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- Bunny Must Die - Chelsea and the 7 Devils
- Based on: PS4-version
- Contents
- Misc.
- Items & Abilities
- Bunny's Quest A01
- Chelsea's Quest A02
- Trophies
- - You get four save slots for each of the two quests.
- - The Trophy set is shared between the PS4 and PSV versions. As such,
- the official Trophy rates have been skewed due to the prevalence of
- hacking on the PSV. The actual Platinum rate is likely around 2%.
- - The game features two versions of the soundtrack: Original and Arranged
- (plus an option to.choose between the two on a case-by-case basis). I
- highly recommend Arranged (although I usually just have the music turned
- pff. so I don't have to put up with the boss music).
- - The red number next to your save file in the file selection screen
- indicates the number of saves and deaths.
- - The game may rarely crash on you.
- - The original Japanese title of the game is 'Chelsea-san wa 7 [Nana]
- no Majin Bukkorosaneba naranai.'
- - If you enjoyed the game, I'd recommend also picking up Gundemoniums,
- a shoot'em up by the same developer.
- Story
- "In the year 1999X, a mewclear weapon utilizing the power of purrmodynamics
- was launched, enveloping the world in furry flames and causing the outbreak
- of Feline World War."
- Er... Okay, I think that's enough for the story section.
- The Environment
- - The game map is divided into 7 zones:
- White | Devil's Dump
- Lime | Forest of Fools
- Red | Forbidden Purrmodynamic Power Plant
- Blue | Palace of Folly
- Yellow | The Dark King's Dwelling
- Green | Floating Jade Prison
- Pink | Septentrion
- - Secret areas are gray.
- - The in-game map makes no distinction between different power ups. It
- only distinguishes power ups and Bunny Dolls / Elixirs.
- - The game uses a crossfade when moving to another area. This makes it
- difficult to react quickly to anything in the room.
- - Areas that didn't scroll horizontally in the original version have
- been slightly redesigned to accommodate for the new resolution. In the
- original, a single screen area consisted of 20 by 14 tiles. On the Ps4,
- they consist of 30 by 17 tiles. The difference in verticality is purely
- cosmetic.
- - An area that's 2x2 map tiles is 40 by 32 tiles in size. Going beyond
- that, it increases by 20x / 15y.
- - Save points are frequent. Saving the game fully heals you and adds
- 30 seconds to the in-game play time counter. In Chelsea's Quest, it
- claims to add 60 seconds, but this is incorrect. It's just 30.
- - Enemies and torches don't leave behind any health drops. The healing
- methods are:
- 1. Saving the game.
- 2. Picking up a Health upgrade.
- 3. Beating a boss (excluding mid-bosses).
- 4. Using Bunny's Recovery ability.
- 5. Using a Bunny Doll / Elixir.
- 6. Enabling HP regeneration in the Chronushop.
- - Defeating enemies and destroying torches produces Time Crystals that
- are drawn to you automatically. These crystals restore 1 TP or a varying
- amount of MP. A single torch gives you 8 Time Crystals. Most enemies
- give you 12.
- - In Bunny's Quest, specific torches drop a weapon instead of TC. They
- do give TC if you already have the weapon in question.
- - Your character is a typical 1x2 tiles in size.
- - The two most common enemies are the little, stationary cannon and
- the pumpkin grunt. The cannon fires three shots with different arcs,
- while the pumpkin launches bouncing fireballs at a slow pace. You will
- find that the level design often meticulously maximizes the threat
- posed by these two seemingly trivial enemies.
- - Unlike in pretty much all other platformers, your character can't
- stand beyond the edge of a platform. Until you manage to internalize
- this, you can expect to mess up a lot of jumps because of it.
- - The destroyable blocks in the environment can be destroyed with almost
- any attack. They respawn after 5,5s.
- - Expect a lot of spikes. Spike damage is 90 HP. Spikes are destroyed
- on contact and some spikes can be destroyed with your attacks. Either
- way, they respawn after 5,5s.
- - There are two kinds of switches: pressure switches that you need to
- step on and flippable switches that are activated/deactivated by crouching
- by them.
- - In Bunny's Quest, there are a few gates that are removed by certain
- event triggers.
- - Each quest features 50 items, each giving you 2% towards your item rate.
- - When a boss is dying, they can still do body contact damage.
- Chronushop
- - The Time Crystals you've accumulated can be used to purchase enhanced
- abilities. The game may feel frustratingly difficult without them. If
- you just don't have the time and patience to become more familiar with
- the game, you can always use these to give yourself a boost.
- - You can freely adjust the levels up to the highest level purchased.
- - You don't necessarily have to save the game to keep the crystals you've
- collected. They're also saved when you return to the title screen.
- Bunny Doll / Elixir: 500 each
- ATP DFP HP
- Lv0 | 0 | Lv0 | 0 | Lv0 | 0 |
- Lv1 | 1440 | 1440 Lv1 | 1980 | 1980 Lv1 | 880 | 880
- Lv2 | 4320 | 2880 Lv2 | 5940 | 3960 Lv2 | 7920 | 7040
- Lv3 | 8640 | 4320 Lv3 | 11 880 | 5940 Lv3 | 31 680 | 23 760
- Lv4 | 14 400 | 5760 Lv4 | 19 800 | 7920 Lv4 | 88 000 | 56 320
- Lv5 | 21 600 | 7200 Lv5 | 29 700 | 9900 Lv5 | 198 000 | 110 000
- Lv6 | 30 240 | 8640 Lv6 | 41 580 | 11 880 Lv6 | 388 080 | 190 080
- Lv7 | 40 320 | 10 080 Lv7 | 55 440 | 13 860 Lv7 | |
- Lv8 | 51 840 | 11 520 Lv8 | 71 280 | 15 840 Lv8 | |
- Lv9 | 64 800 | 12 960 Lv9 | 89 100 | 17 820 Lv9 | |
- Lv10| 79 200 | 14 400 Lv10| 108 900 | 19 800 Lv10| |
- etc. etc.
- HP Regen TP Regen MP Regen
- Lv0 | 0 | Lv0 | 0 | Lv0 | 0 |
- Lv1 | 1120 | 1120 Lv1 | 1380 | 1380 Lv1 | 1380 | 1380
- Lv2 | 5600 | 4480 Lv2 | 6900 | 5520 Lv2 | 6900 | 5520
- Lv3 | 15 680 | 10 080 Lv3 | 19 320 | 12 420 Lv3 | 19 320 | 12 420
- Lv4 | 33 600 | 17 920 Lv4 | 41 400 | 22 080 Lv4 | 41 400 | 22 080
- Lv5 | 61 600 | 28 000 Lv5 | 75 900 | 34 500 Lv5 | 75 900 | 34 500
- Lv6 | 101 920 | 40 320 Lv6 | 125 580 | 49 680 Lv6 | 125 580 | 49 680
- Lv7 | 156 800 | 54 880 Lv7 | 193 200 | 67 620 Lv7 | 193 200 | 67 620
- Lv8 | 228 480 | 71 680 Lv8 | 281 520 | 88 320 Lv8 | 281 520 | 88 320
- Lv9 | 319 200 | 90 720 Lv9 | 393 300 | 111 780 Lv9 | 393 300 | 111 780
- Lv10| | Lv10| | Lv10| |
- --------------------------------------------------------------------------
- Items & Abilities
- Bunny
- Jump
- - There are two different jumps (by default): a standing jump, performed
- by pressing jump without pressing left or right, and a spinning jump,
- performed by pressing jump while you're also pressing left or right.
- Both jumps give you at most about 4,5 tiles of height and 5 tiles of
- distance.
- - If you're not spinning, you can jump on enemies to bounce on them and
- damage them. Hold Jump to bounce higher. Many projectiles can be jumped
- on as well, and some of them are destroyed in the process (mainly the
- smaller ones).
- - A running jump only gives you about 2,5 tiles of height at most. Max
- distance is 10 tiles (on an even level).
- - If you hit the ceiling during a jump, you lose your momentum.
- - If you land from a fall and aren't pressing left or right, your character
- will bend her knees to break the fall. You can't attack during this time,
- although you can easily cancel it by moving or jumping.
- Turning
- - Turning has a slight delay that you'll have to get used to. And I'm
- not talking about the animation or input lag. As soon as the animation
- begins, you're considered turned. There's just a very brief delay before
- the animation begins.
- - You can't turn in the air (unless you wall-jump).
- - In the original version, you actually had to get a power up in order
- to be able to turn, and it was technically possible to finish the game
- without it. This power up does not exist on the PS4. However, there is
- still an option to disable turning in case you'd like to try this
- particular challenge.
- - Chelsea seems to turn a little faster than Bunny.
- Crouch
- - Press and hold down to crouch. Crouching takes a bunch of frames.
- - Crouching is mainly used to place orbs, activate switches and to read
- signs.
- - Press Jump while crouching to perform a back dash, which covers 2,5
- tiles. There's hardly any use for it.
- Air Recovery
- - Press Jump in the air after getting hit to recover and start spinning.
- Otherwise, you won't regain control until you land.
- Evade
- - If you press in any direction right before getting hit, Bunny will
- evade and avoid damage. Doing it while jumping allows you to jump higher.
- Sometimes it might not work with certain directions, so try different ones.
- - Only Bunny has the ability to evade.
- Normal Attack
- - Bunny's normal attack depends on which of the five weapons she's carrying.
- These weapons can be found in specific torches. Picking one up makes you
- drop your current one. Once on the ground, a weapon despawns after 10s.
- Knife (Self Shooter) (K)
- - A rapid, ranged attack that does minimal damage. Hold the d-pad
- diagonally to shoot at an angle or up to shoot up. Attack while spinning
- to shoot knives in (roughly) all directions.
- Sword (Faust Samurai) (S)
- - A powerful close range weapon with 3 tiles of range. Easily the
- best weapon in the game, with both superior offensive and defensive
- capabilities. It does have trouble hitting enemies that are 3 or 4
- tiles directly above you, though.
- - You can interrupt a ground swing by jumping.
- Boomerang (Black Wing) (B)
- - A medium range weapon. Fairly underwhelming.
