Bokurano Daibouken 3: Game Guide Contents: 1: Introduction (BD3-I) 2: Basics (BD3-II) 2.1: Basic Controls (BD3-II-A) 2.2: Levels and stats (BD3-II-B) 2.3: The Camera (BD3-II-III) 3: Walkthrough (BD3-III) Stages are marked by translated name and with the code BD3-III-A, BD3-III-B, etc but I'm not writing all that, because I'm lazy. 4: Extras (BD3IV) 4.1: Weapon Breakdown (BD3-IV-A) 4.2: Enemy/boss Breakdown (BD3-IV-B) 4.3: Items, tactical items and shields (BD3-IV-C) 4.4: Other fun things including level secrets (BD3-IV-D) 4.5: The dial (BD3-IV-E) 5: End (BD3-V) 1: Introduction Something will be here... eventually. Maybe? Okay... honestly, probably not. I do not do intros well. 2: Basics 2.1: Basic Controls (BD3-II-A) In no particular order Menu controls up/down arrows: Move between items Enter: Select Escape: Go back/close/exit game at status screen C: Copy currently selected item to clipboard Control+C: Copy entire menu to clipboard F: Find, is case sensitive Page up/down: jump between menu items, customizable in options 1/2: In weapon select menu during gameplay, quick sets equipped weapons . (period): announces how many items are in the menu, and which item you are currently on Gameplay Controls Left/right arrows: Movement, pressing once if facing other direction turns, hold to run/walk, check preferences. Default is run. Increases/decreases speed of Sky Racer, reversed if flying left. Control+arrows: Hold to run/walk, check preferences, default is hold to walk Shift+arrows: Turn sky racer Up arrow: Jump, climb up, ascend in Sky Racer Down arrow: Raise shield, climb down, descend/land in Sky Racer Space: Use curret weapon, hold for rapid fire if available, press multiple times for combo attack if available 1/2: Switch to equipped weapons Tab: Open menu Q: Check coordinates W: Open weapon menu E: Combat log R: Switch weapon modes for current weapon, if available T: Tracking menu in Sky Racer, on ground available in some levels for other things Y: Check stamina I: Recovery items O: Toggle sonar, if available S: Shield menu, check remaining shield endurance if one is equipped D: Object info menu F: Grappling hook, after stage 8 G: Hold to use camera H: Check health L: Stat point Allocation, landing switch of Sky Racer if available. left/right arrows in stat screen: allocate points one by one, hold control to allocate 1 percent, hold shift for 10 percent, press enter on a stat to input a number of points to allocate Enter: action button, open door, take item, pres switch, etc X: Tactical items C: Collection items 2.2: Levels and stats (BD3-II-B) When enemies are defeated, you gain experience. When you gain enough experience, you level up, which is noted both in the combat log, as well as by a quick musical sound. Bosses give bonus experience, but only the first time they're defeated. Your required experience to gain another level is always at the very top of the combat log. You gain at least 10 stat points with each level, which does scale up. These stat points, as explained in the tutorial can be applied to several different things, listed below. Attack: Each point raises damage of weapons and tactical items by specific amounts, for weapons this is the multiplier value. Defense: Each point decreases the damage you take from hits by 3 points to a minimum of 1, note some attacks are not affected by your defense rating. Tech: Affects damage of some tactical items and weapons, required to use better weapons and shields. Also affects maximum vertical range of tactical items, 10 points of tech allows you to aim up 1 more coordinate. Stamina: Each point raises your maximum stamina by 3. Swinging heavy weapons drains stamina, if you run out you will temporarily be stunned while you recover. Walking makes you recover stamina faster than standing still. HP: Each point raises your maximum health by 5 points. Every level, your max HP increases by 10 automatically, or 2 level points. Note that once points are allocated, they cannot be taken back so choose carefully. You will also find items throughout the game that increase your stats by a small amount in the form of colored fruits. These fruits are used like recovery items, but take a decent amount of time to finish working. However their affects are permanent. 2.3: The Camera (BD3-II-III) Learning to use the camera is a must for parts of the game. The camera allows you to see what is around you without actually moving, example: knowing if that gap to your right is just a small hop down, or if it will cause you to go splat on the ground 30 feet below... which, of course would be quite bad for your continued life. Activate the camera by holding the G key, and move it with your arrow keys. Empty space is indicated by a higher pitched bleep, barriers or platforms are indicated by a low tone. Also useful for knowing if you'll actually be able to jump to that platform over there, as your character can only jump 4 tiles up before coming back down. 3: Walkthrough (BD3-III) I am presuming that if you are reading this, you have finished the game's tutorial. If not, it is decently straightforward, and explains the basics far better than I have. But on that note, on with the game. Each level within a stage is separated by a blank line, and is always proceeded by it's number and in game subtitle. At this current time I have no plans for a full audio playthrough of the game to go with this guide, however if it does become a requested item somehow I may end up doing it. I will also include what my stat points look like at the end of each level, however don't feel like my way is the only way. If there are no stat points listed, either I forgot to actually use any if I had them, or I didn't level up. Secrets will not be described in the main walkthrough for ease of browsing and to make it so I don't have to mark spoilers for people who may not want them, I will list any secrets that appear in a level before the actual walkthrough portion, but actually describe them in the secrets section. 3.1: Stage 1: School of Insanity (BD3-III-A) 1-1: the first floor, southern building. Secret: The Box Of Doom Alright! here we are. Note that the attacking insects can hurt you rather badly to start off if you get hit more than once by needles before you can finish one off for your first level, so try to take one out ASAP to get some much needed defense, or more HP. Either or will help. Take some time to get used to jumping over attacks here too if you need to. The slimes take a few more hits to kill at this time than is strictly convenient, so either be prepared to either do a lot of running backward, or just run straight past them. Also before you do anything, remember to access your weapon menu, select the short sword you were given, and press 1 to set it to that equip slot for easier drawing, and probably press enter as well to equip it this first time, because who wants to use a club when you have a sword? Sorry folks, no hammer time... for those who know what I'm talking about you know what I'm talking about. Anyway! Start heading right, killing or avoiding enemies to your heart's content, I'd recommend the former for the extra XP and coins which will come in handy later and you'll come across a door, enter it. Take note of the box above you when you enter this room, you can't do anything with it now but later, you can come back. Note the large box in the far right part of the room. Bust it open like the game tells you if you press enter on it but be careful not to get too trigger happy, and you'll get a few new weapons. The bat and sasumata I personally don't end up using much, but the plate launcher, though it has a tech requirement of 5 will come in very handy for the first few stages, especially since it's your strongest weapon at the moment. If you run out of plates, replay this level and you will find another box in this room with more. Now check out the desk, grab the keys, and... contaaaaact! Kill them all or let them shoot each other, both work. Grab the gold, and head out. If you say no to taking the keys, you will also be mobbed. You can use this if you wish for some early grinding. Alright, next door. Hop up to the top of the platforms and drop down to your right, you should land at 33,5. Take two steps to 35, 4, press up arrow to jump and immediately start moving right, and you'll hopefully land with the platform with the iron balls just a short hop away. I cannot stress just how useful the object info menu is in this game, it knows all, it is all powerful. Also take some time to mess around with the camera here to learn how it works, if you wish. Be warned, if you go for the coins on the right getting back can sometimes be a bit of a problem. But in an ideal world, you should be able to jump from coordinate 36, wait until the peek of your jump and move 1 left to land back on the starting platform. Out the door we go! The third door may be ignored, it's locked at the moment. Climb the ladder to finish. I'm gonna try to keep most levels shorter than this was, but no promises. Stat point allocation at end of level: Attack: 10 Defense: 10 Tech: 5 Stamina: 30 HP: 28 1-2: the second floor, the southern building New enemies, yay! Try to avoid jumping for now if you can, because being zapped kinda hurts at the moment. If you have defense, just kill the insects and slimes and tank the hits or just use the plate launcher if you have the tech for it, head to the first door. This room is set up slightly strangely, but get ready for some distance shooting. jump on the first platform as the lamp flies past you on the right, or if you're willing to take a single hit hop up when it rebounds off the left wall and shoot it with the plate launcher as it flies past. Now move onward, hopping the wall until you reach 47, 3. Do not step to 48, otherwise you will get zapped by the second lamp. Hop up to 48, 6 as the lamp bounces off and flies right, then down to 49, 4 and knock it out of the sky. Onward, ignoring the first hole in the floor that leads nowhere, and down in the corner. Do not hit the beeping thing... pick it up for the rope weapon, which hits enemies at a longer range away and also hits slightly vertically, which makes breaking those lamps much much easier. However that doesn't mean they won't be able to hit you... a mistimed jump right now could cost you quite a bit of health. But hop back up the same way you came