouds or quickly
  1161. destroy one to prevent the explosion. You can avoid the fireballs
  1162. by running past Chelsea in the same direction she's moving. That's
  1163. also your time to attack.
  1164. - As if this form wasn't easy enough, you can make it even easier
  1165. by continuing to attack Chelsea when form 3 ends. You can get a good
  1166. amount of damage in before she takes flight. Try not to be in her way
  1167. when she does.
  1168.  
  1169. 5. Chelsea flies in the air, surrounded by swords. There are also 12
  1170. swords standing up from the ground. When Chelsea is right above you,
  1171. she'll try to crush you. Afterwards, she'll move in the opposite
  1172. direction from you. The swords on the ground will damage you if you
  1173. touch the blades. There are also exploding snowballs slowly coming
  1174. down. Take them out with your sword.
  1175. - You can't damage Chelsea directly here. Instead, you're supposed to
  1176. stomp on each of the swords three times to push them in the ground.
  1177. You can't do it while in Dynamite Mode, though.
  1178.  
  1179. 6. This is Chelsea's bullet hell form, and it might seem pretty over-
  1180. whelming at first, but it's really not that bad. She has five different
  1181. attacks:
  1182. 1. A rotating fireball sprinkler. Rotates 180 degrees in either
  1183. direction.
  1184. 2. A rotating beam cross. Rotates 360 degrees in either direction.
  1185. 3. A 360 spread shot. Just stand in either corner and swing your
  1186. sword to erase the shots.
  1187. 4. Chelsea shoots large fireballs downwards while small fireballs
  1188. rain down. Again, stay in a corner.
  1189. 5. A 270 degree spread shot aimed away from you. The spread shot
  1190. then stops, and she shoots a load of fireballs at you. She does
  1191. this three times. It's usually possible to erase the shots with the
  1192. sword, but it would be safer to just avoid them. Assuming you're in
  1193. the corner, as soon as the attack begins, dash towards the middle.
  1194. then dash back to avoid the second shot, then dash to the middle
  1195. again to avoid the third shot, then back to the corner as the next
  1196. attack begins.
  1197.  
  1198. - What you want is attacks 1 and 2, as these allow you to ride up and
  1199. attack her (without fancy evade jumps). You can only really do it with
  1200. the sprinkler if the rotation is favorable to your position: clockwise
  1201. on the left, counter-clockwise on the right. Also, instead of going up
  1202. in the gap you start off at, you should erase some of the approaching
  1203. shots so you can get in the next gap. This way, when you ride the shots
  1204. up, you can continue stomping on Chelsea as the attack ends and the
  1205. next one begins. At best, you'll end up taking her out. If you don't
  1206. optimize it like this and ride up in the first gap, you can still do
  1207. a good amount of damage (by doing some stomping and finishing off with
  1208. a spin attack), but you're more likely to get hit. Either way, the
  1209. damage will be minimal (at least from a single hit).
  1210. - The beam cross is pretty quick, so you can't really do more than a
  1211. few of stomps if you just follow it along. The sword doesn't erase the
  1212. beams, so a spin attack will result in getting hit (not that the damage
  1213. is much). However, if you evade some of the beams at the beginning,
  1214. you can be at the top just as the attack ends and then continue stomping
  1215. on her, just like with the optimal sprinkler.
  1216. - This form is also skipped if you have fewer than 7 Time Power ups.
  1217.  
  1218. 7. In her last form, Chelsea uses four attacks: a jumping rapid fire-
  1219. ball launch, a slightly different jumping rapid fireball launch, Undine
  1220. Stream, and Hammer. She may also use Vermillion Lord before either of
  1221. the jump attacks to create a time skip. This is what she always starts
  1222. off with. You've also got snowballs.
  1223.  
  1224. - You know what to expect from Undine Stream, although this time it
  1225. can't bend. She tends to jump in place before using it, but not always.
  1226. She may use the move at any time, but she'll always use it after VL.
  1227. If you interrupt the move by attacking her, she'll move forward a
  1228. little, although not when she's close to either wall.
  1229. - The time skip attack might be confusing at first, but it really is
  1230. just a time skip where time moves forward a bit in an instant. That
  1231. means, if you're moving to the right, you'll skip to the right. If
  1232. you're moving to the left, you'll skip to the left. This really
  1233. wouldn't be dangerous at all if she didn't always follow it up with
  1234. Undine Stream. If you're inside the arc of her jump, you need to
  1235. quickly take out the fireballs above you with a sword swing to stand
  1236. any chance of avoiding the stream. Being smack in the middle of the
  1237. arc is the worst possible spot, so don't be there.
  1238. - When VL is not involved, you can easily erase the fireballs from
  1239. her jump attacks with your sword.
  1240. - The Hammer will cause fireballs to shoot up from the ground. Once
  1241. it's down, the bottom part has no collision and does no damage. Try
  1242. not to let her drop the hammer right next to the wall, as she might
  1243. end up jumping at the wall and then using VL while on top of the hammer.
  1244. This results in the fireballs being higher than usual, making it
  1245. harder to avoid the US.
  1246. - It's possible to get on top of the left wall if you ride the hammer,
  1247. but it doesn't really help you much. While you're there, Chelsea can
  1248. only hit you with the hammer, but that could happen at any time.