- Chain Flail (Spiked Hammer) (H)
- - A slow, but powerful, medium range weapon. You can make the ball spin
- around you, but it's kind of difficult to control.
- Missile (Roppongi Missile) (M)
- - A rapid missile that homes in on a target. Might not be the target
- you want, though.
- Empty Essence (Utsuro no Utsuwa)
- - Aka. Life Up. Increases max HP by 30. Your max HP is 60 by default.
- With all 8 Life Ups, you'll have 300 HP.
- Royal Yellow Powder (Yamabukiiro no Kona)
- - Aka. Time Up. Increases max TP by 30 and grants you a new Time Power.
- With all 10 Time Ups, you'll have 300 TP.
- Bunny Doll
- - Allows you to respawn upon dying, in which case the room is reset
- and play time reverts back to what it was when you entered the room.
- You can dismiss the prompt by pressing Confirm. It'll automatically
- be dismissed after 10s.
- - There are 23 dolls to be found in total.
- Fleetwood Sandals (Idaten Geta)
- - Allows you to run. While running, you move (roughly) 2,624 times
- faster than walking.
- - It's technically possible to beat the game without the sandals. You
- should probably do that once at some point (such as when getting the
- Orion trophy) if you really get into the game. It doesn't really
- complicate things all that much.
- Flame Kick (Deadly Bird Kick)
- - Press Attack while running to perform the flame kick, which covers
- 9 tiles and during which you can press up/down to ascend/descend. The
- kick is very powerful and quickly kills most normal enemies. When used
- on bosses, however, you are at high risk of taking body contact damage,
- which tends to be pretty heavy.
- - Aside from offense, you can also use the flame kick for movement. An
- ascending kick allows you to cover a distance of 13 tiles. The height
- you get is 2 tiles, although if you're actually trying to reach a plat-
- form that's 2 tiles above, you need to hold Attack to slightly extend
- the duration of the kick to actually make it.
- Orb of Brilliance (Red) (Shakunetsu no Houju)
- Orb of Depths (Purple) (Shin'en no Houju)
- Orb of Qilin (Yellow) (Kirin no Houju)
- Orb of Vitality (Green) (Houjou no Houju)
- - The four orbs are used to open gates of the corresponding color by
- placing them on a nearby pedestal.
- - DON'T FORGET TO PICK UP THE ORBS AFTERWARDS!
- Hyper Heels
- - The Hyper Heels triple stomping damage and allow you to stomp torches.
- Hopping Shoes (N Hakase no Kimyou na Kutsu)
- - Allows you to wall-jump by pressing Jump when facing a wall in mid-air.
- In some spots, you may want to or need to do consecutive wall jumps.
- Note, however, that it takes a little while before you can do another
- wall jump. If the other wall is close enough, you have to wait a little
- or your input is ignored.
- - There are two other types of wall-jumps in addition to the basic one.
- You can perform these by pressing the d-pad either in the direction or
- the opposite direction of the wall immediately after starting a basic
- wall-jump.
- - Pressing towards the wall results in wall-climbing, where Bunny spin
- jumps back towards the wall, albeit with limited altitude gained. This
- is more like the wall-jumping you might be accustomed to if you're
- familiar with the adventures of a certain intergalactic bounty hunter.
- - Pressing in the opposite direction launches Bunny away from the wall,
- with almost no increased altitude and while still facing the same
- direction. This one has *very* little use.
- Dynamite Body
- - A mode that increases damage dealt and halves damage received. Your
- jumps will be limited to 3 tiles in height, but you can still reach
- normal height if you jump consecutively.
- - While in Dynamite Body, jumping on destroyable blocks destroys them
- (stomping damage is still the same, though).
- - If you're at 0 TP, you won't be able to activate or deactivate Dynamite
- Body. I'm not sure why this would be intentional, seeing as neither of
- those actually consumes any TP. The game does claim that Dynamite Mode
- consumes TP when you obtain it, but this is incorrect.
- Supersonic Gears (Akuseru Gear)
- - Removes Dynamite Body's jump limitation.
- Time Powers
- 1 - Freeze Lv1 10 TP/s
- 2 - Rewind 30 TP/s
- 3 - Recall
- 4 - Freeze Lv2 30 TP
- 5 - Booster 22,5 TP/s
- 6 - Recovery 7,5 TP/s -> 7,5 HP/s
- 7 - (Nothing)
- 8 - Expose
- 9 - Smile Bomb 30 TP
- 10 - Aurum Call 7,5 TP/s
- 1 - Freeze Lv1
- - Freeze time. Timed gates and some enemies are unaffected. You can't
- damage enemies while time is frozen, while any hazards can still damage
- you. Blocks can still be destroyed, but you can't pick up any items.
- Hitting anything with the flame kick will cause time to unfreeze.
- 2 - Rewind
- - Rewind time by holding down the Time button.
- 3 - Recall
- - Allows you to use Bunny Dolls.
- 4 - Freeze Lv2
- - Upgrades Freeze so it lasts indefinitely while consuming a fixed amount
- of TP.
- 5 - Booster
- - Slow down time by pressing Time while running. Slows down Bunny as well.
- 6 - Recovery
- - Recover HP at a slow rate by pressing and holding Up + Time. Once
- you start, there's no need to keep holding Up anymore.
- 7 - Alternative
- - Triggers the alternate ending, which then unlocks Chelsea's Quest.
- 8 - Expose
- - Show points of interest when using Dynamite Body.
- 9 - Smile Bomb
- - While in Dynamite Mode, press Down + Attack to drop a bomb that
- explodes after 5s. The bombs can destroy normal gates. They also have
- friendly fire, so try to stay at a safe distance.
- 10 - Aurum Call
- - Allows you to turn into the Golden Bunny by pressing and holding Down
- + Time. While in this form, you attack by throwing huge swords and
- automatically evade all incoming damage.
- Chelsea
- - In contrast to Bunny, Chelsea has to manually select an item (called
- 'experiments') in order to use it. Four of these are used by pressing
- Up + Attack.
- Jump
- - Chelsea has a standing jump and a spinning jump, just like Bunny.
- The standing jump gives you 4 tiles of height, but the spinning one
- only gives you 3,5. Accordingly, there are quite a few platforms Chelsea
- can't reach with the spinning jump.
- - You can stop spinning by attacking in the air. Technically, any attack
- will do, but, generally, you'll want to use the downward shot.
- Float
- - Hold Jump in mid-air to slowly float down. You can try to reduce or
- increase your horizontal speed by quickly tapping left or right, In
- particular, there are situations where you'd want to come to a halt
- so you'll float straight down. It requires pretty precise input, so
- you'll need to practice that if you want to get consistent.
- Normal Attacks
- Single Shot
- Double Shot (Pyoa)
- 3-Way Shot (Catte)
- Triple Shot (Baron)
- 5-Way Shot (Alice)
- - Chelsea's normal attack is a rapid fireball shot. The shot gets
- upgraded upon defeating certain bosses.
- - You shoot faster when you're either crouching or on the ladder.
- - In the air, you can do three attacks: a horizontal shot (d-pad on
- neutral), a downward shot (hold Down), or an air blast (hold Left or
- Right when spinning). The air blast is a powerful short range attack,
- although it can't destroy blocks. Shooting in the air pushes you back
- slightly due to recoil.
- Empty Essence (Utsuro no Utsuwa)
- - Aka. Life Up. Increases max HP by 30. Your max HP is 60 by default.
- With all 8 Life Ups, you'll have 300 HP.
- Golden Soul Orb (Koganeiro no Kontama?)
- - Aka. Mana Up. Increases max MP by one block. There are 10 Mana Ups to
- be found in total.
- - Chelsea natively regenerates 1/10 of a block per 1+(x-1)/3 seconds,
- where x is the number of Mana Ups. In other words, with 1 block of MP,
- she'll regenerate 1 block in 10s, and the time increases by 3 1/3s per
- block, up to 40s with 10 blocks. When crouching, the rate is increased
- four fold. If a single block is 100 MP (not sure what it is), then Time
- Crystals recover 30/(2+x) MP per crystal. Put simply, to recover one
- block, you need just as many crystals as you need seconds.
- Elixir
- - Allows you to respawn immediately on the spot upon dying.
- - If you actually want to use it, try not to accidentally dismiss the
- prompt by pressing Confirm (or by waiting 10s).
- - There are 20 Elixir to be found in total.
- Ladder (Hashigo) (1 block)
- - Set a ladder that's 10 tiles long. Jumping from the top allows you to
- reach platforms that are at most 12 tiles above (you're *this* close to
- 13, but, no). You can only set one ladder at a time. You can retract the
- ladder by pressing down while over the ladder or by trying to set another
- ladder or by activating VL.
- - The ladder also deals damage to anything in its path when deployed.
- - To shoot on a ladder, you need to press Left or Right + Attack. Once
- you've started attacking, you don't need to hold the direction anymore,
- nor do you need to press the direction again if you stop firing and want
- to start firing again. You can also change directions without having to
- hold the d-pad.
- - If you have 0 blocks of MP, you can set the ladder freely, but you
- can't retract it from a distance.
- Orb of Depths (Purple)
- Orb of Vitality (Green)
- Orb of Brilliance (Red)
- Orb of Qilin (Yellow)
- - The orbs allow you to destroy gates of the corresponding color. You
- don't need to select these, though.
- Vermilion Lord (1 block)
- - Freezes time for a while during which you're invincible, but you can't
- attack. The bar at the bottom indicates how much time is left until the
- effect wears off. It goes down when you move or when you're touching a
- hazard.
- Grenade (1 block)
- - A short range attack that can destroy regular gates.
- Eizen Boots
- - Wearing these makes you immune to spike damage. They also triple
- stomping damage and allow you to stomp torches.
- Eye of Truth (Shinjitsu no Hitomi)
- - Reveals points of interest.
- Space Pinwheel (Uchuu Kazaguruma) (1 block)
- - Space Jump. Almost unusable due to the heavy MP cost.
- Wrath of God (Kami no Ikari) (3 blocks / 2 block min)
- - Power Bomb, basically, although not all that powerful. While using
- it, you're invincible to most damage.
- Force of Will (Ishi no youna Buttai)
- - Allows you to perform the Zero Burst by pressing Down + Jump and also
- reduces damage by half when it's selected. Zero Burst is a quick dash
- that covers 12 tiles and during which you're invincible to most damage.