down, backtrack to the door and out. Feel free to take some time to grind the lamps if your timing is good, 3 XP is much better than 1. Optionally, equip the rope to your second quick change slot. Now, enter the second door, note the key at the right side of the stage, either bust the test tubes in the way or jump over, and pick that key up to finish the level. Stat point allocation at end of level: Attack: 20 Defense: 20 Tech: 5 Stamina: 30 HP: 35 1-3: the first floor, northern building Now this was the door that was locked in 1-1, I believe. Nothing new here, take out everything in your way and enter the first door to find... a glass? And the door has disappeared. Let's break the glass! Because hitting stuff is fun, wait bad idea. But take out the resulting slime wave, plate launcher if you don't want to deal with them up close. Grab the 3 rice balls that happen to randomly appear in that corner over there, and head back out. The coins are nice too. Next door! Interact with the PC, and... that's a lot of lamps. Either buff your defense if you want to power through, or time your attacks so you don't get zapped 2 or 3 times when you jump. Head back out, and all the way to the right to finish. Stat point allocation at end of level: attack: 25 Defense: 25 From this point on, I will only note values that actually change. If something doesn't appear here, it means that it's value didn't change since the last time it showed up in one of these lists. Before tackling the next stage, you may or may not want to go back to 1-1 for more iron balls, but you can finish without them too. 1-4: Monstrous Leader First boss fight! This bear moves relatively slow, but those rocks kinda hurt right now, but it very obviously winds up before throwing. However the same does not apply for it's melee hits if you're standing on the same coordinate as it is, those are actually relatively fast. Also feel free to bate it to swing, run to it's back and get a few cheap shots in. Take your pick of melee sword swings, plate launcher or iron balls to take it out, and get a nice coin and XP bonus. Although if you are following my stat progression, sword is not recommended, because you will only be doing chip damage compared to the other methods. Now, note what you are told about the shop being unlocked. Go back to the stage 1 menu, and you will notice something new at the bottom. oo, shiny! Damn it Yamijin... thanks... I guess? But go back in again, and you'll notice Yamijin is now selling rice balls, buy some if you like for the next stages. 3.2: Stage 2: mysterious phenomenon (BD3-III-B) 2-1: A Combined Lesson This is basically just a tutorial about how to use a shield, so just follow along. If you don't have enough tech, the bear should've leveled you up at least once, so allocate what you need. Damn it Super Attacker... was that really necessary? Rude... 2-2: The community center In this first room, note the lamp, and the fact that depending on your attack stat, it might take more than 1 wack with the rope to knock it out. Why/how is a lamp carrying a key? Anyway, pick it up, and through the door we go. Also don't forget to replace your short sword with your new slightly longer sword. These desks can hurt you pretty decently if you're not careful, but remember you should still have points left over from the boss fight, so assign those as you like. Enter the first door, clear out the enemies and go back out. The plate launcher is still quite useful here. The second door involves a lot of chaotic running, however I've personally found that just healing up to full health and powering through it is somehow more effective than trying to time it, however if you can find time to take a quick breather in the middle, take it and heal up again. Back outside, kill some more, and the last door awaits. Second platform puzzle! For those who may want to experiment, I will say again the camera is quite useful, but directions follow. jump left at 10, 0 to 9, 3 jump right at 0, 3 to 1, 6 jump right at 2, 6 to 3, 9 and again to 4, 12 Move right, jump over the gap, and hit the switch and drop down to the left, take out the enemies, and out the door for the finish. Now, before the next level, you may wish to return to 1-1 for some more plates and iron balls if you ended up using all of them by this point, and also the stage 1 shop for more rice balls for healing. Stat point allocation at end of level/recap: Attack: 47 Defense: 40 Tech: 5 Stamina: 30 HP: 60 2-3: Fleeing in Terror Introducing boulders! Similar to the lamps, however they roll on the ground, do much more damage, are much tougher, but also give insane amounts of XP for right now. You can either just run through the level, or take some time to grind, using your plate launcher, iron balls, or your long sword if you want to work on timed strikes and jumping before you get run over. You can't really do anything about the bees at the moment, so just ignore them. Stat points: Attack: 75 Defense: 65 Tech: 10 Stamina: 30 HP: 86 It's actually quite possible to get more than this, but I ran out of patience. 2-4: The monster generator Introducing launchers! These things start in the air, float down to the ground, generate an enemy or two, stay still for a brief moment, float back into the air before proceeding to fly off in a random direction, and the cycle repeats. Just wack away at it slowly, it'll explode eventually. If you have any iron balls or plates left, now would be a good time to use them. And, new shop! Rice balls, new weapons, and a new shield. The wide hammer is always stronger than the iron blade by 40 points of damage, but much slower, so take your pick of which to use if you decide to buy both. 3.3: Stage 3: Building Search (BD3-III-C) 3-1: the first floor A pretty straightforward navigation puzzle. Just follow the ladders, and you'll be out in no time. 3-2: the second floor I think Laser launchers. These things are basically automated guns that don't move, watch which direction they face and remember the lasers have some vertical range. Climb the ladder you start at, watch for the launcher up there, equip a shield and cover up if you have to. Quickly run to the next ladder and up, before you get zapped. Drop down through the gap, past that launcher you just dodged and keep moving right, ignore the gap to the bottom and ignore the ladder too, it's a trap. You can drop down after that though, keep moving. Up the ladder at 150, past the second ladder up to dodge another dead end laser trap, drop down. Up again at 260, and right. Drop down right after the last launcher fires, and through the door. 3-3: the third floor of Unimaginable Height Secret: The Thieving Vending Machine These security carts I won't spend too much time on, they're pretty easy to take out and for some reason sometimes just stop moving. You have no way to reach the upper platforms quite yet unfortunately, so just move right, up the ladder, back down and through the door. Stat points: Attack: 77 Defense: 70 Tech: 12 HP: 90 Take some time to get ready for this next boss... it can get nasty if you're unlucky. Whether that means grinding gold for rice balls, going back to 2-3 for some more boulder shattering or something else entirely, everything helps. 3-4: the mysterious organization Oh man... good thing there's only one of these. The computer spawns enemies, and teleports to a random location. The only advice I can give is try not to get surrounded, and take it out as fast as you can. Also, as soon as the computer is destroyed, the level ends. So if there's a pile of coins you want, go get them first. Of course, because you are somewhat indisposed at the moment, you don't have a new shop yet. Sadness. This level also marks the point of the plate launcher and small iron balls becoming useless. 3.4: Stage 4: tragedy (BD3-III-D) 4-1: Jail Search 1 Nothing really new here. The bottom level contains an elevator you can't access and 2 doors, each of which leads to some dialogue but nothing else, so you can pop in to say hello if you want. These are the security carts from the previous level, so stronger than the ones in 3-3, and they don't randomly stop moving. But all the way up the ladder we go. You can also just run past the carts and kill the insects, they are much easier and less tanky. On the upper level you will come across two doors, enter the first one you see for a small armory with shields, mines and some coin. The second is the exit. Stat points: Attack: 90 Defense: 80 Stamina: 40 4-2: Jail Search 2 All you must do is enter both doors, grind some kills if you wish. In the first door is your introduction to math puzzle boxes. You will have 3 numbers read out to you, and you must type in the next number in the pattern. And by type I mean actually type the numbers, there is a timer and it's not a menu. I will reveal the answers to these on a separate line after the displayed numbers with work shown, so for anyone who may want to give the pattern a shot feel free to skip that line. 3, 9, 27 Answer: 3*3 = 9, 9*3 = 27, 27*3 = 81 Inside the second room, just interact with the desk to continue. And 5 slightly bigger iron balls! Yay! 4-3: Faith in the Escape Route We're back here, and it's jail hero time! Don't worry, this time is much easier than last time, no robots with missiles. Your objective is to gather all 6 prisoners from both rooms you saw in 4-1, and head for the lift, make sure you don't attack blindly, you can hit them too but luckily, they will not move on to the same tile as you, but stay 1 step behind you. I recommend starting at the right door, because then you'll be headed back toward the lift regardless to pick up the second group. Stat points: Defense: 85 Tech: 14 HP, 102 It may help to replay 4-2 once or twice after this stage for some more iron balls. 