  1249.  
  1250. - Chelsea's final form can easily feel completely overwhelming, since
  1251. she moves around a lot while also attacking relentlessly. Without
  1252. intimate knowledge of her attack patterns, you will likely struggle
  1253. to attack her without getting hit in the process. I can't really
  1254. blame you if you just opt for Golden Bunny or Chronushop abilities.
  1255. - If you're determined not to lower the bar, then it's time to start
  1256. practicing. Undine Stream, especially when used after VL, is what's
  1257. going to do you in more often than not. If you don't react to it
  1258. quickly enough, you're toast (unless you manage to escape). Her other
  1259. attacks are rather mild in comparison.
  1260. - Undine Stream does, however, also present you with the best opportunity
  1261. to attack, as it's the only time she actually stays still. You could
  1262. get her during the pre-stream jump if you're actually next to her when
  1263. she does it. If you have the space, one way to do it is to run ahead
  1264. of her when she does a jump attack. Generally, though, you'll want to
  1265. attack her during the stream as you're bouncing on it. If she's not
  1266. close to the wall, you'll want to move towards her as you attack in
  1267. order to avoid a body contact hit.
  1268. - If you're next to the wall and she does a jump attack from the right
  1269. distance, you could try jumping on her as she lands. If she does US
  1270. with a jump, you'll end up doing a lot of stomping damage. The risk
  1271. is, of course, that she'll end up doing the Hammer instead, in which
  1272. case you'll take a hit.
  1273. - And that's about it. If you can just capitalize on those Undine
  1274. Streams, the battle should be over quickly.
  1275.  
  1276. - Completing Bunny's Quest with at least 7 Time Ups unlocks Chelsea's
  1277. Quest. In Chelsea's Quest, the game world is slightly different, and
  1278. the character abilities are completely different.
  1279.  
  1280.  
  1281. --------------------------------------------------------------------------
  1282.  
  1283. Chelsea's Quest A02
  1284.  
  1285.  
  1286. White Zone
  1287.  
  1288. |W90
  1289. SW
  1290. 8W7| Life Up: W1, Ws1
  1291. (L) W(B) Mana Up: W2, (W11)
  1292. (L)12W1-W2-3 Elixir: W2, W3, (W12)
  1293. | Upgrade: Ladder (W6), Purple Orb (W10)
  1294. 6W54|W
  1295. 1
  1296. (P)1
  1297.  
  1298. - W1: Start getting used to Chelsea's moves (especially her jumps and
  1299. the lack of the Sword).
  1300.  
  1301. - W5: [Boss: El Bobonboi]. Once she comes down, hit her with air blasts
  1302. for massive damage.
  1303.  
  1304. - W6: The Ladder is... a ladder. Chelsea's Quest has no lifts, and
  1305. Chelsea has no wall jump, so this'll have to do. In some ways, it is
  1306. better, though (eg. it does good damage to enemies above you). It does
  1307. consume 1 block of MP per use, though, so mind your MP.
  1308.  
  1309. - W3: The Elixir is in one of the lone gray blocks at the top.
  1310. - Don't forget that you can regenerate MP faster by crouching.
  1311.  
  1312. - W7: Use the ladder to get on top of the ceiling. Use a downward shot
  1313. to break the block at the other end.
  1314.  
  1315. - W8: Don't miss the secret area on the left.
  1316. - Ws1: Check the floor.
  1317.  
  1318. - W9: [Boss: Pyoa]. Once the first two lasers deactivate, get to the
  1319. left end and start shooting at it while crouching. Getting shot slows
  1320. it down, so you can easily rack up damage this way.
  1321. - Defeating certain bosses will upgrade Chelsea's shot. Defeating this
  1322. one gives you the double shot.
  1323.  
  1324. - W10: Having the Purple Orb allows you to destroy purple gates with
  1325. your normal attacks.
  1326.  
  1327.  
  1328. Blue Zone
  1329.  
  1330. (G)|
  1331. S | Life Up: B2, B7
  1332. 8B3B4B5B Mana Up: (Bs2)
  1333. S|B3 67 Elixir: (B6)
  1334. B (Y)| Upgrade: Vermilion Lord (Bs1), (Yellow Orb (B8))
  1335. B12(Y)
  1336.  
  1337. - B2: Careful when jumping over the spike pit. Don't forget that you can
  1338. cancel a spin jump by attacking.
  1339.  
  1340. - B4: Set a ladder next to the left wall to reach the secret area above.
  1341. - Bs1: Use your shot to find the invisible block, so you can reach
  1342. Vermilion Lord. VL is similar to Bunny's Time Freeze. It costs 1 block
  1343. of MP and wears off after you've moved a certain amount.
  1344.  
  1345. - The bosses aren't here yet.
  1346.  
  1347. - B7: Just tank a spike hit so you can set a ladder.
  1348.  
  1349.  
  1350. Yellow Zone
  1351.  
  1352. |Y1
  1353. |
  1354. Y12
  1355. Y32
  1356. 4Y3|Y5Y Mana Up: Y11
  1357. (W)S 6 Elixir: Y8, Y5, Y4, Ys2
  1358. S3Y-Y7--| Upgrade: Grenade (Ys1), (Space Jump (Y12))
  1359. 8
  1360. |Y9Y
  1361. S1
  1362. 0
  1363. S|11
  1364.  