- --------------------------------------------------------------------------
- Bunny's Quest A01
- White Zone
- WW90 Life Up: W1
- 8 Time Up: W2, W11
- -W7| Doll: W2
- (L) W(B) Upgrade: Dash (W6), Red Orb (W10)
- (L)12W1-W2-3
- | K: W1, W4 M: W12
- 6W54|W S: W2
- 1 B: W3, W8, W10
- (P)1 H: W3, W11
- - W1: You can't go west until you have two Time power ups.
- - W2: The first Time Power allows you to freeze time. I suggest setting
- L1 as the Time Power button.
- - You can get the Bunny Doll once you have dash.
- - Like I said, the Sword is easily the best weapon in the game. Start
- getting used to wielding it.
- - W3: Trophy note: Stand behind the statue and press Start.
- - W5: [Boss: El Bobonboi]. The first boss shouldn't give you much trouble.
- - W6: With the Fleetwood Sandals, you're able to dash and also perform
- the flame kick.
- - W7: Freeze time to deactivate the beams.
- - W9: [Boss: Pyoa]. The second boss provides a substantially greater
- challenge than the first one. Here's my preferred method of dealing with
- him: Go all the way to the left. Once he gets close, freeze time and jump
- over him. Now activate a laser and he'll get stuck behind it, allowing
- you to attack him unopposed for a while. Once the laser is about to
- deactivate (they last 4s), move forward to activate the next one.
- - W10: With the Red Orb, you can reach W11.
- - W11: The second Time Power allows you to rewind time by holding down Time.
- - W3: Trophy note: Keep placing the orb on the pedestal and picking it
- up, and a Trophy should be triggered.
- DON'T FORGET TO PICK UP THE ORB!
- Lime Zone
- | Life Up: L2
- |S Time Up: Ls1
- S2L2L Upgrade: Hyper Heels (Ls2)
- 1(W)
- | K: L2 H: L1
- (R)| S: L1, Ls1
- - Manipulating time in most areas of the Lime Zone will spawn ghost
- pumpkins.
- - L2: You can destroy some of the spikes to reach the secret area.
- When using the sword, face left when jumping for the best results.
- When coming back, you need to do a jump attack in order to destroy
- the last set of spikes. Either that or you can just tank it. The second
- Life Up you get here conveniently allows you to take one spike hit
- without dying.
- - Entering L2 removes the gates in W12 and W3.
- - Ls2: The Hyper Heels increase stomping damage and allow you to
- destroy torches by falling on them.
- - Ls1: Careful with the spikes. You can get on the first lift by simply
- running when it's on the left.
- - The third Time Power allows you to use Bunny Dolls to respawn upon
- dying.
- Red Zone
- |-R1(L)| Life Up: Rs1
- | R Time Up: R6, (Rs2), (R11)
- | 111 Doll: R1, R2, R4, R6, R10
- | 0S2(P) Upgrade: Purple Orb (R8)
- SR R8|9|
- 2 R K: R1, R2, R4, R6, R9
- | 7 S: R2, R4, R6, R10
- | R6 B: R3
- 3R4R5R6 H: R6
- - R1: The beam tank is one of the toughest enemies in the game simply
- because they have an invincibility period. Thankfully, this is the only
- one in the entire zone.
- - R2: The cat girls can also be a nuisance thanks to their evade habit.
- You need to hit them while they're attacking.
- - R4: [Boss: Endymion]. This guy should go down pretty easily. Before
- you kill him, though, you should try to score the Bunny Doll in the
- ceiling on the left end. You have to use evade-boosted jumps from the
- boss's fireballs to reach it. If you can't pull it off, then you'll
- just have to come back with the Wall Jump. In that case, you'll have
- to use a throwing knife from the fire pit in order to reveal the doll
- without destroying the torch.
- - R5: [Boss: Catte de Maron]. The paws mostly use an attack where they
- shoot two large fireballs. Well-timed jump attacks allow you to avoid
- them while also dealing damage. You could also use the flame kick. If
- you deal enough damage to a paw, it will retreat. A quick flame kick
- will cause it to retreat before it even gets to attack.
- - R6: The Bunny Doll is hidden from view in the corner of the ceiling
- left from the lift. Reach it by using a flame kick from either the lone
- gray block or from the lift.
- - The fourth Time Power upgrades Freeze to Lv2 so that it always costs
- 30 TP instead of constantly draining it. This does mean that freezing
- time for short periods will consume more TP, but all in all, it should
- do more good than harm.
- - R8: With the Purple Orb, you can explore the rest of the Lime Zone
- and also access the Blue Zone.
- Lime Zone
- LL10
- 9 Life Up: Ls3
- |-L5L67 Doll: L3, L4, L5, L8, (L1), (Ls4)
- S3L | Upgrade: Wall Jump (L7), (Dynamite Body (L10))
- 4 |
- || LS K: L2
- |S 84 S: L1, L4, L8
- S2L2L | B: L4, L5
- 1(W)W) H: L1, L5
- | M: Ls4
- (R)|L3
- DON'T FORGET TO PICK UP THE ORB!
- - Ls3: Bounce on the enemy to reach the item. You need to do a limited
- dash jump to reach the nearest block.
- - L7: Time to start practicing that wall-climbing.
- - Ls4: The gate will be gone once you've activated two switches in the
- Blue Zone.
- DON'T FORGET TO PICK UP THE ORB!
- Blue Zone
- (G)| Life Up: Bs1, B7
- | Time Up: (B8)
- 8B3B4B5B Doll: B2, B3
- S|B3 67
- B (Y)| K: B3 B: B4
- B12(Y) S: B4, B6 H: B2, B3, B6
- - B1: There's a hidden gate right of the bottom switch. You can get
- through that way as well.
- - B2: This is the first area where you'll find walls that either materialize
- or dematerialize when you freeze time.
- - The regular, gray pillars on the left actually have two holes in them,
- so it's difficult to use them for wall-jumping.
- - The switch to open the gate to the secret area is hidden from view on
- the opposite side of the screen.
- - B3: The Bunny Doll is hidden from view under the mini-tank.
- - There's a switch near the green gate that you can activate by crouching.
- The normal gate is fake, so you can go right through it. The switch opens
- a gate in B6 leading to another switch.
- - You can't pass through the area or use time powers until you take out
- the floating rabbit. You can only do so with the chain flail. There's
- one conveniently right below him.
- - There's a hidden lift block right of the save point (under a breakable
- block) and a hidden switch left of the save point that opens the gates
- just like the switch at the right end. The switch at the bottom on the
- right just closes the gates.
- - B4: [Boss: Selena]. The sword doesn't work too well here unless you
- manage to get on the ledge behind her. It's kind of risky, though. You
- need to use a flame kick (and possibly also bounce off her) or ride her
- beam attack. If you fail, you could easily end up in the spikes. Even
- if you do get there, you could still get knocked into the spikes, so
- you better make it quick. Do your best to destroy the sickles and don't
- use jump attacks during her beam attack.
- - If she's off-screen for a while, she'll regain full health.
- - Careful when entering the area from B5. If you're running, the bridge
- won't appear fast enough to prevent you from falling into the spikes.
- - B5: [Boss: Baron Bramedo]. He'll appear and use a random attack, then
- disappear for a moment. He has four attacks:
- 1. Launches a single, big fireball. Heavy damage, but easy to avoid.
- 2. Launches numerous small fireballs. Minimal damage, but difficult to
- avoid if you don't move behind him.
- 3. Summons three pillars of flame from the ground.
- - His fourth attack is used after attacks 1 and 2 and instantly kills
- you if you're facing him. It's still safe to use air attacks so long
- as you were facing the other way when you jumped.
- - Only his head actually causes collision damage (which is incidentally
- lethal), so you can safely run through him and stand where he's standing.
- - B7: Bounce on the torches to reach the Life Up.
- - B6: You can do the Yellow Zone and Green Zone in any order. I'd recommend
- the Yellow Zone first. There are two Life Ups there that will likely
- help you out with the bosses in the Green Zone.
- - The torches and enemies here don't give you any TC.
- - There are three beam tanks here. When going down, you can manipulate
- the tank to get out of your way by staying close to it on its right
- side. When going up, you should just freeze time. If they're in your
- way and you need to jump over them, note that their hitbox is smaller
- than what you might think.
- - There's a hidden switch at the bottom that you can reach if you hit
- the switch in B3. This one opens up the gates in two areas: in L1
- (allowing you to reach the mailbox and mail the maid's letter that you
- can find in the Yellow Zone) and Ls4 (Bunny Doll). It also opens up the
- two small shafts with hidden spikes in this area. If you're crazy enough
- to skip the wall jump, you'd have to use those shafts to get up this
- area (by evading the spikes).
- - Trophy note: Wait a while at the top and a UFO will appear. Stand
- under it to get abducted (results in a game over).
- Yellow Zone
- |Y1
- (B)-S5| Life Up: Y4, Ys2
- Y12 Time Up: Y12
- Y32 Doll: Y3, Y5, Y7, Y10, Ys1, Ys3
- 4Y3|Y5Y Upgrade: Yellow Orb (Y11), (Supersonic Gears (Ys5))
- (W)S 6
- S3Y-Y7--| K: Y6, Y7
- 8 S: Y3, Y6, Y7, Y10
- |Y9Y B: Y3, Y8, Y11, Ys2
- 1 H: Y7, Y10
- 0 M: Y3
- S|11S
- - Your visibility is limited here. Destroying torches will limit it
- even further.
- - The enemies here are very annoying due to their homing projectiles.
- Trying to kill them without breaking the torches only makes it worse,
- so don't bother avoiding the torches.
- - Hit the light switches in Y1, Y2, Y3, and Y5 to open the gate in Y2
- (the switch in Y2 is hidden near the top).
- - Y2: The path to Ys5 will open up once you've been to the Pink Zone.
- - Y3: A hidden switch opens the gate to Y4. Just nearby the gate is
- the hidden path up to the Bunny Doll. The path is only a single tile
- wide, so it could take a while before you manage to squeeze in.