4-4: Beginning of a Solitary Journey The mud fighter. Quite tanky, a long-reaching melee attack, and a rock throw that does a decent amount of damage, as well as the ability to fly, and insects will appear on occasion but they're the same ones you've been fighting the whole game. Keep your guard up, and the wide hammer can hit it while it's flying. The same trick as attacking the bear can also be used here, bate it's melee attack, run behind and get a couple hits in, or use iron balls since those will do way more damage than your weapon hits currently. Stat points: Attack: 100 Defense: 100 Tech: 20 HP: 110 After this you unlock both stage 3 and 4's shops, check out both of them. The red pachinko is a moderately useful weapon to have for a while, due to it's defense penetration affect and rapid fire. I personally would not buy the steel shield mega plus, due to the fact that you can just go back to 4-1's armory room if you need more. The long blade is your next melee weapon of choice, however you'll want to watch your stamina if you've been using my stats. The compact sonar is a nice tool that you will definitely need later in the game,however if you wish you can disregard it for now, because it is relatively pricy. My opinion on buying mines is the same as the shield above, for the same reason. I personally Went back to 4-2 to grind coins, because I wanted both weapons and lots of balls for the pachinko, plus more of the iron balls from said level which do a decent amount of damage for now. Now enjoy the music of stage 5's intro. 3.5: Stage 5: The adventure begins (BD3-III-E) 5-1: search for hope This level is just a straight run, gather the fallen nuts if you wish, collect some water from the river, but no enemies, just move. Also side note, I want that cat... Stat points after grinding: Attack: 110 Defense: 104 Tech: 25 Stamina: 50 HP: 120 5-2: beyond Ark Higher city New enemies! Spirit trees and mini demons are relatively similar mechanically, they walk along, attacking at random intervals, or if they're on the same coordinate as you are, except demon attacks hurt much more. Blue slimes are the same as the green ones, but have high defense. Crazy horses and slimes are both very easy to pick off using quick pachinko sprays. Proceed all the way to the right. Always try for a crazy horse, they give the most experience for the least amount of effort if you have the red pachinko. 5-3: Not Human Rescue, but fish rescue Secret: Sunny Skies... Oh Holy Shit! Heyyy, remember these things? Anyway, all the way to the right, up the tree, and knock the big fish out of it to finish. More grinding is recommended for the next level. Stat points after playing through 5-2 and 4-2 a few more times: Attack: 120 Defense: 110 HP: 130 5-4: sacrifice to save Same as 5-2 for the first part, but once you hit the right side, boss time! Also however note the trees, you can collect nuts if you wish and just avoid everything on the ground. Part 2: The mini demons will keep respawning here if you kill them. But if you look up, what's that thing? Oh... The boss demon hits very, very hard, moves slightly slower but also has a killer running bite which causes it's speed to temporarily go up to the point it can close the distance insanely fast with barely any notice if it's already close. You can either knock it out of the tree with the sasumata to fight on the ground, throw iron balls at it from the branches, use mines or something else. Fighting it on the tree is not something I would recommend personally, but if someone can actually do that and beat it without dying that'd be cool. Note that if you choose to knock it out of the tree, it may seem like it gets stuck in mid air. But all you have to do is climb up the tree yourself and drop off the left side a couple times, for whatever reason that seems to fix it. The stage 5 shop contains the laser saber, which I would recommend picking up for later use. 3.6: Stage 6: takeoff (BD3-III-F) 6-1: Initial Flight Secrets: How Did This Get Here? The Mysterious Switch Alright! Sky Racer time. Remember the controls, listed above if needed, listen to the radar and what it's telling you and you should be fine. For anyone who doesn't have the official translation pack and doesn't understand spoken Japanese, my only advice would be to slow down once the alarm starts, change your height until it stops, and continue. Don't be afraid to turn around for another pass if you can't figure it out the first time. 6-2: Continuing to the south Secrets: The Chopper Above The Clearing Clouds, Too Many Boxes! More flying! there's a gap in the middle so you can just relax, power to full speed and wait. There is a close grouping of 3 turbulences near the beginning, but it's not too hard to slip between them. 6-3: landing Secret: Shoes In The Sky? Just follow the instructions given to you for now, there's nothing else you can do here at this time. Stat points, after a bit more grinding: Attack: 125 Tech: 30 6-4: Entering the Mines Secret: Aaaaaaaaah! Oh Wait... It's a looooooong way down. To start off, just run to the right and drop down that hole, take out the boulders, run left, drop, repeat. Watch out, they got a buff. Once you hit height 140, this is where it gets fun. Drop down at coordinate 1 to 1, 133 From here you can either jump right at coordinate 7 to 9 and fall to 9, 126, jump off the left side of the platform and try to land on that same platform from the other side, or just drop at coordinate 8 to height 113, but that's less fun. Drop down on the left to 0, 100. Drop down to the lower platform at coordinate 90, then turn left, down again at 89, then again at 86. Down at coordinate 99, to 99, 50. From here, left, right, and left again, going down 10 each time, down to height 20, and down once more to the bottom. Finally! Take out the enemies here to finish, and meet your first non-boss powerful bear. I just used the pachinko here, but most things will work. Stat points: Defense: 120 No shop just yet. 3.7: Stage 7: Come...give...crystal... (BD3-III-G) 7-1: Let's Search Secret: Behind The Door Time to collect crystals! The compact sonar will be nice to have starting now. Just use your object info menu to locate things, listen to the sonar's beeps to guide yourself, and camera too to collect all 10 crystals. Feel free to note that door on the left side way up, but you can't get up there yet, so just ignore it for now. 7-2: Let's search Some more Thankfully, this level isn't nearly as difficult as it used to be. If you fall past a crystal at any point, the game will buzz at you to tell you, and you'll be teleported back up to try again. I won't write out exact instructions here, however there is one place you can actually die if you're not careful. Once you're down to your last crystal at height 0, you should be at height 23 yourself. Mind the hole at 21, it leads nowhere. The gap at coordinate 31, if you drop from there can and will kill you, so watch out. Drop down at 38 instead. From there, drop down to the bottom, pick up the last crystal to finish. Yay! 7-3: the first gunfight Secret: Death From Above! Oh boy, guns! Your shield and timed jumps are necessary here, unless you want to burn through many healing items. Bullets ignore defense. Or, just look at the secrets section. But either way, take out all of these guys and move on. The laser saber/steel shield mega plus combo is quite useful here. 7-4: Summit Battle Secret: suppressor This girl can be a little dangerous, depending on your shield and dodge work. Take out the normal ones first before trying to take her down, she has quite the health bar, and the gun whip can hit pretty hard depending on your defense. The laser saber still is the best here, or iron balls if you have any. She fires for quite a while, so if you can get to her back while she's doing that just unload. Stat points: Attack: 140 Defense: 130 More shops! There are probably uses for both weapons, and you can still get more plates from 1-1 so the super plate launcher may be good. The metal blade is of course your next go to standard melee weapon. The ninja's items are all useful to one point or another, depending on how you use them. I went back to grind a whole bunch of coins to get everything, but I also have way too much free time. The boomerangs are especially nice for clearing small groups, just make sure you don't throw two of them at once, in case the second one cuts through the first one on it's way back. The metal blade is shorter ranged than the long blade, but much more damaging. Although funnily enough the long blade will actually do more damage if your attack ever reaches about 5 or 600, but you'd have better weapons by then. 3.8: Stage 8: The Hook To Reach the Skies (BD3-III-H) 8-1: where is the building? Secrets: Stone Hopping, Phantom Knives No new enemies, just keep moving to your left until you're done. This is a great place to test out the new weapons you might've got. Take note of the little in between area where the water is... that might be useful later. Stat points: Attack: 150 Defense: 150 Tech: 34 Stamina: 60 HP: 146 8-2: rescue battle Secret: Friendly Fire! I guess we're helping the mini demons now. Kill the soldiers to end the level. Note that as soon as the last soldier is dead, the level will end, so if there are coins around pick those up before you kill him. 8-3: I see it Kill the enemies if you want, but your goal is the tree at the top right corner of the stage. Follow the trees up to get there. If you fall out of them, don't worry, it won't kill you and you can just climb back up. 8-4: lock on Welcome to security jets! See the enemy breakdown for details. The super plate launcher, laser saber, metal blade, mines and even iron balls still come in handy here, iron balls only if you have vertical range on your tactical items. Take it out as you see fit. Some shuriken could probably do the trick as well, but those are kinda pricy. After that, turn on the compact sonar. As the building approaches you, the sonar will start beeping. Press F to use your new magic hook to end the level. Stat points: Attack: 170 Tech: 38 Now you could actually go back to stage 7's door if you wish, but if you want to actually only do that once you're supposed to even have the password, wait until after stage 12. I'll leave that up to you. 3.9: Stage 9: The Battle for soulmates (BD3-III-I) 9-1: search No enemies here, just doors, doors and another door. The door you see above you right as the level starts is the exit. However, you should explore all 3 doors on the right side of the stage, because on top of finding the key to the door, there is another armory. Let's hit the door at height 20 first, use that magic hook to get there. Another puzzle box! 5, 25, 125 Answer: 5*5 = 25, 25*5 = 125, 125*5 = 625 Now to height 40. You can either hit the switch or not, but either way just hook over the wall, break the container with a weapon if you didn't hit the switch and go back out. All the way back down to the bottom floor using the ladder, and it's armory time! There's a slightly odd setup of platforms in this room, but everything can be hooked on, so grab what you like and head out, and all the way left, out that door and on the lift to finish the level. 