  1365. - There are few spots where you can set the ladder here, since the ground
  1366. is apparently not level enough.
  1367. - You know the deal. Hit the four switches to open the gate in Y2.
  1368.  
  1369. - Y5: Either set the ladder in the one spot you can or use VL to deal
  1370. with the bunnies.
  1371.  
  1372. - Y7: Careful with your jumps.
  1373.  
  1374. - Y8: Set the ladder in the one spot you can to get the Elixir.
  1375.  
  1376. - Y9: [Boss: 13 Sages]. Nothing special here. The eyes will appear in
  1377. random spots and shoot fireballs at you. Just set a ladder and fire away.
  1378.  
  1379. - Y10: Destroy all sources of light to open the gate at the bottom.
  1380. The gate will not open if you haven't picked up a single Mana Up yet.
  1381. - Ys1: The Grenade allows you to destroy normal gates (takes 1 block
  1382. of MP), although you can't use it in the air. You have to use L1 and
  1383. R1 to select the item you want to use.
  1384. - Ys2: There's no MP regeneration here, so you can't get the Elixir
  1385. until you have 4 blocks of MP.
  1386.  
  1387. - I'd get the Elixirs in Y4 and Y5 later, but, hey, it's your call.
  1388.  
  1389. - W12: There's an Elixir in the ceiling.
  1390.  
  1391.  
  1392. Lime Zone
  1393.  
  1394. LL10
  1395. 9
  1396. |-L5L67
  1397. L S | Life Up: Ls1
  1398. 4 | Mana Up: L2, L5, L8
  1399. || L Elixir: (L1)
  1400. S| 8 Upgrade: Eizen Boots (L7), Eye of Truth (Ls2),
  1401. L2L | (Force of Will (L10))
  1402. 1(W)W)
  1403. |
  1404. (R)|L3(R)
  1405.  
  1406. - L1: You can't get the Elixir until you've got the Green Orb.
  1407.  
  1408. - L4: Check the floor to reach the secret room.
  1409.  
  1410. - L6: The way to L8 is one-way only.
  1411.  
  1412. - L7: When you equip the Eizen Boots, you won't be damaged by spikes.
  1413. They also triple stomping damage.
  1414.  
  1415. - L5: Check the spikes to find the second secret room.
  1416. - Ls2: You'll have to feel your way through here. There's a hidden
  1417. gate you need to destroy at the end.
  1418.  
  1419. - L3: Don't miss the hidden Life Up.
  1420.  
  1421. - Chelsea can access the Pink Zone through the back entrance before
  1422. she's able to use the main entrance.
  1423.  
  1424.  
  1425. Pink Zone
  1426.  
  1427. PP1
  1428. (R)| 2
  1429. S |P3P Elixir: P4, P3, P2
  1430. 1 45 Upgrade: Green Orb (P5)
  1431. |S2PP6|
  1432. 7
  1433. |P8-9
  1434.  
  1435. - P4: Use a ladder near the lift at the bottom.
  1436.  
  1437. - P5: If you didn't get the Eizen Boots yet, make sure you have enough
  1438. health to tank one spike hit. With the Green Orb, you can fight Golem
  1439. XV and get the Yellow Orb in the Blue Zone.
  1440.  
  1441. - Forget about the Elixir in P3 for now. You'll most likely just die
  1442. trying to get it.
  1443.  
  1444. - Ps1: Climbing the shaft can be tricky. There's no way to destroy the
  1445. little cannons, so you'll just have to persevere.
  1446.  
  1447.  
  1448. Red Zone
  1449.  
  1450. |-R1(L)|
  1451. | R
  1452. | 111 Life Up: R11, R6
  1453. | 0S(P) Mana Up: Rs1, R8
  1454. R R8|9| Elixir: R9, R2, R1
  1455. 2 R Upgrade: Red Orb (R2)
  1456. | 7
  1457. | R6
  1458. 3R4R5R6
  1459.  
  1460. - R11: [Boss: Golem XV]. You can take him out with two grenades. Once
  1461. he comes down, take a hit then use a grenade during your invincibility.
  1462. The damage varies depending on how clean the hit is. The first grenade
  1463. may damage him enough to take him to phase 2, in which case you need to
  1464. wait a while before he comes down again.
  1465.  
  1466. - R7: Use a ladder here to reach the Elixir in R9.
  1467.  
  1468. - R8: The actual item is hidden in the ceiling.
  1469.  
  1470. - R6: You can shoot the beam cannon from the left. Afterwards, use a
  1471. ladder below where it used to be.
  1472.  
  1473. - R5: [Boss: Catte de Maron]. Beating Catte upgrades your shot to a
  1474. 3-way shot.
  1475.  
  1476. - R4: [Boss: Endymion]
  1477.  
  1478. - R2: Break the gray block on the right side to reach the Elixir.
  1479. - The Red Orb allows you to access the Green Zone. This also activates
  1480. the bosses in the Blue Zone.
  1481.  
  1482. - R1: Another ceiling item.
  1483.  
  1484. - Bs2: Grab the Mana Up here if you already haven't.
  1485.  
  1486. - B8: With the Yellow Orb, you can get Space Jump. And don't forget about
  1487. the two switches in B3 and B7 (if you want the Elixirs in L1 and B6).