- - Y5: Either stomp on the rampaging bunnies or play it safe and use
- Rewind.
- - When you're passing through the upper level, a time skip occurs. At
- this point, you can trigger an event in W5 which will open the path
- to the final boss. The time skip also removes the purple gate in Y6.
- - The time skip will not occur if you haven't fought El-Bobonboi yet.
- - Trophy note: You'll find more switches you can activate in Y6, Y7,
- Y8 and Y10. You'll need to activate them for two trophies. Otherwise,
- you can ignore them.
- - Y7: Lots of spikes here. Do be careful. The last gap can barely be
- cleared with a precise dash jump. You should play it safe and just use
- a rising flame kick.
- - The bunny doll is right before the last gap, in the slightly elevated
- area with destroyable spikes. Flame kick from the right to reach it.
- - Trophy note: Grab the maid's letter by crouching near the maid's body.
- No need to get in the spikes. Just get near her.
- - Ys3: The Bunny Doll is in the ceiling. The sword is barely able to
- reveal it, but to reach it, you need to either bounce on the beam or
- use an evade boost. You can't get it while time is frozen.
- - Ys4: This is a one-way path to the White Zone (one-way for now).
- - Y11: With the Yellow Orb, you can reach Y12 and L10.
- - Ys1: Don't try to jump directly on the switch. Instead, jump at the
- block then wall-climb.
- - Y10: The Bunny Doll is hidden below the switch near the top.
- - The gate to Ys2 will open once you've taken out all nearby light sources.
- - Trophy note: The Leafians will start appearing once you've hit all
- the switches and the screen is fully illuminated. You need to kill 64
- of them. These guys self-destruct when they get close to you, so you
- need to be a little careful.
- - Y12: The gate closes if you take a hit. Freezing time will only slow
- down the dolphin things, but you need them to get across anyway. Using
- Rewind is of course an option. If you get hit while beyond the gate,
- quickly use Rewind to avoid being trapped. If that happens, you'll have
- to reset the game.
- - The fifth Time Power allows you to slow down time by pressing Time
- while running. From now on, if you want to freeze time while running,
- you'll have to press Time while jumping.
- DON'T FORGET TO PICK UP THE ORB!
- Green Zone
- 0-G9| Time Up: Gs1
- G Doll: G2, G4
- |78 Upgrade: Green Orb (G10)
- G
- 65| K: G2, G4
- S G S: G2, G4, G8
- |34 B: G2, G4, G9
- G H: G8, G9
- 21 M: G4
- - G2: You'll immediately face off with a bunny girl knight, the toughest
- enemy in the game. Their swords give you a taste of your own medicine
- should you get too close, and you're not safe at a distance either,
- since their sword swings also generate a shockwave that travels on the
- ground and off any possible ledges. They're immune to Freeze and, like
- the beam tank, they have hit invincibility.
- - The first one starts off facing away from you and attacks once in that
- direction. Use this opportunity to run and jump over her. The second
- one can be safely taken out with jump attacks once she reaches the edge
- and is above you.
- - There's a hidden lift after the conveyor belt on the level where the
- second bunny knight was. Go down the hole to find the Bunny Doll.
- - G3: [Boss: Pope Cucurbita]. Nothing special here. Watch the breakable
- floor.
- - In the original version, it was possible to skip the bosses in G3,
- G5 and G7 by using Rewind. If you try to do it now, you'll just get
- auto-fragged (or pushed back by the gate if you're not running).
- - G2: Grab the knife here after the first boss.
- - G5: [Boss: King Pumpquiche]. Wall-climb up to the hole on the left and
- just fire away with your knife (you'll get hit by some of the pumpkins
- in the right hole). If you're using the sword, this becomes one of the
- hardest bosses in the game. Learning to avoid the pumpkins consistently
- takes quite a bit of practice. If you want to spare yourself from the
- chore, just use the knife method.
- - Trophy note: Freeze time in the boss room to get killed.
- - G4: Grab the sword again after the second boss.
- - G6: Another potentially annoying area. You can start by taking out
- the bunny knight, but it's not strictly necessary. Either way, freeze
- time as you start your climb, so you don't have to worry about the
- spinning beam cannons. There are two mini-cannons on the right. If you
- keep time frozen, you can just jump over and take a hit. If you'd prefer
- to avoid getting hit, do a flame kick.
- - Gs1: Don't try this one unless you've just saved your game. When you
- fall down from G6, you're supposed to use a wall launch to reach the
- item, but the crossfade makes it rather difficult to get the timing
- right. A safer method involves just taking a spike hit (which you can
- always try to evade), then jumping to the left and wall-climbing up.
- - The sixth Time Power allows you to slowly recover HP by pressing Up + Time.
- - G7: [Boss: Choker Joker]. I'd say the sword is optimal here. This guy's
- pretty tough in any case, though. You're looking at a lot of small fire-
- balls. They don't do much damage, but they can easily push you into the
- spike pits. The boss moves in a similar way as the previous one, so you
- need to time your attacks well to avoid body contact damage. The second
- phase features large fireballs going horizontally, but they still deal
- only minimal damage. When a fireball is on the ground level, attack the
- boss as you're bouncing off the fireball. The third phase is similar to
- the first one, but this time it's a bit more intense. Stay focused and
- avoid anything too risky. Once you reach phase four, the boss descends
- and unleashes a massive hail of fireballs. The only (relatively) safe
- place is above him, so it's time to start stomping. So long as you have
- the Hyper Heels and manage to carefully ride him without hitting the
- fireballs flying upwards, this phase should be over quickly. If you get
- knocked down, you should probably try to end it with a quick jump attack
- instead of trying to resume stomping.
- - G8: If you grab the hammer from one of the torches, no need to panic.
- You can grab the sword again at the top.
- - You need to ride the second beam on the left to reach the top.
- - G9: [Boss: Halloween Alice]. In phase 1, the boss's attack mode depends
- on your vertical position. If you're at the bottom, she'll bob around
- tossing fireballs while waves of fireballs also come out of the floor
- and the ceiling. In the second part of the attack, she'll warp around
- and spawn pumpkin goons that shoot fireballs horizontally. Her top attack
- mode is pretty much the same, only she bobs around near the ceiling
- instead of the ground. Her middle attack mode has her moving back and
- forth while shooting four fireballs, the fireballs alternating between
- cardinal directions and diagonals. At the end, she shoots small fireballs
- in a 360 spread. After finishing an attack pattern, she'll start another
- one, and it's once again be based on your vertical position.
- - The middle attack is the one that lets you stay on top of things most
- easily so long as you can consistently avoid the fireballs, as they do
- hurt a lot. Also, if you use jump attacks when the attack ends, you need
- to watch that you're not too close to the ceiling so you don't trigger
- the top attack.
- - You'll enter phase 2 once she's at 1/8 health, although she has to
- finish her current attack pattern first, and she won't take any further
- damage until phase 2 actually begins. Phase 2 is pretty much just the
- two phase 1 attacks combined (minus the goons). Things are going to be
- hectic, and she moves around quickly and erratically. She's no longer
- affected by Freeze in phase 2, but you could use Booster instead.
- - As soon as phase 2 begins, she moves up and to the left. A well-timed
- jump attack can take out most of her remaining health, at which point
- one more hit should be enough to end it.
- - G10: With the Green Orb, you can (1) get the Time Up in the Blue Zone,
- (2) fight Golem XV (for a Time Up) in the Red Zone, and (3) access the
- Pink Zone.
- - B8: The seventh Time Power is... nothing, really.
- DON'T FORGET TO PICK UP THE ORB!
- Pink Zone + Clean up
- PP1 Time Up: P5
- (R)| 2 Doll: Ps1, Ps2
- S |P3P
- 1 45 K: P7, Ps2 M: P7
- |S2PP6| S: P7
- 7 B: P7
- |P8-9 H: P7, Ps2
- - P1: Entering this area will (1) remove the gate in Rs2, (2) allow you
- to enter the Blue Zone without using the Purple Orb, and (3) allow you
- to access the Force Gear chamber (Ys5).
- - Trophy note: The switch here should be the last one (if you haven't
- missed anything).
- - P2: Trophy note: As the elevator moves, the sections of the shaft that
- you've passed will be closed off. Get trapped in one of these sections
- to get fried.
- - Don't try to skip ahead of the elevator when going down. There's an
- invisible barrier that won't disappear until the elevator is all the
- way down.
- - P3: Another annoying room unless you freeze time.
- - P4: Don't go to P5 right away. Go save your game in P6 first.
- - P6: You need to have enough TP to freeze time three times to get through.
- - P5: Freeze time then flame kick to the first platform. Wall-jump up
- to the second platform then do a rising flame kick to the Time Up. You
- don't necessarily have to freeze time, but it's highly difficult without it.
- - The eighth Time Power allows you to see breakable blocks and other
- secrets when using Dynamite Body.
- - P7: If you fall down and need to get back up, flame kick to the gray
- block then just wall-climb / wall jump.
- - Grab the Bunny Dolls in Ps2 and Ps1, then head all the way back while
- recovering all the orbs. The doll in Ps1 is near the gray block.
- - Ls4: The gate should be open if you activated the two switches in the
- Blue Zone.
- - L10: When in Dynamite Mode, you deal more damage and take half damage.
- Your jumps are limited to 3 tiles, although you can still reach normal
- height by jumping consecutively.
- - Don't forget: The purple gate in L1 hasn't gone anywhere (in case you
- went up L8 to get here).
- - L1: Trophy note: Likewise, activating the Blue Zone switches allows
- you to reach the mailbox and mail the maid's letter.
- - Rs2: The ninth Time Power allows you to use bombs by pressing Down +
- Square while in Dynamite Mode. You can destroy normal gates with these
- bombs.
- - R11: [Boss: Golem XV]. A pretty tricky boss. When he's up high, it's
- difficult to damage him. It's still possible with evade-boosted jump
- attacks or by freezing time when he's next to either wall and then
- doing a precise jump attack just as you unfreeze. He'll come down after
- a while or after taking a good bit of damage. When he does, you should
- break the floor and stand in the fire, from where you can attack him
- without taking heavy body contact damage. If you have enough health,
- you can probably just tank it and end it with a couple of quick jump
- attacks instead.