9-2: seeking the password Secrets: Why Did I Not See Those On My Way In? and Attack Like An Insect! You start off in a central room right next to a lift. Head right and through the first door. There are 3 of these rooms, each with a screen that can be turned to show 2 diffrent things. The combination for the door on the left side of the first room is flame thrower, extinguisher, and battery. Note that I said for the door... skip down for the spoiler, or mess around with the screens a bit more. Through the left door now, and another one... more laser machines! Up the ladder, left, and back down, since there's nowhere else to go. Skip the next ladder, just grapple up once you hit the wall. You'll notice that next machine is right below the edge of the next platform... so make sure to time the hook so you don't get zapped. This next machine you have no choice but to run past to the next edge, either use one of those small boxes you got earlier or equip a good shield to block with, or use a speed or defense drink. From there, drop down to height 7, make a break for it when those two laser machines fire. Welcome to the world of bomb platforms. If you're within their coordinate range, they start raining bombs on the ground, but luckily not up top too. Generally, the very left and right edges of them are safe zones. So just hook up, run over top, drop down to the platform between the high one and the ground to remove fall damage, pick up your present if you wish, and continue on. Hit the lift to finish the level. 9-3: The search continues Secret: Hey Cool, Free Stuff! Well! Your character is... a little spooked by this point, but that's understandable. Anyway, this level consists of hitting switches and opening doors. In the first and second rooms, just grapple up to the switch, then head for the door. In the third, try to grapple and... what? check out the platform using the camera, note that new sound. You'll need to know what that is later in the game. Anyway, in the object info you'll see there is a second switch. Hit that first, go back, and this time you'll be able to go up. Head for the door again. Puzzle box! But... it doesn't work. Yup, another switch. Just go for it. 1, 3, 6 Answer: 1+2 = 3, 3+3 = 6, 6+4 = 10 9-4: Battle for soulmates Still no enemies here... head to the door. Check your collection items for the password memo. Or take my word for it the password is lifelesscontrol. If you type it wrong, have fun with the result, or just try again really really fast. Bees, triple needle shooting insects, and stunning security carts await you with the old desks. Fight your way through, and open the door. Make use of the new weapons, if you got them. More enemies await, and 2 bomber pods. Take care of all of them to finish off the stage. Either use the small boxes you picked up earlier to take care of the pods but remember to pick them up when you move so they don't get destroyed, or use the laser saber to slowly chip away at them, since they have no defense. Stat points: Attack: 180 Tech: 40 Alright, more weapons! Again, I grinded to get all of them, however maybe that is slightly overkill, and the super wide hammer I hardly ever use. The guns however will come in handy in a couple stages, so make sure you have at least one that you can use. 3.10: Stage 10: Unending Battle (BD3-III-J) 10-1: preliminary investigation Just keep running left until you are told you can go back. Test weapons, get gold, have fun. Stat points: Attack: 210 HP: 160 10-2: Futile Struggle for Peace Just an enemy ambush. You can jump up on the platforms in either corner of the level to take out the bomber pods. 10-3: come here demons Oh boy... this level is repetitive. As the game tells you, your objective is to attack the demons to draw their attention, then lead them to the left side of the map while they chase you. They gave you some speed drinks, however I find having a few extras makes me feel a little better. But I hope you still have pachinko balls... they want weak attacks, those are your fastest weapon. You need to get 50 of the demons over there, so hop to it! And yes technically the guns are faster... but why pay 70 coins for 100 shots when you can pay 20? 10-4: release them Secret: Hey, what's that over... oo! Shiny! Run up the ladder, drop down inside the container, and wait. Hit the switch after, and... double jet time! If you have a power shield from the stage 9 shop or even just a metal shield plus from 9-1's armory, it helps quite a bit here. Take them out to finish. Recommended is the silver cutter or battle spear. Stat points: Defense: 170 Tech: 42 HP: 170 3.11: Stage 11: Carla'sHome and Heart (BD3-III-K) 11-1: southeast Alright, cooperative battle! Note that Carla's attacks can't hit you but yours can hit her, and if she dies the game is over. This first level gives you a chance to not have her fight with you, but you might as well. Collect the remote medical kits that are on platforms at either side of the level to heal her if her health gets low, when you use them a syringe is fired in the direction you're facing. Note that these also can heal enemies. Also be aware of the falling rocks, which will do 300 damage to you regardless of defense if you're in the splash range. Final note, all levels in this stage end when the last enemy is defeated, no matter if there are objects you haven't picked up or not. 11-2: northeast Pretty much the exact same as the last one. 11-3: northwest More bomb platforms! Note the pieces of light on the first one though, those are good to have. Either go on ahead of Carla, or wait for her to pass under before you run over the top of them. Make absolutely sure she's over before you start moving unless you want to have to restart the level. 11-4: southwest Another launcher! This time though you have backup. Let Carla handle the launcher while you take out the enemies it spawns. Watch out though, she's supposed to in theory back off after it gets below 10 percent or so health but sometimes she will continue attacking, resulting in a possible kill steal, and the loss of the first time boss experience. If that happens and it bothers you like it does me, close the game with alt F4 and replay. you'll get the item helper after this, which is indeed very helpful. Stat points: Attack: 220 Defense: 180 Tech: 46 Oh man... lots of stuff here. Most of it does something, the only one I can safely say I don't really use is the mini gatling gun. At this point after completing stage 11, I went back and did a lot of grinding in said stage so I could buy everything. 3.12: Stage 12: Battle in the Inferno (BD3-III-L) 12-1: the first area You're introduced to fireballs and fire stones here, the enemies don't give much experience so feel free to just let those and Carla handle everything if you like. Watch her back though, she does normally jump over fireballs however if she's shooting and one comes from behind, she doesn't move and takes the damage, and on top of that will probably blow it up right on top of herself because she's probably still firing. This is where one of the guns will come in very useful, they kill the enemies fast and can blow up the fireballs much further away than your other weapons do. And again I can't stress this enough... stay near Carla, her health can go down very, very fast here. You can also shoot the fire stones and fireballs for some small experience, it can add up pretty quickly. Stat points after grinding, at beginning of level: Attack: 250 Defense: 200 Tech: 50 HP: 186 12-2: the second area Same as before, however this seems to be much longer. If you hear an alarm, jump, because right afterward something's going to explode somewhere near you. This level in particular is nice to grind for coins for a while. 12-3: the third area Alright... no Carla here, just you and a bunch of exploding fireballs and fire stones. Either stay on the ground and shoot everything, or there are platforms at coordinates 10 and 60 you can jump on and just wait it out. The level ends after 3 waves. 12-4: the final area This music is absolutely amazing. But anyway! Launcher, and the decently dangerous burner. See the enemy breakdown for details on what the thing does. Either stay away from it and use the needle launcher from stage 9, or triple slasher if you dare to get close and far away before it's flying sweep. Shuriken and power drinks may also be used, as you probably got a lot of coins from the last few levels. Note the solar panel it drops on being destroyed, those are used for a couple things later. From town hero to garbage collector... man. But just pick everything up, and you're done. Go check out the new shop too. Stat points: Attack: 260 Tech: 54 HP: 200 For those who were holding off on level 7-1's secret, you might want to do that now. It saves you much coin grinding time. The super hammer and buster lance I find are the most useful weapons here, however the others also find themselves being used for a while. Well, the large speed drinks aside... too expensive, regular ones are actually cheaper even factoring in the time increase the larges give. The magic potions are used very fast, and can save your life. 3.13: Stage 13: A mission I am Fit for (BD3-III-M) 13-1: The Inexplicable sky More flying! And this time, with guns. Just fire to destroy the barriers, don't be afraid to turn around and come back if on your first pass at one of them you don't destroy it. After that, just land to finish. 13-2: the first dogfight Another security jet, but this time at least you don't have to destroy it on the ground. Learn to fire while also changing your height to dodge incoming missile fire. 13-3: toward the see More walls, Same as before. The last one is very, very tanky however, just keep chipping at it and it'll go down eventually. 