  1488.  
  1489. - B4: [Boss: Selena]. Set the ladder just behind the third platform, so
  1490. you can use it as cover. Alternatively, you can use the boots to take
  1491. out the spikes and then hit her with ladders.
  1492.  
  1493. - B5: [Boss: Baron]. Try to get behind him so you can set a ladder and
  1494. shoot him in the head at point blank range.
  1495. - Beating the Baron upgrades your shot to the triple shot.
  1496.  
  1497. - Y12: As I've already mentioned, the Space Jump is not very useful
  1498. because of the heavy MP cost. Oh, well...
  1499.  
  1500. - Go grab the Elixirs in Y4, Y5, Ys2, P2 and P3 while you're in the
  1501. neighborhood. Maybe Force of Will too (and the mailbox Elixir)?
  1502.  
  1503. - P2: The Elixir is at the bottom. When the lift starts going up, get
  1504. off and you can get to it.
  1505.  
  1506. - P3: The Elixir is in the little alcove below the right door.
  1507.  
  1508.  
  1509. Green Zone + rest
  1510.  
  1511. 0-G9|
  1512. | G
  1513. | |78
  1514. | G Mana Up: G4
  1515. S 65| Elixir: G2, G6, Gs1, Gs3, Gs2
  1516. 1 G Upgrade: Wrath of God (G10)
  1517. | |34
  1518. S3|| G
  1519. S 21
  1520. 2
  1521.  
  1522. - G2: Just avoid the bunny knights (although it is a little easier to
  1523. take them out with Chelsea).
  1524. - Shoot the bunny to make the wall de-materialize.
  1525.  
  1526. - G3: [Boss: Pope Cucurbita]. Ladder shots make quick work of this guy.
  1527.  
  1528. - G5: [Boss: King Pumpquiche]. Just use the ladder or space jump into
  1529. the left alcove, where you're perfectly safe.
  1530.  
  1531. - G6: Get to the left side and take out the bunny knight, then destroy
  1532. the lower beam cannon with ladder shots. Alternatively, if you went
  1533. back to save, then you'll have enough MP to space jump your way through.
  1534. - You need to use a ladder on the left side to reach the Elixir.
  1535.  
  1536. - G7: [Boss: Choker Joker]. More ladder fodder. The last phase shouldn't
  1537. be an issue so long as you have the Eizen Boots. Even then, you should
  1538. probably be careful and take it slow. If you're having trouble stomping
  1539. him, you could instead set a ladder on the left end of the platform.
  1540. Climb all the way up and you're largely safe from the fireballs. When
  1541. the boss moves right, you can descend and shoot him for a while or maybe
  1542. try and pull off an air blast. Even before the last phase, you could
  1543. use ladder shots. At the right height, you can shoot at him without
  1544. getting bumped, although you do have to spend some time shooting down
  1545. the fireballs.
  1546.  
  1547. - G9: [Boss: Halloween Alice]. If you set a ladder between the lower
  1548. platforms and climb as high as you can, you should be able to fire at
  1549. her without getting hit by the cardinal direction fireballs. You may
  1550. need to climb down a little to avoid the diagonal fireball, and she
  1551. might also just fly into you. I like to set the ladder right between
  1552. the second and third lower platforms.
  1553. - Defeating Alice upgrades your shot to the 5-way shot (still a triple
  1554. shot when crouching or on the ladder).
  1555. - If you're going for 100% items, go save the game after the boss.
  1556.  
  1557. - G10: The Wrath of God (or power bomb, if you prefer) allows you to
  1558. reach the final boss.
  1559.  
  1560. - Gs1: This is a long, vertical, downward only shaft with floating fire
  1561. traps in the upper half (well, technically, they're not floating, but
  1562. rather they're attached to the grid you see in the background, but either
  1563. way). There's an Elixir below the very first fire pit. You can reach it
  1564. either by carefully floating there or by using Space Jump. Getting there
  1565. by floating is a little tricky. You can safely bump the side of the fire
  1566. pit when it's not shooting out a pillar of flame.
  1567.  
  1568. - Gs3: Either use Space Jump or jump on the torches to reach the Elixir
  1569. without getting hit.
  1570.  
  1571. - Gs2: There's an Elixir hidden on the right, on the second ledge.
  1572. - The way to B3 is one-way only, so if you missed anything, you'll have
  1573. to go through the entire Green Zone again.
  1574.  
  1575. - B6: The Elixir is at the top, on the right. You need to use a ladder,
  1576. wait for the blocks to respawn, use a power bomb, then space-jump up.
  1577.  
  1578. - L1: You should now be able to reach the Elixir behind the mailbox.
  1579.  
  1580. - L10: Use your MP sparingly to reach the Force of Will. You need at
  1581. least 5 blocks of MP, and there's no MP regeneration here. If the last
  1582. bunny knight gets too close to the gate, you'll have to set up a ladder
  1583. so you can shoot her through the little gap at the bottom of the gate.
  1584. In any case, don't expect to get much use out of the item, not even if
  1585. you got it earlier.
  1586.  
  1587.  
  1588. - P8: [Boss: Subaru & Bunny].