- - The tenth Time Power allows you to turn into the mighty Golden Bunny.
- - Ys5: [Boss: Force Gear]. Place all four orbs to initiate the fight.
- This can be a very tough battle, as you need to beat all four without
- dying. The order in which you place the orbs determines the order of
- the bosses, like so:
- Green Yellow Red Purple
- Reiki Ouryuu Houou Shin Kirin
- (aka. Genbu Seiryuu Suzaku Byakko)
- - Shin Kirin: This guy runs back and forth and jumps off the walls
- while shooting fireballs. It's simply impossible to avoid taking
- damage (without ridiculous evading skills), so there's no room for
- finesse here. Take a hit and use a quick jump attack. It should die
- right away. Some parts of his body deal massive damage, though.
- - Houou: This guy stays still for 5 seconds while shooting fireballs.
- Then it'll fly off and try to ram you. You'll want to kill it before
- that happens. Just stand below it and keep swinging.
- - Sometimes killing Houou ends the battle prematurely, but this
- doesn't cause the power up to appear, and you can re-trigger the fight
- by placing the orbs again. If the orbs are already in place when you
- enter the room, you have to run to pass the gate; otherwise, you'll
- get killed.
- - Ouryuu: This is the hardest one by far. This guy squirms around while
- occasionally breathing fire. Until you get more familiar with his
- movement patterns, your odds are rather low. To spare yourself from
- the trouble, you can just use Golden Bunny.
- - Reiki: This guy bounces about while shooting small fireballs. After
- a little while, it'll try to ram you before continuing the bouncing.
- He takes massive damage from the sword, and a single jump attack is
- enough to take him out.
- - For your efforts, you will obtain the Supersonic Gears.
- - P8: [Boss: Chelsea]. Chelsea has seven 'forms,' so to speak. Using a
- Bunny Doll allows you to retry from the last form you've reached. This
- also gives you a chance to return to P7 and switch weapons.
- 1. In the first form, Chelsea uses her regular fireball shot. Once
- below 50% health, she'll start using Undine Stream, which doesn't
- really do all that much damage (15), but it does trap you and hit
- you multiple times (up to 7). It can also bend and home in on you
- a little if you're not in her direct line of sight. Chelsea will
- interrupt the attack if she's hit after she's started firing.
- - The best way to manage this one is to keep her close the left wall.
- When the battle begins, run all the way to the left. When Chelsea
- reaches the first platform, wall jump up to the first platform and
- she should end up on your left side. Jump down from the right when
- she jumps up to the platform. Move a little closer while staying on
- her right side. When she jumps down, it's generally safe to approach
- her and attack once. It varies depending on your timing and distance,
- so you'll likely need to practice to get a feel for it. In any case,
- a single jump attack with the Sword will do about 24% damage After
- attacking, walk away and wall jump off the second platform to get
- back up on the first platform. Now you just repeat the process until
- she's below 50%. At that point, quickly get right in front of her
- so you can jump on and ride the Undine Stream. Once it's over, do
- a few more jump attacks to quickly end the round. If you're hit with
- US, rapidly press Jump to escape from it.
- 2. In this form, Chelsea tries to crush you with a huge hammer thing.
- If she lands in one of the gaps, fireballs will rise up from the
- ground while Chelsea herself also shoots spreadshots of fireballs.
- If she lands on one of the platforms, four fireballs will shoot down
- from the bottom of the platform. There's just enough room between
- the fireballs to avoid damage, but it's tricky to position yourself
- correctly. Once below 1/3 health, she'll start bringing down additional
- hammers. If you stay below one of the platforms, you can stop the
- additional ones from coming.
- - If you're standing on the hammer as it rises all the way up, you'll
- die (yet another way to get the Inside a rock Trophy).
- - This form is skipped if you have fewer than 7 Time Power ups.
- - This one shouldn't give you much trouble. Just have her aim at one
- of the gaps, then quickly wall-jump up to the platform before she
- comes down. It's harder to get an opening in the second phase, but
- you can just skip it. Get her close to 1/3 health, then just wait for
- the next cycle, so you can finish her off. Although if you attack her
- with good timing and avoid getting hit, you can take her out in a
- single cycle.
- - It's possible to damage her slightly even when she lands on one of
- the platforms. The bottom of the hammer isn't actually solid, although
- the middle part does damage you. You need to wall-jump inside the
- hammer, then do a well-timed jump from there. You may need to resort
- to this if you were unable to skip phase 2.
- 3. In this form, Chelsea throws exploding Dr. Mario pills at you while
- two plasma clouds circle around her. You'll also be regularly shot at
- by a sniper (about every 2 seconds), who aims at your head and will
- instantly kill you with a successful headshot (you get a Trophy for
- it). If it doesn't hit you in the head, you'll just take some damage.
- Once below 30% health or so, Chelsea calls in another sniper. You can't
- skip this phase, as her health is restored to the threshold point when
- the second sniper becomes active.
- - Chelsea stays on the ground level, so you're relatively safe up on
- the platforms. Once again, the goal is to keep her against the left
- wall. Getting on her right side can be a little tricky, though, what
- with the constant threat of instant death. The best way is to do a
- dash jump when she jumps forward. In any case, once she's next to
- the wall, you need to jump down and attack with fairly good timing
- so you don't get a pill in the back of your head. The goal is to hit
- her when she's at the height of her jump, as she can't attack until
- she's on the ground, and hitting her suspends her for a moment. You
- should get the best results if you jump down just as Chelsea's landing
- from one of her jumps. It doesn't have to be all *that* precise,
- though. So long as she doesn't immediately attack you, that's good
- enough. If your timing is bad, then you indeed need to make a run for
- it. And do watch out for those plasma clouds. If everything goes
- smooth, you can just walk away and wall-jump off the second platform
- to get back up and repeat the process. However, wall-jumping leaves
- you vulnerable to sniper fire. To avoid issues with the sniper(s),
- jump down just as the sniper is about to fire so that the crosshair
- doesn't move. If it moves a good bit, then you're setting yourself
- up for likely getting shot during the wall-jump.
- - If you can keep the rhythm and stay on her right side, then nothing
- really changes in phase 2.
- - The quick kill method involves pinning her against the wall and
- then just attacking her non-stop. It's fairly easy to pull off until
- the second sniper comes along.
- - Better not use the Golden Bunny here. The headshots can still kill
- you, and if they do, you won't be able to use a bunny doll.
- 4. Chelsea floats in the air and shoots bursts of fireballs in your
- general direction. She's surrounded by numerous plasma clouds, but
- these don't do any damage this time. However, she'll periodically
- send them to the ground, where they'll cause small explosions that
- deal massive damage. You can either stand between the clouds or quickly
- destroy one to prevent the explosion. You can avoid the fireballs
- by running past Chelsea in the same direction she's moving. That's
- also your time to attack.
- - As if this form wasn't easy enough, you can make it even easier
- by continuing to attack Chelsea when form 3 ends. You can get a good
- amount of damage in before she takes flight. Try not to be in her way
- when she does.
- 5. Chelsea flies in the air, surrounded by swords. There are also 12
- swords standing up from the ground. When Chelsea is right above you,
- she'll try to crush you. Afterwards, she'll move in the opposite
- direction from you. The swords on the ground will damage you if you
- touch the blades. There are also exploding snowballs slowly coming
- down. Take them out with your sword.
- - You can't damage Chelsea directly here. Instead, you're supposed to
- stomp on each of the swords three times to push them in the ground.
- You can't do it while in Dynamite Mode, though.
- 6. This is Chelsea's bullet hell form, and it might seem pretty over-
- whelming at first, but it's really not that bad. She has five different
- attacks:
- 1. A rotating fireball sprinkler. Rotates 180 degrees in either
- direction.
- 2. A rotating beam cross. Rotates 360 degrees in either direction.
- 3. A 360 spread shot. Just stand in either corner and swing your
- sword to erase the shots.
- 4. Chelsea shoots large fireballs downwards while small fireballs
- rain down. Again, stay in a corner.
- 5. A 270 degree spread shot aimed away from you. The spread shot
- then stops, and she shoots a load of fireballs at you. She does
- this three times. It's usually possible to erase the shots with the
- sword, but it would be safer to just avoid them. Assuming you're in
- the corner, as soon as the attack begins, dash towards the middle.
- then dash back to avoid the second shot, then dash to the middle
- again to avoid the third shot, then back to the corner as the next
- attack begins.
- - What you want is attacks 1 and 2, as these allow you to ride up and
- attack her (without fancy evade jumps). You can only really do it with
- the sprinkler if the rotation is favorable to your position: clockwise
- on the left, counter-clockwise on the right. Also, instead of going up
- in the gap you start off at, you should erase some of the approaching
- shots so you can get in the next gap. This way, when you ride the shots
- up, you can continue stomping on Chelsea as the attack ends and the
- next one begins. At best, you'll end up taking her out. If you don't
- optimize it like this and ride up in the first gap, you can still do
- a good amount of damage (by doing some stomping and finishing off with
- a spin attack), but you're more likely to get hit. Either way, the
- damage will be minimal (at least from a single hit).
- - The beam cross is pretty quick, so you can't really do more than a
- few of stomps if you just follow it along. The sword doesn't erase the
- beams, so a spin attack will result in getting hit (not that the damage
- is much). However, if you evade some of the beams at the beginning,
- you can be at the top just as the attack ends and then continue stomping
- on her, just like with the optimal sprinkler.
- - This form is also skipped if you have fewer than 7 Time Power ups.
- 7. In her last form, Chelsea uses four attacks: a jumping rapid fire-
- ball launch, a slightly different jumping rapid fireball launch, Undine
- Stream, and Hammer. She may also use Vermillion Lord before either of
- the jump attacks to create a time skip. This is what she always starts
- off with. You've also got snowballs.
- - You know what to expect from Undine Stream, although this time it
- can't bend. She tends to jump in place before using it, but not always.
- She may use the move at any time, but she'll always use it after VL.
- If you interrupt the move by attacking her, she'll move forward a
- little, although not when she's close to either wall.