13-4: air strike Now you face a battleship, armed with machine guns and lasers. Take care of the jets first, or have the battleship's friendly fire do it for you. Either way, once that's done you get a comm. Use your new missiles to destroy the battleship. Now, you gain access to the shop for all your upgrade needs. I would personally just load up on missiles and at least 2 weapon carriers, everything else is cool but optional. The minigame is also a nice way to practice your evasion skills, and can award you some coin as well. However I'm not sure if it's only your score that counts, or if number of kills make a difference too. 3.14: Stage 14: The Brink of Hell (BD3-III-N) 14-1: Proceed to the Battlefield If you have coins to burn, just get missiles and use those to destroy all the walls. Lasers will fire from the top of the screen every 100 coordinates or so, fly at maximum speed to avoid them. 14-2: beyond the sea of flashes More of these? You'd think they would've realized they aren't stopping you... unless these were all laid out in advance, or this is just a delaying tactic. Just keep doing whatever you've been doing, whether that be machine gun, missiles, lasers... whatever. Just beware the laser storm. 14-3: he Continues to Fly Secret: The laser of doom... and maybe a sniper rifle Well... no walls or lasers, but security jets, and lots of them. Take them out one screen at a time. First you face 2, then 3, 4, and finally 7. If after one wave you can't proceed on to the next, just wait a few seconds and try again. The last screen is another laser storm. 14-4: Open war The Devil Guardian. Armed with machine guns, missiles, and lasers. If you hit it once, it becomes invinsible for a while, which is noted by a distinct sound and showing as glowing red on the object info screen. Take this time to either do loops around the level, or just circle around the guardian until it's shield drops, hit it once more, repeat until it dies. If you dare to risk shooting while it is too, occasionally you can get 2 or more hits in before the shield goes up. 3.15: Stage 15: Battle for Crystal City (1) (BD3-III-O) 15-1: area 1 Carla's gotten a huge weapon upgrade! Introducing slime creeps too. As the game states, pressing T gives you a menu to access 3 things. Covering rocket fire, healing, and the enemy count. When asking for rockets, the game will give you a hitting prediction of the blast area, specifically how many enemies will be hit and which enemies exactly. When dropping medical kits, you can either heal yourself, heal Carla, or drop some near you to pick up. Note that all of these actions have a slight delay, once you choose something the menu is not accessible until the action has completed. This first round is 200 enemies, so get to it. 15-2: area 2 Bombs and fireballs, yay! 250 enemies this time. 15-3: area 3 400 this time, fight on! Stat points: Attack: 300 Defense: 210 Tech: 60 HP: 234 15-4: area 4 Oh nos! Helicopter highjack! You get explosives... and lots of them. Make use of that, and take out everything in your way to reach the top, then blow up the helicopter. You have no access to electron's assistance here, so good luck. If you fire the rocket launcher just at the right time before the helicopter fires, you can get 2 shots in at a time, maybe even 3. Afterward is a hoard of slimes, use the weapon you just got to deal with them all, gaining some nice coin in the process. Stat points: HP: 250 We're not done yet! 3.16: Stage 16: Battle for Crystal City (2) (BD3-III-P) 16-1: area 5 Small robots! See the enemy breakdown for details, or just keep playing. Either way, 400 enemies await death. 16-2: area 6 Enemy containers! If you destroy these before they release their contents, nothing to worry about. 500 enemies must meet their maker. Don't be afraid to abuse Electron's rockets, this one can take a while and enemies will be in groups quite often. 16-3: area 7 Secret: Am I supposed to be able to get up here? Alright... no jumping, and no rockets from Carla or Electron. I hope you have at least a few guns by this point... the bigger the better. Just get to the end of the map to finish. The easiest thing to do is stand slightly ahead of Carla, her shots wipe out the enemy containers with 2 hits. 16-4: Showdown 5 launchers, and the extinguisher. Do not let Carla near the extinguisher... she will get completely destroyed. Try to widdle down it's health with rocket fire from Electron, and take off it's last bit of health with the super hammer for the experience. The launchers may be worth keeping alive with medical kits if you wish for the experience from those too, but that's your choice. Don't forget to pick up the copper wires and huge coil, those come in quite handy for crafting, which has now been unlocked, as well as the shop from stage 15. The tent has people inside that either just chat with you, or give you a few hints and tips every now and then. Stat points: I actually completely forgot to allocate points during the whole of stage 16... so here we are now, and this one is a full recap Attack: 300, unchanged Defense: 210, unchanged Tech: 90, This is necessary for a later weapon. Stamina: 60, unchanged HP: 280, If you have the mysterious abicus, maybe even without it you should have more than enough to buy all of the new weapons with some left over after all that. Go nuts! The buster blade is most likely the most useful weapon out of the bunch, because of it's ability to block incoming attacks you fail to dodge, it can even block bullets. I didn't know I was playing as Gray Fox now... Don't go too crazy with the 7.62 ammo though if you buy the Sniper rifle, you can craft more of that and save a lot of money. I recommend immediately going to the crafting workshop and turning some of that honey you got from all the bees into royal jelly, save some too though. Also make some bread, and if you can, turn that into lemonbread, which restores 1000 HP and stamina. For weapons, see the breakdown for more info. The high jump shoes, super pachinko, sky shooter and electric stick were my first weapon crafts. 3.17: Stage 17: Operation Energy Blast (BD3-III-Q) 17-1: To the Storage Tank Welcome to stealth missions! If you are spotted by one of the security carts, two things will happen. One, the cart in question will start firing missiles at you, not like the security jets... much faster. They can also blow through walls to get to you. Second, bomber containers will be called to your current area. They slowly descend to the ground, exploding on impact. No splash damage luckily, but they are quite painful to be hit by. Also be warned, if you try to hit the carts from behind but they turn around, you will immediately be spotted, and if you try to run they will probably still see you, because their sight range seems to increase if damaged. As you are told, there's a cart coming right at you as soon as the level starts, so climb up with your hook. Move to your right, mind that cart at height 20. Pass the ladder, and jump the gap to continue on. Drop down at the end of the platform, then up the next ladder to avoid that cart, and down again at the end as the cart turns around. Hook up past the next cart at height 0, and drop down the gap at 281, 10. Feel free to ignore those ladders, but be ready to hook upward if that next cart approaches you. Drop down at about 450 or so, and hit the door to finish. 17-2: Carry On Note that cart that's literally right below you as you start. Drop down as it turns around, and carry on. Watch the next cart at height 21, wait for it to turn back and drop down to height 10 yourself. Back left we go, drop to heiht 0 and continue right. Ignore that ladder, just hop over the low wall. Do watch out for the cart after the next wall though if it happens to be on it's leftward trip, but continue on if it's not. You could also hook up to height 10, but you have to drop down to avoid the cart at height 12 anyways so that's kinda pointless. Watch the cart on the platform at height 5... it can and will see you from up there so hook up to height 18. Watch for the last cart, drop down and enter the door. Oh dear... cart coming up, nowhere to run. Take it out as fast as possible to avoid any unfortunate accidents. If you have lime balls, use them, because the range on those is actually slightly higher than their sight range so if you can time it right, you can get a few free shots in. Weapon of choice here for myself, arrow shot. Alternative strategy, hacks technique. Remember those small boxes that create a platform for you to stand on? Use 6 of those, wait for the cart to turn around because it can't see you, and take it out with whatever you want. 17-3: Hit the Switches Carla pretty much tells you exactly how this works. No complicated platforms here, just switches an carts. Down the ladder, hit the switch, hook back up, repeat. Just head for the door after, Carla told you the password. 17-4: Escape Oh boy, be ready for a chase. Fire the rocket launcher and... uh oh. Time to get the hell outa here! Mind the energy beams that are coming from the left side of the level... they can and will probably oneshot you. If you have the high jump shoes, make liberal use of those and speed potions to get through. Smash the window at the end to get out. The power bomb launcher, magic line, metal shield mega plus and magic armor are now available. The magic armor and it's upgraded varient are both very useful later in the game with their ability to block attacks from behind. The UFO catcher contains a huge amount of items, some of which are needed to craft things. But anyway, pick up whatever you like. 3.18: Stage 18: to the Analysis Maniac's house (BD3-III-R) 18-1: The Raid Oh man... lots of bio soldiers, and lots of guns going off. Nowhere to hide. If you have them, one option is just to use high jump shoes and do your best Mario impression while they shoot each other. The yoyo is also a good weapon to use here. If not, the power bomb launcher and electric stick would also serve nicely. This is my own mid game grinding level of choice, just because there are so many of them to kill. Stat points: Exactly what I meant when I said forgot... I apparently leveled up a bunch but forgot to assign anything, so let's do that now. Attack: 320 Tech: 100, powering up the electric stick some more HP: 296 18-2: takeoff Secret: Item Rain More walls! Note the turbulences at the end though, which start out simple but become closely grouped after a while. Timing is key, move up too soon and you'll hit the first one, too late and you'll hit the second. Hold up arrow immediately after your radar tells you you've passed the first one, and you should be fine. Note the laser storm at the end of the level though. 