  1589. - The final battle starts off with Force Gear, who you probably already
  1590. fought in Bunny's Quest (their names are different for some reason).
  1591.  
  1592. 1. Suzaku (Vermilion Bird): This guy stays still for 5 seconds while
  1593. shooting fireballs. Then it'll fly off and try to ram you while leaving
  1594. behind a trail of snowballs. After that, it'll rise up from the ground,
  1595. and the pattern repeats.
  1596. - Start with ladder shots. Once it flies off, jump and float without
  1597. getting too close to the ceiling. Hopefully, the boss will come in
  1598. from the right. You're supposed to hit it with a ladder as it flies
  1599. over you. A good hit will kill it. If the boss flies in from the left,
  1600. you have to be much faster. If it survives, do your best to take it
  1601. out before it flies off again.
  1602.  
  1603. 2. Genbu (Black Tortoise): This guy bounces about while shooting small
  1604. fireballs. After a little while, it'll try to ram you before continuing
  1605. the bouncing. Stay near the right wall and shoot at it. Crouching
  1606. allows you to do more damage, but you should do some standing shots
  1607. as well so you can take out the fireballs. When it rams you, jump and
  1608. hit it with a ladder when it bounces off the wall. That should finish
  1609. it off.
  1610.  
  1611. 3. Byakko (White Tiger): This guy runs back and forth and jumps off the
  1612. walls while shooting fireballs. Set a ladder in the middle (the middle
  1613. point is just a little over two Zero Bursts away from the wall) and
  1614. just shoot at it. Killing him on the left should result in Seiryuu
  1615. giving you the good pattern right away.
  1616.  
  1617. 4. Seiryuu (Azure Dragon): This guy is much less trouble with Chelsea.
  1618. You're looking for the pattern where it flies high and to the right
  1619. and then turns to approach you low and stops to breathe fire. Fill
  1620. its face with fireballs, then as it flies over you afterwards, hit
  1621. the fat part with a well-timed ladder to finish it off.
  1622.  
  1623. 5. Kirin (Giraffe): This one slowly approaches you while shooting
  1624. fireballs at you. Fireballs also shoot up from the ground. So long as
  1625. you start off with enough space, this one is nothing to worry about.
  1626. Shooting it will make it back away, so that helps. Do pick your side
  1627. quickly, though, at the beginning. If you don't, you might end up
  1628. behind it, at which point it'll dash backwards before turning.
  1629. - If you're on the right side, jump and float left when the boss dies.
  1630. This allows you to start the next round in the optimal position. Not
  1631. a big deal if you don't do it.
  1632. - You're fully healed after the battle.
  1633.  
  1634. 6. Possessed Bunny - Phase 1: First off, if you didn't do the trick
  1635. above, move all the way left. This is the position you want to stay
  1636. at, and you should only move what little is needed to avoid incoming
  1637. attacks.
  1638. - Bunny does jump attacks with the five weapons from Bunny's Quest:
  1639. knife, sword, boomerang, missile and hammer. She'll use one for a
  1640. varying amount of time, then switch to a random one (hopefully not
  1641. the hammer or missile, since they're the most dangerous ones). She
  1642. can also do her trusty flame kick. When she does, crouch and shoot
  1643. until you're close to getting a heel in the face. Jump, but don't
  1644. move forward until she hits the wall, as this results in her wall-
  1645. climbing. If you move forward too early, she won't wall-climb, thus
  1646. leaving her dangerously close to you. Avoiding a body contact hit
  1647. after the flame kick is a little tricky. Start moving forward as soon
  1648. as you can and float a little and you should be ok. You'll usually
  1649. stomp her once in the process.
  1650. - How quickly she jumps off a wall when wall-climbing of course varies.
  1651. If she's high enough (ie. above the halfway point), she'll reach the
  1652. bottom of the opposing wall when she jumps. If she's jumping right at
  1653. you, then, yeah, you're going to have to move. You can either jump
  1654. over her or move forward and let her jump over you. If she lands right
  1655. in front of you instead, she's going to jump at the wall. In this case,
  1656. you can just stay put, although you may need to crouch.
  1657. - Sometimes a knife will approach you from such an angle that you won't
  1658. be able to shoot it. Crouching usually allows you to avoid it, though.
  1659. - Aside from just shooting at her, feel free to hit her with some
  1660. ladders when she's wall-climbing. Save a couple of blocks of MP for
  1661. the last phase, though.
  1662.  
  1663. - Phase 2 (40%): Bunny moves in a very similar way here, but her only
  1664. only attack is dropping bombs when she jumps. You mostly just have to
  1665. worry about avoiding Bunny herself rather than the bombs. Once again,
  1666. you can jump over her or let her jump over you with either the wall
  1667. jump or the subsequent jump. Whenever you move forward to avoid her,
  1668. you should crouch in case she wall-jumps immediately, although if she's
  1669. low enough, it won't help (these cases are pretty rare, though).
  1670. - Whenever a bomb goes off, your ladder, if deployed, will be destroyed
  1671. regardless of distance.
  1672. - Her speed after wall-jumping now varies, and she can jump from wall-
  1673. to-wall even below the halfway point. Accordingly, learning to predict
  1674. her jump trajectories takes quite a bit of practice. Unless you're
  1675. planning on doing a 14% run, you really don't need to bother.