- - The time skip attack might be confusing at first, but it really is
- just a time skip where time moves forward a bit in an instant. That
- means, if you're moving to the right, you'll skip to the right. If
- you're moving to the left, you'll skip to the left. This really
- wouldn't be dangerous at all if she didn't always follow it up with
- Undine Stream. If you're inside the arc of her jump, you need to
- quickly take out the fireballs above you with a sword swing to stand
- any chance of avoiding the stream. Being smack in the middle of the
- arc is the worst possible spot, so don't be there.
- - When VL is not involved, you can easily erase the fireballs from
- her jump attacks with your sword.
- - The Hammer will cause fireballs to shoot up from the ground. Once
- it's down, the bottom part has no collision and does no damage. Try
- not to let her drop the hammer right next to the wall, as she might
- end up jumping at the wall and then using VL while on top of the hammer.
- This results in the fireballs being higher than usual, making it
- harder to avoid the US.
- - It's possible to get on top of the left wall if you ride the hammer,
- but it doesn't really help you much. While you're there, Chelsea can
- only hit you with the hammer, but that could happen at any time.
- - Chelsea's final form can easily feel completely overwhelming, since
- she moves around a lot while also attacking relentlessly. Without
- intimate knowledge of her attack patterns, you will likely struggle
- to attack her without getting hit in the process. I can't really
- blame you if you just opt for Golden Bunny or Chronushop abilities.
- - If you're determined not to lower the bar, then it's time to start
- practicing. Undine Stream, especially when used after VL, is what's
- going to do you in more often than not. If you don't react to it
- quickly enough, you're toast (unless you manage to escape). Her other
- attacks are rather mild in comparison.
- - Undine Stream does, however, also present you with the best opportunity
- to attack, as it's the only time she actually stays still. You could
- get her during the pre-stream jump if you're actually next to her when
- she does it. If you have the space, one way to do it is to run ahead
- of her when she does a jump attack. Generally, though, you'll want to
- attack her during the stream as you're bouncing on it. If she's not
- close to the wall, you'll want to move towards her as you attack in
- order to avoid a body contact hit.
- - If you're next to the wall and she does a jump attack from the right
- distance, you could try jumping on her as she lands. If she does US
- with a jump, you'll end up doing a lot of stomping damage. The risk
- is, of course, that she'll end up doing the Hammer instead, in which
- case you'll take a hit.
- - And that's about it. If you can just capitalize on those Undine
- Streams, the battle should be over quickly.
- - Completing Bunny's Quest with at least 7 Time Ups unlocks Chelsea's
- Quest. In Chelsea's Quest, the game world is slightly different, and
- the character abilities are completely different.
- --------------------------------------------------------------------------
- Chelsea's Quest A02
- White Zone
- |W90
- SW
- 8W7| Life Up: W1, Ws1
- (L) W(B) Mana Up: W2, (W11)
- (L)12W1-W2-3 Elixir: W2, W3, (W12)
- | Upgrade: Ladder (W6), Purple Orb (W10)
- 6W54|W
- 1
- (P)1
- - W1: Start getting used to Chelsea's moves (especially her jumps and
- the lack of the Sword).
- - W5: [Boss: El Bobonboi]. Once she comes down, hit her with air blasts
- for massive damage.
- - W6: The Ladder is... a ladder. Chelsea's Quest has no lifts, and
- Chelsea has no wall jump, so this'll have to do. In some ways, it is
- better, though (eg. it does good damage to enemies above you). It does
- consume 1 block of MP per use, though, so mind your MP.
- - W3: The Elixir is in one of the lone gray blocks at the top.
- - Don't forget that you can regenerate MP faster by crouching.
- - W7: Use the ladder to get on top of the ceiling. Use a downward shot
- to break the block at the other end.
- - W8: Don't miss the secret area on the left.
- - Ws1: Check the floor.
- - W9: [Boss: Pyoa]. Once the first two lasers deactivate, get to the
- left end and start shooting at it while crouching. Getting shot slows
- it down, so you can easily rack up damage this way.
- - Defeating certain bosses will upgrade Chelsea's shot. Defeating this
- one gives you the double shot.
- - W10: Having the Purple Orb allows you to destroy purple gates with
- your normal attacks.
- Blue Zone
- (G)|
- S | Life Up: B2, B7
- 8B3B4B5B Mana Up: (Bs2)
- S|B3 67 Elixir: (B6)
- B (Y)| Upgrade: Vermilion Lord (Bs1), (Yellow Orb (B8))
- B12(Y)
- - B2: Careful when jumping over the spike pit. Don't forget that you can
- cancel a spin jump by attacking.
- - B4: Set a ladder next to the left wall to reach the secret area above.
- - Bs1: Use your shot to find the invisible block, so you can reach
- Vermilion Lord. VL is similar to Bunny's Time Freeze. It costs 1 block
- of MP and wears off after you've moved a certain amount.
- - The bosses aren't here yet.
- - B7: Just tank a spike hit so you can set a ladder.
- Yellow Zone
- |Y1
- |
- Y12
- Y32
- 4Y3|Y5Y Mana Up: Y11
- (W)S 6 Elixir: Y8, Y5, Y4, Ys2
- S3Y-Y7--| Upgrade: Grenade (Ys1), (Space Jump (Y12))
- 8
- |Y9Y
- S1
- 0
- S|11
- - There are few spots where you can set the ladder here, since the ground
- is apparently not level enough.
- - You know the deal. Hit the four switches to open the gate in Y2.
- - Y5: Either set the ladder in the one spot you can or use VL to deal
- with the bunnies.
- - Y7: Careful with your jumps.
- - Y8: Set the ladder in the one spot you can to get the Elixir.
- - Y9: [Boss: 13 Sages]. Nothing special here. The eyes will appear in
- random spots and shoot fireballs at you. Just set a ladder and fire away.
- - Y10: Destroy all sources of light to open the gate at the bottom.
- The gate will not open if you haven't picked up a single Mana Up yet.
- - Ys1: The Grenade allows you to destroy normal gates (takes 1 block
- of MP), although you can't use it in the air. You have to use L1 and
- R1 to select the item you want to use.
- - Ys2: There's no MP regeneration here, so you can't get the Elixir
- until you have 4 blocks of MP.
- - I'd get the Elixirs in Y4 and Y5 later, but, hey, it's your call.
- - W12: There's an Elixir in the ceiling.
- Lime Zone
- LL10
- 9
- |-L5L67
- L S | Life Up: Ls1
- 4 | Mana Up: L2, L5, L8
- || L Elixir: (L1)
- S| 8 Upgrade: Eizen Boots (L7), Eye of Truth (Ls2),
- L2L | (Force of Will (L10))
- 1(W)W)
- |
- (R)|L3(R)
- - L1: You can't get the Elixir until you've got the Green Orb.
- - L4: Check the floor to reach the secret room.
- - L6: The way to L8 is one-way only.
- - L7: When you equip the Eizen Boots, you won't be damaged by spikes.
- They also triple stomping damage.
- - L5: Check the spikes to find the second secret room.
- - Ls2: You'll have to feel your way through here. There's a hidden
- gate you need to destroy at the end.
- - L3: Don't miss the hidden Life Up.
- - Chelsea can access the Pink Zone through the back entrance before
- she's able to use the main entrance.
- Pink Zone
- PP1
- (R)| 2
- S |P3P Elixir: P4, P3, P2
- 1 45 Upgrade: Green Orb (P5)
- |S2PP6|
- 7
- |P8-9
- - P4: Use a ladder near the lift at the bottom.
- - P5: If you didn't get the Eizen Boots yet, make sure you have enough
- health to tank one spike hit. With the Green Orb, you can fight Golem
- XV and get the Yellow Orb in the Blue Zone.
- - Forget about the Elixir in P3 for now. You'll most likely just die
- trying to get it.
- - Ps1: Climbing the shaft can be tricky. There's no way to destroy the
- little cannons, so you'll just have to persevere.
- Red Zone
- |-R1(L)|
- | R
- | 111 Life Up: R11, R6
- | 0S(P) Mana Up: Rs1, R8
- R R8|9| Elixir: R9, R2, R1
- 2 R Upgrade: Red Orb (R2)
- | 7
- | R6
- 3R4R5R6
- - R11: [Boss: Golem XV]. You can take him out with two grenades. Once
- he comes down, take a hit then use a grenade during your invincibility.
- The damage varies depending on how clean the hit is. The first grenade
- may damage him enough to take him to phase 2, in which case you need to
- wait a while before he comes down again.
- - R7: Use a ladder here to reach the Elixir in R9.
- - R8: The actual item is hidden in the ceiling.
- - R6: You can shoot the beam cannon from the left. Afterwards, use a
- ladder below where it used to be.
- - R5: [Boss: Catte de Maron]. Beating Catte upgrades your shot to a
- 3-way shot.
- - R4: [Boss: Endymion]
- - R2: Break the gray block on the right side to reach the Elixir.
- - The Red Orb allows you to access the Green Zone. This also activates
- the bosses in the Blue Zone.
- - R1: Another ceiling item.
- - Bs2: Grab the Mana Up here if you already haven't.
- - B8: With the Yellow Orb, you can get Space Jump. And don't forget about
- the two switches in B3 and B7 (if you want the Elixirs in L1 and B6).
- - B4: [Boss: Selena]. Set the ladder just behind the third platform, so
- you can use it as cover. Alternatively, you can use the boots to take
- out the spikes and then hit her with ladders.
- - B5: [Boss: Baron]. Try to get behind him so you can set a ladder and
- shoot him in the head at point blank range.
- - Beating the Baron upgrades your shot to the triple shot.
- - Y12: As I've already mentioned, the Space Jump is not very useful
- because of the heavy MP cost. Oh, well...
- - Go grab the Elixirs in Y4, Y5, Ys2, P2 and P3 while you're in the
- neighborhood. Maybe Force of Will too (and the mailbox Elixir)?
- - P2: The Elixir is at the bottom. When the lift starts going up, get
- off and you can get to it.
- - P3: The Elixir is in the little alcove below the right door.
- Green Zone + rest
- 0-G9|
- | G
- | |78
- | G Mana Up: G4
- S 65| Elixir: G2, G6, Gs1, Gs3, Gs2
- 1 G Upgrade: Wrath of God (G10)
- | |34
- S3|| G
- S 21
- 2
- - G2: Just avoid the bunny knights (although it is a little easier to
- take them out with Chelsea).