18-3: dogfight again Secret: The Dial That does All Pretty much another version of 14-3, only the jets are tougher this time. Load up on the missiles, and off we go. First up are 2 lone jets one at a time, then 2 jets, and finally 5. 18-4: A Lost Battle Just... don't even try to dodge the battleship's attacks, you can't damage it either. Once you explode, you'll continue. The shop has some nice stuff, the super speed drinks are amazing, large magic potions too. The white fruits however are 1 of 3 very cool things you can buy in the next couple stages. While expensive, they boost your maximum HP by 30, or 6 stat points each. 3.19: Stage 19: The Ominous cave (BD3-III-S) 19-1: Entering the cave Secret: Who put that over there? Yay, no death mountain this time, thankfully. This is just a platforming level, although a decently complicated one. There are a few different paths one can take, but here is mine. Drop down from the starting platform one platform at a time, all the way down to the bottom, keep moving right. Short hop up the first platform, hook up and drop down on to the second, jump to the third, and drop back down to 0. Hook up once you hit the wall, nowhere else to go... proceed down the small gap, drop down to the left, right, left... etc until you're back on the ground. Proceed right to 212, 8. Use a couple of those boxes assuming you have some, And jump to the top of the wall, then drop down for some minor fall damage. Or if not, you have to hook up to the small floating platform, then jump right exactly 4 tiles to the top of the wall. If you overshoot, you'll die. You can also go all the way up to a long, but dangerous platform with many holes. If you chose either of the first two, the rest of the level is a simple mix of jump over the walls, or up depending on the place, and keep moving to the right until you're out. 19-2: wild creatures Kill all the enemies while proceeding right. The bats aren't really anything to worry about, they can't really hurt you. But the dogs, try to take them out before they get into melee range, they can be horrible to get rid of if they start their leaping claw attacks. The middle or mega shooters are especially good for this, with it's long range and infinite ammo. The arrow shot also works wonders. Stat points: Tech: 110 HP: 300 19-3: Procede to the End Very, very complicated platforming. Alternate dropping down from coordinates 30 and 31 until you reach height 172, then down to 29, 163 and proceed left. Take a running jump at the gap, landing on a small platform before dropping to 2, 144. More of the alternating small drops, before dropping down to 29, 99. Take one step at a time, dropping down each step to 35, 67, before dropping down to the left to 34, 56. Keep moving to the left, hop the gap, and you should end up at 5, 48. Head back right, and drop down with more of the little alternating single step platforms from earlier. You'll be ambushed by a couple cave dogs, just take them out to finish up. Few. 19-4: grudges and Hatred Ack! Zombie! Se the breakdown for details on its attacks. But use whatever you have to take it out. The buster blade or super hammer are always options here because it moves so slow, or you can just use the arrow shot or other far reaching weapons if you want to stay safe. Once it's armor is destroyed, nothing normal will work... but. For any RPG players... what always does massive amounts of damage to undead monsters, instead of doing what it normally does? There's also a person in the tent who hints at this, but... spoilers! Shoot it with a couple remote medical kits to finish the job. Note for the first form. The power bomb launcher actually works very well for this, but be warned, use another weapon to finish the last bit of it's health, because the power bomb launcher will not give experience. Stat points Attack: 330 3.20: Stage 20: A Mission to Search (BD3-III-T) 20-1: search 1 Secret: Don't blow up the door just yet... Alright! The game pretty much explains everything here, so let's go. Blow up the first wall, hook up to find your first target. Oh, just an iron ball. Take it if you want. Jump up, head right, then back down to the ground. Turn left for your next target, which is the door out. Or just blow a hole in the top platform and drop through right next to the door, that would work too. 20-2: search 2 Nothing of particular note here, just two spots to blow up which are the key to the door, and the key to the box with the key to the door. And all the walls along the way, of course. 20-3: search 3 Secret: The Almighty Ball And you start off right next to the target! don't blow that up quite yet though, go all the way to the right side of the stage for a few super shuriken, if you want them. Otherwise, yeah, go ahead. And... cave dogs! See the weapon breakdown for details about what you just picked up for the moment, or use your already existing tools. Note that these ones will howl for backup if you let them. 20-4: Second Encounter Secret: Ultimate Hammer Of Death Alright... it's payback time! You get a pretty large endurance boost for this, also make sure you have at least one spare weapon carrier in case something terrible happens. But just... fire away, the destroyers will lock on to the cruise missiles first so it is quite possible to get through without being damaged at all. Listen for the sound of the missile packs, try to get to them first so your carriers don't have so far to go. Too bad you don't get to keep any of that... But we're approaching the end, which is sad. Don't forget to check out both new shops, and get your buster blade enhanced in stage 20's shop, it costs you nothing and boosts it immensely. Oh super buster blade, how I missed you. The blue fruits in stage 19's shop increase your defense by 5, while the violet fruits increase stamina by 30, or 10 stat points which is the best coin to point ratio out of the 3 fruits. You will want a large amount of the stun recovery items for these last stages, I recommend 50 just to be safe. But I also overprepare quite often. Stat points after some major coin grinding, no fruits: Attack: 400 Defense: 290 Tech: 130 HP: 340 3.21: Stage 21: Stronghold of the Peace Society: first floor (BD3-III-U) 21-1: the first floor: Drop Point Welcome to the wonderful world of security cameras! These suckers have a range of 20 tiles horizontally, and 3 vertically. They face a certain direction for a number of seconds, before turning the other way. If they spot you, they will first call bomber containers to your general location. If you don't get away fast enough, what appears next is an absolutely ridiculous amount of enemies, which will probably murder you if you aren't careful. If you damage them when they are facing the other way, they will sometimes turn around, so... don't damage them if you can help it. Note that they also can't see anything while they are turning, so use this to your advantage. Anyway, let's go. Note those first two cameras, hook up at coordinate 25 or so, hang around height 10 to wait for the camera up there to face left, then climb up and move on. Jump up, past the gap, and hook up when you can to 88, 39. Keep heading right, and drop down to 115, 26. Watch that camera, wait for it to turn before heading down and continuing on. Drop down past the next camera, and keep moving before it turns back. Once you hit coordinate 248, Hook upward and wait for the camera to face right. It's safe to stay at height 19, it won't see you, drop down if you have time so you're right behind it, wait for it to start turning and make a break for it. Hook upward once you hit the wall. You know the drill, drop down if the camera won't see you, keep moving before it comes back. The camera at 460 requires you to hook up to a platform that's almost literally right over it, so be quick to avoid an unfortunate accident. From there, you're pretty much home free, head for the door. Just ignore the last platform, you can just drop down and head straight for the exit. 21-2: the first floor, Central area Note the camera that is right next to you as you start, and the one that's right after it. Hook up, and off we go. Drop down as the camera at 59 faces away, you do fall past it's range and it can see you on the way down. Hook up at coordinate 125 or so, and take the ladder up. Yes, you can in fact drop over the wall over there, but if you do it's just a dead end. Anyway, onward. Another place alternating left and right drops. Just look where you'll fall to with your camera, if a security camera is there, wait for it to turn away of course. The next one is interesting, stay on the ground. If you scan with your camera, you'll notice there is a gap in that platform at coordinate 280. That camera will spot you if you take the wrong time to hop up, so be careful. Keep moving toward the ladder. Security carts here too? At least security's finally being taken a little more seriously... Anyway, if there's one approaching your location on the way up, just let it turn around and keep moving up. The next ladder leads back down, right in the middle of that cart's path. So wait for it to start moving left. Drop down the right side of that little structure through the gap, and you've got another one, exactly the same. After that, home free. Trivia, if you have the high jump shoes you can actually skip the ladders in that last bit and just hop over the top wall. But I'm not sure if that'll kill you or not... I wasn't willing to find that out this time. 21-3: On Course for the Storage Tank Secret: That's... not the right password... run! Oo, what's that over there? Same as in stage 17, but slightly more complicated. For the switches, just use a combination of your magic hook and the ladders to hit all of them. The password hasn't changed. The ladders at height 40 are how you get between the sections of the level. Once you hit those last two switches at height 0, take the far right ladder up. Just a couple cameras left, then you're done. It's the same setup with the alternating drops you saw last time, but with a bit more space. If you use a super speed potion, this is pretty easy to do, because by the time you reach the next drop that camera will be just about to turn the other way. Carry on through. 