  1676. - There are two (uncommon) situations that are noteworthy. One involves
  1677. her wall-jumping from pretty much the highest possible spot. In this
  1678. case, if she wall-jumps from the other wall immediately, you'll end
  1679. up 'boxed in' by the bombs. A well-timed ladder might save you from
  1680. a hit. The other situation involves an unusually short wall jump after
  1681. which she'll drop a single bomb right next to the wall on the subsequent
  1682. jump.
  1683. - Using an Elixir in this phase may result in a bug where Bunny reverts
  1684. back to her phase 1 attacks.
  1685.  
  1686. - Phase 3 (20%): Bunny jumps around and shoots 12 swords in a 360
  1687. spread. Coming in contact with either Bunny or one of the swords will
  1688. result in instant death. Avoiding the swords shouldn't be much of an
  1689. issue, but predicting Bunny's trajectory can be difficult. If you're
  1690. lucky, she won't do anything too dangerous.
  1691. - You're fully healed again after the battle.
  1692.  
  1693. - P9: [Boss: DeChronus]. DeChronus slowly approaches you while shooting
  1694. large, indestructible fireballs at you. His rate of fire is slow at first
  1695. but increases as you damage him. After moving for a while, he'll jump
  1696. and launch some homing missiles at you. When he hits the ground, he'll
  1697. create a quake that will hit you if you're anywhere on the ground
  1698. (occasionally might miss even if you're on the ground) and also destroy
  1699. the ladder. If you end up behind him, he'll turn around, launching a few
  1700. missiles and creating a quake while doing so. There are also snowballs
  1701. coming down the whole time. You might be tempted to take them out with
  1702. a power bomb, but more will come so quickly it's not really worth it.
  1703. If you damage him enough before he jumps, you'll force him to retreat a
  1704. little and cancel the jump. When he retreats, he does still launch some
  1705. missiles and also create a quake. If you can't damage him enough to make
  1706. him retreat, you'll soon run out of space. Instead of using a ladder and
  1707. jumping over him (which can be tricky, because of the snowballs), wait
  1708. for him to jump and then move so he'll jump over you. And watch out for
  1709. those quakes. Taking a missile hit is very much preferable to a quake hit.
  1710. - I suggest you start off with the ladder, then switch to air blasts or
  1711. normal shots once his rate of fire goes up.
  1712. - After taking out his health, he'll power up and become seemingly
  1713. unbeatable. After he takes out Chelsea, Bunny shows up to finish the job.
  1714.  
  1715.  
  1716. --------------------------------------------------------------------------
  1717.  
  1718. Trophies
  1719.  
  1720.  
  1721. 49 Trophies (38 B, 7 S, 3 G, 1 P) | 1350 TP
  1722.  
  1723.  
  1724. P| 1,5% | Ptolemaeus
  1725. Proof that one has conquered all the stars. You're
  1726. B | 13,6% | Lepus something special!
  1727. Completed Bunny Must Die mode.
  1728. B | 2,8% | Canis Minor
  1729. Completed Bunny Must Die mode in under 2 hours.
  1730. S | 2,5% | Canis Major
  1731. Completed Bunny Must Die mode in under 1 hour.
  1732. *B | 4,2% | Crater
  1733. Completed Bunny Must Die mode with 100% of the items.
  1734. * S | 2,4% | Centaurus
  1735. Completed Bunny Must Die mode in under 2 hours with
  1736. * G | 1,6% | Corona Austrina 100% of the items.
  1737. Completed Bunny Must Die mode with 15% of the items or fewer.
  1738. B | 9,1% | Bootes
  1739. Completed Chelsea and the 7 Devils mode.
  1740. B | 2,5% | Ursa Minor
  1741. Completed Chelsea and the 7 Devils mode in under 2 hours.
  1742. S | 2,2% | Ursa Major
  1743. Completed Chelsea and the 7 Devils mode in under 1 hours.
  1744. *B | 3,6% | Triangulum
  1745. Completed Chelsea and the 7 Devils mode with 100% of the
  1746. * S | 2,2% | Hercules items.
  1747. Completed Chelsea and the 7 Devils mode in under 2 hours with
  1748. * G | 1,7% | Corona Borealis 100% of the items.