- - Shoot the bunny to make the wall de-materialize.
- - G3: [Boss: Pope Cucurbita]. Ladder shots make quick work of this guy.
- - G5: [Boss: King Pumpquiche]. Just use the ladder or space jump into
- the left alcove, where you're perfectly safe.
- - G6: Get to the left side and take out the bunny knight, then destroy
- the lower beam cannon with ladder shots. Alternatively, if you went
- back to save, then you'll have enough MP to space jump your way through.
- - You need to use a ladder on the left side to reach the Elixir.
- - G7: [Boss: Choker Joker]. More ladder fodder. The last phase shouldn't
- be an issue so long as you have the Eizen Boots. Even then, you should
- probably be careful and take it slow. If you're having trouble stomping
- him, you could instead set a ladder on the left end of the platform.
- Climb all the way up and you're largely safe from the fireballs. When
- the boss moves right, you can descend and shoot him for a while or maybe
- try and pull off an air blast. Even before the last phase, you could
- use ladder shots. At the right height, you can shoot at him without
- getting bumped, although you do have to spend some time shooting down
- the fireballs.
- - G9: [Boss: Halloween Alice]. If you set a ladder between the lower
- platforms and climb as high as you can, you should be able to fire at
- her without getting hit by the cardinal direction fireballs. You may
- need to climb down a little to avoid the diagonal fireball, and she
- might also just fly into you. I like to set the ladder right between
- the second and third lower platforms.
- - Defeating Alice upgrades your shot to the 5-way shot (still a triple
- shot when crouching or on the ladder).
- - If you're going for 100% items, go save the game after the boss.
- - G10: The Wrath of God (or power bomb, if you prefer) allows you to
- reach the final boss.
- - Gs1: This is a long, vertical, downward only shaft with floating fire
- traps in the upper half (well, technically, they're not floating, but
- rather they're attached to the grid you see in the background, but either
- way). There's an Elixir below the very first fire pit. You can reach it
- either by carefully floating there or by using Space Jump. Getting there
- by floating is a little tricky. You can safely bump the side of the fire
- pit when it's not shooting out a pillar of flame.
- - Gs3: Either use Space Jump or jump on the torches to reach the Elixir
- without getting hit.
- - Gs2: There's an Elixir hidden on the right, on the second ledge.
- - The way to B3 is one-way only, so if you missed anything, you'll have
- to go through the entire Green Zone again.
- - B6: The Elixir is at the top, on the right. You need to use a ladder,
- wait for the blocks to respawn, use a power bomb, then space-jump up.
- - L1: You should now be able to reach the Elixir behind the mailbox.
- - L10: Use your MP sparingly to reach the Force of Will. You need at
- least 5 blocks of MP, and there's no MP regeneration here. If the last
- bunny knight gets too close to the gate, you'll have to set up a ladder
- so you can shoot her through the little gap at the bottom of the gate.
- In any case, don't expect to get much use out of the item, not even if
- you got it earlier.
- - P8: [Boss: Subaru & Bunny].
- - The final battle starts off with Force Gear, who you probably already
- fought in Bunny's Quest (their names are different for some reason).
- 1. Suzaku (Vermilion Bird): This guy stays still for 5 seconds while
- shooting fireballs. Then it'll fly off and try to ram you while leaving
- behind a trail of snowballs. After that, it'll rise up from the ground,
- and the pattern repeats.
- - Start with ladder shots. Once it flies off, jump and float without
- getting too close to the ceiling. Hopefully, the boss will come in
- from the right. You're supposed to hit it with a ladder as it flies
- over you. A good hit will kill it. If the boss flies in from the left,
- you have to be much faster. If it survives, do your best to take it
- out before it flies off again.
- 2. Genbu (Black Tortoise): This guy bounces about while shooting small
- fireballs. After a little while, it'll try to ram you before continuing
- the bouncing. Stay near the right wall and shoot at it. Crouching
- allows you to do more damage, but you should do some standing shots
- as well so you can take out the fireballs. When it rams you, jump and
- hit it with a ladder when it bounces off the wall. That should finish
- it off.
- 3. Byakko (White Tiger): This guy runs back and forth and jumps off the
- walls while shooting fireballs. Set a ladder in the middle (the middle
- point is just a little over two Zero Bursts away from the wall) and
- just shoot at it. Killing him on the left should result in Seiryuu
- giving you the good pattern right away.
- 4. Seiryuu (Azure Dragon): This guy is much less trouble with Chelsea.
- You're looking for the pattern where it flies high and to the right
- and then turns to approach you low and stops to breathe fire. Fill
- its face with fireballs, then as it flies over you afterwards, hit
- the fat part with a well-timed ladder to finish it off.
- 5. Kirin (Giraffe): This one slowly approaches you while shooting
- fireballs at you. Fireballs also shoot up from the ground. So long as
- you start off with enough space, this one is nothing to worry about.
- Shooting it will make it back away, so that helps. Do pick your side
- quickly, though, at the beginning. If you don't, you might end up
- behind it, at which point it'll dash backwards before turning.
- - If you're on the right side, jump and float left when the boss dies.
- This allows you to start the next round in the optimal position. Not
- a big deal if you don't do it.
- - You're fully healed after the battle.
- 6. Possessed Bunny - Phase 1: First off, if you didn't do the trick
- above, move all the way left. This is the position you want to stay
- at, and you should only move what little is needed to avoid incoming
- attacks.
- - Bunny does jump attacks with the five weapons from Bunny's Quest:
- knife, sword, boomerang, missile and hammer. She'll use one for a
- varying amount of time, then switch to a random one (hopefully not
- the hammer or missile, since they're the most dangerous ones). She
- can also do her trusty flame kick. When she does, crouch and shoot
- until you're close to getting a heel in the face. Jump, but don't
- move forward until she hits the wall, as this results in her wall-
- climbing. If you move forward too early, she won't wall-climb, thus
- leaving her dangerously close to you. Avoiding a body contact hit
- after the flame kick is a little tricky. Start moving forward as soon
- as you can and float a little and you should be ok. You'll usually
- stomp her once in the process.
- - How quickly she jumps off a wall when wall-climbing of course varies.
- If she's high enough (ie. above the halfway point), she'll reach the
- bottom of the opposing wall when she jumps. If she's jumping right at
- you, then, yeah, you're going to have to move. You can either jump
- over her or move forward and let her jump over you. If she lands right
- in front of you instead, she's going to jump at the wall. In this case,
- you can just stay put, although you may need to crouch.
- - Sometimes a knife will approach you from such an angle that you won't
- be able to shoot it. Crouching usually allows you to avoid it, though.
- - Aside from just shooting at her, feel free to hit her with some
- ladders when she's wall-climbing. Save a couple of blocks of MP for
- the last phase, though.
- - Phase 2 (40%): Bunny moves in a very similar way here, but her only
- only attack is dropping bombs when she jumps. You mostly just have to
- worry about avoiding Bunny herself rather than the bombs. Once again,
- you can jump over her or let her jump over you with either the wall
- jump or the subsequent jump. Whenever you move forward to avoid her,
- you should crouch in case she wall-jumps immediately, although if she's
- low enough, it won't help (these cases are pretty rare, though).
- - Whenever a bomb goes off, your ladder, if deployed, will be destroyed
- regardless of distance.
- - Her speed after wall-jumping now varies, and she can jump from wall-
- to-wall even below the halfway point. Accordingly, learning to predict
- her jump trajectories takes quite a bit of practice. Unless you're
- planning on doing a 14% run, you really don't need to bother.
- - There are two (uncommon) situations that are noteworthy. One involves
- her wall-jumping from pretty much the highest possible spot. In this
- case, if she wall-jumps from the other wall immediately, you'll end
- up 'boxed in' by the bombs. A well-timed ladder might save you from
- a hit. The other situation involves an unusually short wall jump after
- which she'll drop a single bomb right next to the wall on the subsequent
- jump.
- - Using an Elixir in this phase may result in a bug where Bunny reverts
- back to her phase 1 attacks.
- - Phase 3 (20%): Bunny jumps around and shoots 12 swords in a 360
- spread. Coming in contact with either Bunny or one of the swords will
- result in instant death. Avoiding the swords shouldn't be much of an
- issue, but predicting Bunny's trajectory can be difficult. If you're
- lucky, she won't do anything too dangerous.
- - You're fully healed again after the battle.
- - P9: [Boss: DeChronus]. DeChronus slowly approaches you while shooting
- large, indestructible fireballs at you. His rate of fire is slow at first
- but increases as you damage him. After moving for a while, he'll jump
- and launch some homing missiles at you. When he hits the ground, he'll
- create a quake that will hit you if you're anywhere on the ground
- (occasionally might miss even if you're on the ground) and also destroy
- the ladder. If you end up behind him, he'll turn around, launching a few
- missiles and creating a quake while doing so. There are also snowballs
- coming down the whole time. You might be tempted to take them out with
- a power bomb, but more will come so quickly it's not really worth it.
- If you damage him enough before he jumps, you'll force him to retreat a
- little and cancel the jump. When he retreats, he does still launch some
- missiles and also create a quake. If you can't damage him enough to make
- him retreat, you'll soon run out of space. Instead of using a ladder and
- jumping over him (which can be tricky, because of the snowballs), wait
- for him to jump and then move so he'll jump over you. And watch out for
- those quakes. Taking a missile hit is very much preferable to a quake hit.
- - I suggest you start off with the ladder, then switch to air blasts or
- normal shots once his rate of fire goes up.
- - After taking out his health, he'll power up and become seemingly
- unbeatable. After he takes out Chelsea, Bunny shows up to finish the job.
- --------------------------------------------------------------------------
- Trophies
- 49 Trophies (38 B, 7 S, 3 G, 1 P) | 1350 TP
- P| 1,5% | Ptolemaeus
- Proof that one has conquered all the stars. You're
- B | 13,6% | Lepus something special!
- Completed Bunny Must Die mode.
- B | 2,8% | Canis Minor
- Completed Bunny Must Die mode in under 2 hours.
- S | 2,5% | Canis Major
- Completed Bunny Must Die mode in under 1 hour.