21-4: the first floor, destroy the storage tank Secret: Uh... what? Yay, this time it actually worked! And... if it's footsteps sound like that, that is one huge insect indeed. Check out the enemy breakdown for info. Honestly, the smaller insects with the needle spray are more dangerous than the big one, since they can shoot through each other. If you have guns, yoyos, power bombs, whatever... use those so you don't have to get in range of those defense piercers. The big one went down from 2 hits of the super buster blade, so it doesn't have too much health. That or I have too much attack, not sure which. Stat points: Defense: 300 HP: 350 3.22: Stage 22: Stronghold of the Peace Society: Second floor (BD3-III-V) 22-1: the second floor, entrance This first level is a simple brawl fest. Kill all the enemies, hook up, repeat until the door appears. After that comes the soldiers, and quite a few of them. Drop down at coordinate 75 after they're all gone, and keep doing that all the way down. 22-2: the second floor, central area Introducing moving mud and multi fireball stones. The moving mud can be pretty damaging depending on what your defense is, but it gives good experience if you can take one out, and it's level is actually high. The stones are best taken care of from a longer range with a mini shooter, or something similar. Note the pieces of light above you at the beginning, head for the door to finish up. 22-3: the second floor, nearing the stares Missiles will be flying at you from the right in this first part. These things take out half of your max health if they hit you, every time unless you have a defense drink on. So put up the super buster blade's blocking mode, and off we go. Hit the first switch at 120, down the ladder at 200, and hook upward for the last two. That last one is almost right next to the missile launch point, so watch out. Open the box, grab the piece and head for the door. Round two! Just stay at height 20, jump over the missiles and hook up to 30 only when you have to for a switch, drop back to 20 after though. Then down the ladder for the box, and through the door for the finish. 22-4: the second floor, stares for the third floor Oo, lots of jets here, but they shouldn't be that dangerous for you at this point. Take them out and... oh, that sound. Mud killer! See the enemy breakdown for details. Try not to get hit for best results. The megaton hammer works quite well here, so do the super acrobat pistol's whip mode or the super buster blade if you want to be safer with the stamina, although the pistol's range leaves much to be desired in it's melee form. Remember that piece of paper, you'll need it later. Stat points: Defense: 320 Stamina: remaining at 60, plan to buy a bunch of violet fruits to bring it up instead of using points. HP: 360 Time to go fruit shopping! White: 8, +32 HP points, equals 240 max HP Blue: 4, +20 defense points Violet: 20, +200 stamina points, +600 max stamina I probably went slightly overkill on the stamina there in hindsight, but meh. 3.23: Stage 23: Stronghold of the Peace Society: Third floor (BD3-III-W) You're telling me that my friends could do that... but they aren't helping? What the hell, people! I thought we were buds! Help a guy out, why don't you? 23-1: the third floor, entrance This whole stage revolves around keys with letters on them. Each door here will contain a different key, but you'll have to do some backtracking, you'll even have to replay the level. Of particular note are the new stamina killers... the syringe attack is very, very annoying, and it has quite a range. I'll present the doors in the order you'll have to go through them in. 800: Destroy the rock walls, firstly. Notice that you can't hook up to the platform with the key. However there is a spot you can, on the right side of the room. Pick up key A. 400: Alternating drops again, with a puzzle box at the bottom. 2048, 4096, 8192 Answer: 2048*2 = 4096, 4096*2 = 8192, , 8192*2 = 16384 200: Another puzzle box. 15, 55, 120 Answer: 15+40 = 55, 55+65 = 120, 120+90 = 210 The door at 600 you'll have to come back for later, head out at 1000. Up the ladder, and finish the level. 23-2: the third floor, central area Similar to the falling rocks from stage 11, the same has started happening here. Be on the lookout while going about your business. 400: 3 of the bomb platforms await you, with key D at the end. Note that the left side of these is not a safe area, so you'll want either a super speed drink or defense drink to go back. 200: Just destroy the launchers, and key E will drop. 600: More launchers, pick up key F. Exit the level at 800, and remember you'll have to come back later. 23-3: the third floor, nearing the stares This one is just a few different waves of enemies, don't forget keys G and H will drop somewhere in the chaos, so pick them up before you kill the last enemies. First up are 2 waves of fire stones, then soldiers, enemy containers, and finally stamina killers. Key G will drop with the soldiers, and H with the stamina killers. If you have trouble with the fire stones, equip jump shoes. Stat points: I forgot again, and after all fruits were consumed. Attack: 420 Defense: 370 Stamina: 260 HP: 440 Now time to get those last keys, door 600 in 23-1 and 1000 in 23-2 23-1: Press the right switch to drop a bomb on the container, then the left one to reset it. Alternate until the container is destroyed so you can hook over, then grab key I. 23-2 Just contains another launcher room, nothing too special. Stat points: Attack: 430 Defense: 380 HP: 450 23-4: the third floor, stares for the fourth floor And this is why we got all 10 of those keys... if you try to get through one of these doors without the right key, fun things happen. Combat helicopter! Yes I know it's called the fighter helicopter, but combat in my mind just sounds a little better so I'm writing that. See the breakdown for details, just don't be caught by one of the containers or hit by the full bullet storm and you'll be fine. If you stay where the helicopter was when you hit it it will not drop a bomb there unless it passes by again after hitting the edge of the level. Stat points: Attack: 440 3.24: Stage 24: Stronghold of the Peace Society: Fourth floor (BD3-III-X) 24-1: the fourth floor, entrance You cannot use any weapons, items or tactical items here. How all of this level works, is essentially a targeting game. Through the first door, and you'll see 3 switches. The central switch will drop a single bomb where the target is. The left and right switches will move the target in said respective directions. For example, for the first container, press the right switch 3 times, then the central switch once or twice to blow it up, and press the revealed switch to unlock the door. The next rooms will have a couple containers suspended in the air, there will always be a clear order in which to destroy the containers so don't worry about it. That's pretty much all there is to it. I won't write exact directions for now, but if people really, really want them I might. That last container can sure take a beating though, just keep dropping bombs on it until it eventually blows open. 24-2: the fourth floor, central area Introducing, death desks! see the breakdown for details. I highly recommend a sniper rifle, because some of them depending on level can really hurt right now. Head for the door at 1000. 24-3: the fourth floor, nearing the stares Remember that piece of paper you got from the mud killer? Yeah, bring that out now and remember those numbers. There are 5 spark boxes here, which will release lightning at a random location near them, telegraphed by a zapping sound at the location in question a couple seconds before. Each box once destroyed leaves behind a dial that can be set from 0 to 9. The number on the paper is from top to bottom. So drop down the gap, if you jump and keep moving you'll explode, so don't try that. You can either do this in order by hooking near the spark box, dropping down on to it's level and destroying it, setting the switch and using the disc on the right side to teleport back up, or you can do it in reverse order and just climb up while destroying them starting at the bottom. However if you choose the second, remember your order is 08953 instead of 35980. Once that's done, if you did it right the door will open, and you will not explode. Alright... final preparations. As the game will tell you, once you finish 24-4, you can't go back to other levels so make sure you have everything you think you'll need before going. Recovery items, drinks, weapons, take fruits, ammo, shields, do what you need to do. I went in for 30 of both power and defense drinks, about 40 super speed drinks, 50 stun recoveries, lots of bread, and lots of royal jelly. 24-4: the fourth floor, stares for the fifth floor Alright... the launcher system and energy crystal combo. You can go about this two ways, either focus all your attention on the launcher system itself first and knock it's health down, then hit the crystal as it comes down to heal. Or use the warp panels on the sides of the level to chase the energy crystal on the platforms first, then find a way back down. However at this time I cannot recommend the second one, as it is quite confusing which panel goes where. I eventually plan on making a table of them all, but haven't done so just yet. Anyway, take out everything to proceed to the final stage. Stat points before stage 25, full recap: Attack: 440 +10 after boss fight Defense: 400 +30 after boss fight Tech: 130 Stamina: 330, boosted by fruits HP: 458 +8 after boss fight 3.25: Stage 25: Stronghold of the Peace Society: Final floor (BD3-III-Y) 25-1: the fifth floor, entrance Oh man... last stage. Note the blades that are scattered throughout the level, they hit quite hard. Watch the lift, and hop on it once it gets close. Go all the way up to the door at height 330, check using the object info rather than pressing Q, because the lift moves very, very fast. Inside is a stronger security jet that will drop the lift sensor on being destroyed, which will notify you using sounds when a lift is approaching your position, and when you're on a lift when a platform is coming up. If you break it by accident, just exit and go back in to try again. After you have that, hop down to height 300 and hit the switch on the left side, minding the blade that's there and running past when it's not gonna take a massive chunk out of you. Do not go for the right switch... it's