  1749. Completed Chelsea and the 7 Devils mode with 15% of the
  1750. B | 18,1% | Pegasus items or fewer.
  1751. Got abducted by a UFO.
  1752. B | 31,7% | Perseus
  1753. Took a commemorative photo at the Macho Sign.
  1754. B | 8,2% | Auriga
  1755. Mailed the Maid's Letter.
  1756. B | 14,5% | Sagitta
  1757. Died instantly from a head shot.
  1758. B | 20,0% | Andromeda
  1759. *** Oops! You are in rock! ***
  1760. B | 10,6% | Eridanus
  1761. Used a microwave as a sterilizer.
  1762. B | 19,0% | Serpens
  1763. Died a hundred whole times.
  1764. B | 29,1% | Lupus
  1765. Tried out all the weapons.
  1766. B | 21,0% | Equuleus
  1767. Stomped 4 enemies to death in a row.
  1768. B | 4,2% | Cassiopeia
  1769. Collected 100,000 Time Gems.
  1770. B | 8,8% | Ophiuchus
  1771. Slaughtered 64 Leafians.
  1772. B | 7,2% | Lyra
  1773. Acquired every kind of item.
  1774. B | 18,7% | Cygnus
  1775. Manually warded off a 100 attacks.
  1776. B | 15,6% | Aquila
  1777. Made sure to close up.
  1778. B | 13,3% | Piscis Austrinus
  1779. Turned every switch on.
  1780. B | 59,9% | Aries
  1781. Made El-Bonbonboi, the First Devil, understand. [sic]
  1782. B | 52,1% | Taurus
  1783. Neatly disassembled Pyoa-ahawa, the Second Devil.
  1784. B | 38,1% | Gemini
  1785. Smashed Endymion, Moon's Shadow into space dust.
  1786. B | 36,3% | Leo
  1787. Got your fill of Catte de Maron, the Third Devil's warm
  1788. B | 27,2% | Sagittarius Purrmodynamic Power Plant.
  1789. Danced with the Grim Reaper, Selena Millfall, in the pale
  1790. B | 26,3% | Capricornus moonlight.
  1791. Reported Baron Bramedo, the Fourth Devil, to the authorities.
  1792. B | 11,2% | Libra
  1793. Spoke at length with the Thirteen Sages' Eyes, the Fifth
  1794. B | 22,2% | Ara Devil.
  1795. Received a baptism from Pope Cucurbita, Crimson Papa.
  1796. B | 20,1% | Cepheus
  1797. Was granted an audience with King Pumpquiche, Lord of Gourds.
  1798. B | 18,5% | Delphinus
  1799. Made Choker Joker, Clown of Ages, laugh.
  1800. B | 17,6% | Virgo
  1801. Played together with Halloween Alice, the Sixth Devil.
  1802. B | 15,6% | Argo Navis
  1803. Destroyed GOLEM XIV, Almighty Braincore. [sic]
  1804. S | 9,2% | Aquarius
  1805. Had a chance meeting at the end of time with Septentrion
  1806. S | 13,7% | Pisces Subaru, the Last Devil.
  1807. Floored Chelsea Mamange, fairy king-in-waiting.
  1808. S | 9,1% | Scorpius
  1809. Saved Bunny the Honeywhite.
  1810. G | 9,1% | Cancer
  1811. Sealed away Nomos DeChronus, the ancient demon of calamity.
  1812. *B | 3,8% | Orion
  1813. Slaughtered an ornery, unordinated Devil known as
  1814. B | 11,6% | Cetus El-Bonbonboi. [sic]
  1815. Defeated Force Gear: Gui. [Reiki]
  1816. B | 11,3% | Draco
  1817. Defeated Force Gear: Fenghuang. [Ouryuu]
  1818. B | 11,4% | Corvus
  1819. Defeated Force Gear: Yinglong. [Houou]
  1820. B | 11,7% | Hydra
  1821. Defeated Force Gear: Qilin. [Shin Kirin]
  1822.  
  1823.  
  1824. - I've removed what I've estimated to be the amount of hacked Trophies
  1825. at the time of making the list (19,2%) from the official Trophy rates.
  1826. *: Can't be obtained when Chronushop abilities are enabled.
  1827.  
  1828.  
  1829.  
  1830. Perseus - Took a commemorative photo at the Macho Sign
  1831.  
  1832. - Stand behind the macho statue in the white zone and press Start.
  1833.  
  1834.  
  1835. Equuleus - Stomped 4 enemies to death in a row
  1836.  
  1837. - That's four in a row without hitting the ground. If you get the Hyper
  1838. Heels, you're quite likely to get this unintentionally at some point.
  1839. If not, you can just use the rampaging bunnies in Y5 or any enemy or
  1840. torch anywhere if you rewind time after stomping it.
  1841. - For some reason, you may also get this if you kill Pyoa with a flame kick.
  1842.  
  1843.  
  1844. Cassiopeia - Collected 100,000 Time Gems.
  1845.  
  1846. - You don't need to have 100 000 currently. You just need to collect
  1847. 100 000 in total. You'll get about 10k in a single playthrough. If you're
  1848. going for Plat, you could very well hit 100k organically. If you don't,
  1849. you can always farm. It's possible to auto-farm by killing the mudmen
  1850. in the blue zone, but they're only worth 3 each, so it's really slow.
  1851. You'll only get about 1500 in 10 minutes. I'd say the best place to
  1852. farm is in the upper left part of the Lime Zone (L4 & L5) in Chelsea's
  1853. Quest. Keep going back and forth between L4 and L5 and taking out the
  1854. nearby enemies with a power bomb. In L5, you don't really have to move,
  1855. but in L4 you should first shoot the two pumpkins and then float down
  1856. to use a power bomb. There are two sets of steps with cannons. I'd say
  1857. you should use the bomb on the third or fourth step on the lower set.
  1858. Getting there without getting hit requires some precise maneuvering,
  1859. although it's not the damage that is an issue (you've got your Elixirs),
  1860. but rather the fact that it costs time. Either way, this method will
  1861. net you about 7500 crystals in 10 minutes.
  1862.  
  1863.  
  1864. Andromeda - Oops! You are in rock!
  1865.  
  1866. - There are a few different ways to get this one:
  1867. 1. Rewind time at the beginning of a boss fight and run to the other
  1868. side of the gate that traps you in the room.