- *B | 4,2% | Crater
- Completed Bunny Must Die mode with 100% of the items.
- * S | 2,4% | Centaurus
- Completed Bunny Must Die mode in under 2 hours with
- * G | 1,6% | Corona Austrina 100% of the items.
- Completed Bunny Must Die mode with 15% of the items or fewer.
- B | 9,1% | Bootes
- Completed Chelsea and the 7 Devils mode.
- B | 2,5% | Ursa Minor
- Completed Chelsea and the 7 Devils mode in under 2 hours.
- S | 2,2% | Ursa Major
- Completed Chelsea and the 7 Devils mode in under 1 hours.
- *B | 3,6% | Triangulum
- Completed Chelsea and the 7 Devils mode with 100% of the
- * S | 2,2% | Hercules items.
- Completed Chelsea and the 7 Devils mode in under 2 hours with
- * G | 1,7% | Corona Borealis 100% of the items.
- Completed Chelsea and the 7 Devils mode with 15% of the
- B | 18,1% | Pegasus items or fewer.
- Got abducted by a UFO.
- B | 31,7% | Perseus
- Took a commemorative photo at the Macho Sign.
- B | 8,2% | Auriga
- Mailed the Maid's Letter.
- B | 14,5% | Sagitta
- Died instantly from a head shot.
- B | 20,0% | Andromeda
- *** Oops! You are in rock! ***
- B | 10,6% | Eridanus
- Used a microwave as a sterilizer.
- B | 19,0% | Serpens
- Died a hundred whole times.
- B | 29,1% | Lupus
- Tried out all the weapons.
- B | 21,0% | Equuleus
- Stomped 4 enemies to death in a row.
- B | 4,2% | Cassiopeia
- Collected 100,000 Time Gems.
- B | 8,8% | Ophiuchus
- Slaughtered 64 Leafians.
- B | 7,2% | Lyra
- Acquired every kind of item.
- B | 18,7% | Cygnus
- Manually warded off a 100 attacks.
- B | 15,6% | Aquila
- Made sure to close up.
- B | 13,3% | Piscis Austrinus
- Turned every switch on.
- B | 59,9% | Aries
- Made El-Bonbonboi, the First Devil, understand. [sic]
- B | 52,1% | Taurus
- Neatly disassembled Pyoa-ahawa, the Second Devil.
- B | 38,1% | Gemini
- Smashed Endymion, Moon's Shadow into space dust.
- B | 36,3% | Leo
- Got your fill of Catte de Maron, the Third Devil's warm
- B | 27,2% | Sagittarius Purrmodynamic Power Plant.
- Danced with the Grim Reaper, Selena Millfall, in the pale
- B | 26,3% | Capricornus moonlight.
- Reported Baron Bramedo, the Fourth Devil, to the authorities.
- B | 11,2% | Libra
- Spoke at length with the Thirteen Sages' Eyes, the Fifth
- B | 22,2% | Ara Devil.
- Received a baptism from Pope Cucurbita, Crimson Papa.
- B | 20,1% | Cepheus
- Was granted an audience with King Pumpquiche, Lord of Gourds.
- B | 18,5% | Delphinus
- Made Choker Joker, Clown of Ages, laugh.
- B | 17,6% | Virgo
- Played together with Halloween Alice, the Sixth Devil.
- B | 15,6% | Argo Navis
- Destroyed GOLEM XIV, Almighty Braincore. [sic]
- S | 9,2% | Aquarius
- Had a chance meeting at the end of time with Septentrion
- S | 13,7% | Pisces Subaru, the Last Devil.
- Floored Chelsea Mamange, fairy king-in-waiting.
- S | 9,1% | Scorpius
- Saved Bunny the Honeywhite.
- G | 9,1% | Cancer
- Sealed away Nomos DeChronus, the ancient demon of calamity.
- *B | 3,8% | Orion
- Slaughtered an ornery, unordinated Devil known as
- B | 11,6% | Cetus El-Bonbonboi. [sic]
- Defeated Force Gear: Gui. [Reiki]
- B | 11,3% | Draco
- Defeated Force Gear: Fenghuang. [Ouryuu]
- B | 11,4% | Corvus
- Defeated Force Gear: Yinglong. [Houou]
- B | 11,7% | Hydra
- Defeated Force Gear: Qilin. [Shin Kirin]
- - I've removed what I've estimated to be the amount of hacked Trophies
- at the time of making the list (19,2%) from the official Trophy rates.
- *: Can't be obtained when Chronushop abilities are enabled.
- Perseus - Took a commemorative photo at the Macho Sign
- - Stand behind the macho statue in the white zone and press Start.
- Equuleus - Stomped 4 enemies to death in a row
- - That's four in a row without hitting the ground. If you get the Hyper
- Heels, you're quite likely to get this unintentionally at some point.
- If not, you can just use the rampaging bunnies in Y5 or any enemy or
- torch anywhere if you rewind time after stomping it.
- - For some reason, you may also get this if you kill Pyoa with a flame kick.
- Cassiopeia - Collected 100,000 Time Gems.
- - You don't need to have 100 000 currently. You just need to collect
- 100 000 in total. You'll get about 10k in a single playthrough. If you're
- going for Plat, you could very well hit 100k organically. If you don't,
- you can always farm. It's possible to auto-farm by killing the mudmen
- in the blue zone, but they're only worth 3 each, so it's really slow.
- You'll only get about 1500 in 10 minutes. I'd say the best place to
- farm is in the upper left part of the Lime Zone (L4 & L5) in Chelsea's
- Quest. Keep going back and forth between L4 and L5 and taking out the
- nearby enemies with a power bomb. In L5, you don't really have to move,
- but in L4 you should first shoot the two pumpkins and then float down
- to use a power bomb. There are two sets of steps with cannons. I'd say
- you should use the bomb on the third or fourth step on the lower set.
- Getting there without getting hit requires some precise maneuvering,
- although it's not the damage that is an issue (you've got your Elixirs),
- but rather the fact that it costs time. Either way, this method will
- net you about 7500 crystals in 10 minutes.
- Andromeda - Oops! You are in rock!
- - There are a few different ways to get this one:
- 1. Rewind time at the beginning of a boss fight and run to the other
- side of the gate that traps you in the room.
- 2. Freeze time in the area where you fight the second pumpkin boss in
- the green zone (G5). Can be gotten even after killing the boss.
- 3. When fighting Chelsea, stand on top of one of the hammers as it rises up.
- - All of these result in a game over.
- Pegasus - Got abducted by a UFO
- - The UFO appears in the last vertical area in the blue zone (B6). (Bunny's
- Quest only) (Results in a game over.)
- Ophiuchus - Slaughtered 64 Leafians
- - These guys appear in the yellow zone when the screen is fully illuminated.
- They self-destruct when they get close to you, so you need to be a little
- careful.
- Auriga - Mailed the Maid's Letter
- - You'll find the maid's body along with the letter in the long horizontal
- area full of spikes in the yellow zone. You can examine the body from
- the safe spot nearby, so there's no need to get hit by the spikes. The
- mailbox is in the lime zone. You need to go up a hidden path to reach
- it. The path will be blocked, though, if you haven't activated the two
- switches in the blue zone.
- Piscis Austrinus - Turned every switch on
- - Blue Zone: 2. Yellow Zone: 8. Pink Zone: 1.
- Eridanus - Used a microwave as a sterilizer
- - Get trapped in one of the sections that closes off when taking an
- elevator down in the pink zone. (Results in a game over.)
- Argo Navis - Destroyed GOLEM XIV, Almighty Braincore
- - You can fight this guy in the red zone once you have the Green Orb.
- Aquila - Made sure to close up
- - Open and close an orb gate repeatedly.
- Sagitta - Died instantly from a head shot
- - Stand still for a while in the final boss's third phase in Bunny's
- Quest. (Results in a game over.)
- Canis Major - Completed Bunny Must Die mode in under 1 hour
- Ursa Major - Completed Chelsea and the 7 Devils mode in under 1 hours
- - A one hour limit is *very* lenient. A moderate level of competence
- is all you need. Chelsea is the harder one, so that one *might* take
- two attempts instead of just one.
- - While the speedrun Trophies require little effort, I do highly
- recommend speedrunning the game somewhat seriously if you're confident
- enough in your abilities. Here are my best times (real time):
- Bunny | 26:25
- Chelsea | 34:24
- Orion - Defeated Enraged El-Bonbonboi
- - To fight this version of El-Bo(n)bonboi, you need to use a damage boost
- from the small tank's laser shots to get to the second devil without
- fighting El-Bobonboi. You can then continue making progress as normal,
- and you should, since Enraged El-Bobonboi is brutally tough with only
- 90 HP. Like I said, skipping dash doesn't really make things that difficult.
- You can use back dash jumps, evades and wall-climbing to compensate.
- - Once you've gotten all the Life Ups except the two in the Yellow Zone,
- it's time to fight El-Bobonboi. Her attacks are still largely the same,
- but her speed is *drastically* increased. Her ground attack still leaves
- her vulnerable, but you'll likely need to freeze time to capitalize on it.
- Corona Austrina - Completed Bunny Must Die with <15% items
- Corona Borealis - Completed Chelsea and the 7 Devils with <15% items
- - And, finally, we have the only two, real obstacles to the Platinum
- Trophy: the low% runs. Beating the final boss in either quest with only
- 14% items is an arduous task, one that will likely require hours of
- practice. In my case, I spent maybe 10-15 hours on each of them, and I
- was *this* close to giving up on each of them. I did eventually pull
- through, and while I don't really regret putting all that time and
- effort into it, this is not something I'd ever like to do again. I'm
- a slow learner, though, so maybe you'll have an easier time with it.
- - So, if you think you're up for it, here are the 7 items you should get:
- Bunny Chelsea
- Time Up Mana Up
- Dash Ladder
- Red Orb Purple Orb
- Time Up Grenade
- Purple Orb Mana Up
- Wall Jump Red Orb
- Green Orb Wrath of God
- - And, yeah, there's really not much else to say. You just practice,
- practice and practice, until you get the results you want. You should
- practice the final bosses in a normal save file so you don't die so
- easily. Even after getting enough practice, you still need some luck.
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