  1869. 2. Freeze time in the area where you fight the second pumpkin boss in
  1870. the green zone (G5). Can be gotten even after killing the boss.
  1871. 3. When fighting Chelsea, stand on top of one of the hammers as it rises up.
  1872.  
  1873. - All of these result in a game over.
  1874.  
  1875.  
  1876. Pegasus - Got abducted by a UFO
  1877.  
  1878. - The UFO appears in the last vertical area in the blue zone (B6). (Bunny's
  1879. Quest only) (Results in a game over.)
  1880.  
  1881.  
  1882. Ophiuchus - Slaughtered 64 Leafians
  1883.  
  1884. - These guys appear in the yellow zone when the screen is fully illuminated.
  1885. They self-destruct when they get close to you, so you need to be a little
  1886. careful.
  1887.  
  1888.  
  1889. Auriga - Mailed the Maid's Letter
  1890.  
  1891. - You'll find the maid's body along with the letter in the long horizontal
  1892. area full of spikes in the yellow zone. You can examine the body from
  1893. the safe spot nearby, so there's no need to get hit by the spikes. The
  1894. mailbox is in the lime zone. You need to go up a hidden path to reach
  1895. it. The path will be blocked, though, if you haven't activated the two
  1896. switches in the blue zone.
  1897.  
  1898.  
  1899. Piscis Austrinus - Turned every switch on
  1900.  
  1901. - Blue Zone: 2. Yellow Zone: 8. Pink Zone: 1.
  1902.  
  1903.  
  1904. Eridanus - Used a microwave as a sterilizer
  1905.  
  1906. - Get trapped in one of the sections that closes off when taking an
  1907. elevator down in the pink zone. (Results in a game over.)
  1908.  
  1909.  
  1910. Argo Navis - Destroyed GOLEM XIV, Almighty Braincore
  1911.  
  1912. - You can fight this guy in the red zone once you have the Green Orb.
  1913.  
  1914.  
  1915. Aquila - Made sure to close up
  1916.  
  1917. - Open and close an orb gate repeatedly.
  1918.  
  1919.  
  1920. Sagitta - Died instantly from a head shot
  1921.  
  1922. - Stand still for a while in the final boss's third phase in Bunny's
  1923. Quest. (Results in a game over.)
  1924.  
  1925.  
  1926. Canis Major - Completed Bunny Must Die mode in under 1 hour
  1927. Ursa Major - Completed Chelsea and the 7 Devils mode in under 1 hours
  1928.  
  1929. - A one hour limit is *very* lenient. A moderate level of competence
  1930. is all you need. Chelsea is the harder one, so that one *might* take
  1931. two attempts instead of just one.
  1932. - While the speedrun Trophies require little effort, I do highly
  1933. recommend speedrunning the game somewhat seriously if you're confident
  1934. enough in your abilities. Here are my best times (real time):
  1935. Bunny | 26:25
  1936. Chelsea | 34:24
  1937.  
  1938.  
  1939. Orion - Defeated Enraged El-Bonbonboi
  1940.  
  1941. - To fight this version of El-Bo(n)bonboi, you need to use a damage boost
  1942. from the small tank's laser shots to get to the second devil without
  1943. fighting El-Bobonboi. You can then continue making progress as normal,
  1944. and you should, since Enraged El-Bobonboi is brutally tough with only
  1945. 90 HP. Like I said, skipping dash doesn't really make things that difficult.
  1946. You can use back dash jumps, evades and wall-climbing to compensate.
  1947. - Once you've gotten all the Life Ups except the two in the Yellow Zone,
  1948. it's time to fight El-Bobonboi. Her attacks are still largely the same,
  1949. but her speed is *drastically* increased. Her ground attack still leaves
  1950. her vulnerable, but you'll likely need to freeze time to capitalize on it.
  1951.  
  1952.  
  1953. Corona Austrina - Completed Bunny Must Die with <15% items
  1954. Corona Borealis - Completed Chelsea and the 7 Devils with <15% items
  1955.  
  1956. - And, finally, we have the only two, real obstacles to the Platinum
  1957. Trophy: the low% runs. Beating the final boss in either quest with only
  1958. 14% items is an arduous task, one that will likely require hours of
  1959. practice. In my case, I spent maybe 10-15 hours on each of them, and I
  1960. was *this* close to giving up on each of them. I did eventually pull
  1961. through, and while I don't really regret putting all that time and
  1962. effort into it, this is not something I'd ever like to do again. I'm
  1963. a slow learner, though, so maybe you'll have an easier time with it.
  1964. - So, if you think you're up for it, here are the 7 items you should get:
  1965.  
  1966. Bunny Chelsea
  1967. Time Up Mana Up
  1968. Dash Ladder
  1969. Red Orb Purple Orb
  1970. Time Up Grenade
  1971. Purple Orb Mana Up
  1972. Wall Jump Red Orb
  1973. Green Orb Wrath of God
  1974.  
  1975. - And, yeah, there's really not much else to say. You just practice,
  1976. practice and practice, until you get the results you want. You should
  1977. practice the final bosses in a normal save file so you don't die so
  1978. easily. Even after getting enough practice, you still need some luck.
  1979.  
Add Comment
Please, Sign In to add comment