a trap. Aim for the door at height 100. Inside, once you hit coordinate 50 you will see a bunch of stamina killers spawn. Be warned, if anything hits the metal box with your item in it it will be destroyed, and you will have to go press that switch and come all the way back. Shield the box either with yourself and a solid shield, or a placed small box while you dispose of the garbage. Or option 3, stand next to the door and take them out one at a time. If you really want the recovery items they drop, try to be as fast as possible to hopefully prevent too many hits from the syringes. Grab the rhombus piece and head out. Next up is the door at 200. You have the piece needed, so go ahead. Introducing, bombing slime creeps! Kill these things as soon as possible, because if they split, each split slime will leave behind a time bomb, which in turn sends out a fireball. And you again, have to protect a box here. So if you can do so, kill them before they split. If not, same as before, except this time any gun such as the middle or mega shooter will do, you just need to blow up the fireballs with a single shot after all. Assuming that went well, all the way down to the bottom we go. This last door doesn't have any nasty surprises, so just head on through. Another screen puzzle, considerably easier than the first one since there are only 2 screens with 2 choices each. Both matching combinations would actually make sense, but the one you want is soul and energy. Grab your last shape piece from the box, dispose of the enemy container and head out to finish the level. Trivia: if you fall far enough on to a lift, instead of the normal death sound there is a different one. 25-2: the fifth floor, central area Same as 24-2, but introducing lord dragons! You'll see pretty much all enemy types here, make it to the end to finish, rock out to the epic music while doing so. Stat points: Attack: 470 Defense: 460 HP: 484 25-3: the fifth floor, nearing the final room Alright... this level has quite a few sections, so I'm gonna split them up into different areas. Note that as of the latest version of the game on June 12th 2018, if you die past the second area, there is an optional switch in the first room that may be interacted with to teleport you to your last location once you go through the door. Or you can just start over again for the recovery ring. Area 1 3 lord dragons, you can either run past them or kill them, both work. Area 2 Note the lifts at 9, 12, 23 and 35. Jump over the lift at 9, there's nothing there but bloody death. Hop on the lift at 12 for some healing items and the all powerful recovery ring, it'll pick you up from the starting platform, don't worry. Both switches here do something important. The right one activates the lift at 35, notice that it was off before. The left one unlocks the door... but also starts launching missiles at you. Yes, those missiles, that sound. So grab that super buster blade and put it in defensive mode, and get ready to jump. Hit the right switch first, then the left so you don't have to go back over to the other side. 2 main ways spring to mind from this point. If you dare and have high jump shoes, jump over the gap where the lift at 23 comes through, wait for the lift at 35 to come up and hop on that all the way down to 0 and the door. If not, hop on the lift at 23 down to height 50, jump off there, and then take the last lift down the rest of the way. Bare in mind though whichever way you choose you'll have to watch out for missiles coming from several directions. Area 3: Oh, it's you again! This thing hasn't changed at all, just a rematch. Take it out. Area 4 This is a corridor of blades. Watch your timing, take defense or speed drinks to get through if you need them, or tank the hits if you know you can survive. Area 5 Rematch number 2! Bring it on, mud killer. And just like last time, it's gonna drop a paper we'll need later. Area 6 Immediately start running as soon as you get through that door, if you miss the lift you'll be waiting ages for it to get back. Another blade trap, but this time the idea is to weave between them. Stay at coordinate 7 until you absolutely have to move, then take one step right to 8 to dodge the blade at height 350. Step back to 7 until height 700 or so, then right again. The blade formation at 800 and up is possible to dodge, but the timing is very tight. So if you don't feel confident doing that, either equip a shield and block for your life or take a defense drink. The same applies for the blades at 9, 980 and 9, 1000 except this is easier. But off the lift here, and through the door. Few... what a ride! Area 7 Rematch number 3 with the helicopter. Go for it. Area 8 Puzzle boxes, and a few of them. If you get one wrong, a stamina killer will spawn. if you wanted to grind them, this would be a place to do it. Now, in order. Box 1 1, 2, 3 Do I really need to do that one? Box 2 1000002, 2000004, 4000008 1000002*2 = 2000004, 2000004*2 = 4000008, 4000008*2 = 8000016 Box 3 100, 300, 700 100+200 = 300, 300+400 = 700, 700+800 = 1500 That one could've actually either been 1500 or 1300, I seem to recall trying 13 my first time through the game. Box 4 3, 12, 60 3*4 = 12, 12*5 = 60, 60*6 = 360 Area 9 Bomber pods and ladders. Note that you will be unable to proceed to each section if you do not first take out the pod on that level, if you try you will be pushed away and lose half your current health. So take out the pod at height 50, then down the ladder we go, all the way to the bottom. Run left all the way, and hook up to 2, 45. Take out the pod, down the ladder, and left again. Up to 5, 40 and repeat. Basically just keep proceeding in this fashion, first to 8, 35 then 11, 30 after which you will be on the same level as the warp panel, so use that and through the door. Area 10 Now we need that second small paper. Note the numbered discs around the area, and remember the numbers on the paper. Each time you hit two of the discs with any weapon, they will switch places. Just get them in order from left to right, and the door will unlock. That opening sound is quite appropriate... 25-4: final Battle More launchers to start off, alright. Take em down however you want. Remember that if you miss one on it's way up, the megaton hammer has quite a large vertical range, so make use of that. Stat points after launchers: Attack: 500 HP: 500 Oh boy... the bio control system. See the enemy breakdown for a hopefully complete list of attacks. Make use of power or defense drinks a lot, and your strongest weapon. If you're relying on purely bought/crafted weapons with no secrets, I would just stick with hits with the megaton hammer. The super buster blade does relatively little damage per hit in comparison, but it's defense mode may help as well. The super acrobat pistol's close combat mode also works in a pinch, if you can get behind it while it's doing something. Make sure to pick up the recovery ring... you're gonna want that. Mind your range, keep an ear out, and good luck. Stat points: Defense: 490 HP: 510 There's a reason why it asks you if you wish to continue or not... if you're ready, say yes. 25-5: the lone wolf Secret: Last Weapons Oh man... final battle, everything's going to hell, and the music is amazing. This level has platforms at height 10 all through it, 10 spaces apart, 10 steps wide. As soon as you gain control, immediately hook upward to the nearest platform, notice the sound of something burning that's not quite a part of the level ambience, and get ready for one of the deadliest attacks in the entire game if you're caught in it. See the enemy breakdown if you want details on the 5 end bosses. Take out the unknown energy first, but apart from that they can go in whichever order you like. Stay on guard, as most of these attacks can really, really hurt. If you don't feel like hitting the bosses from the ground, tactical items should and can be abused. I somehow managed to take out the master battery before the energy could come heal it, but don't rely on that every time. After that the unknown energy went down to my megaton hammer, the massacred souls, the extinguisher to abuse of super shuriken because I did not want to tangle with it on the ground, and the life burner last. Watch out for one last surprise after all the bosses are gone, hit it before it explodes. I'll assign those last stat points later... but anyway! we're not done yet. Run to the right, keeping Carla next to you. Do not pull ahead of her. One last challenge in the Sky Racer... use left and right arrows to turn in said direction, and spray. Don't worry, you've got big ammo here. Now, enjoy the ending and the closing theme. Congratulations, You've completed bokurano daibouken 3! Now go back and check out those 4 bonus shops that opened up, and the extra content. Don't forget to finish off that weapon list too, there are still many hours of fun to be had. 4: Extras (BD3IV) 4.1: Weapon Breakdown (BD3-IV-A) In this section I will attempt to document every weapon available in the game as it appears in the weapon menu followed by a description of where it is found, with any additional info showing up below that, if there is any. Club, 1, Made of Plastic, looks almost useless. Found in the tutorial, useless outside of it. Short sword, 1, Attack 30, multiplier 2, my favorite from the previous journey You start with this. Sasumata, 1, Attack 25, multiplier 1, pushes an enemy with small damage Found: 1-1, weapons box. Bat, 1, attack 50, multiplier 1, a little bit longer than the short sword, but doesn't become stronger than it Found: 1-1, weapons box. Too slow for my own personal liking. Plate launcher, 1, attack 150, shoots hard and thin plates Found: 1-1, weapons box. Translated description doesn't actually specify, but has a tech requirement of 5. Your strongest weapon for all of stage 1 and 2, unless you put all points into attack. Long rope, 1, attack 3, multiplier 1, vertical range 2, can hit airborne enemies Found: 1-2, see walkthrough. Best for smashing lamps, also works well on bees in stages 11-15. Long sword, 1, attack 30, multiplier 2, stamina consumption 5, longer than the short sword with the same power Found: Stage 1 shop. iron blade, 1, attack 120, multiplier 2, 7 tech required, stamina consumption 5, handmade by Yokotank Found: stage 2 shop Wide hammer, 1, attack 160, multiplier 2, 12 tech required, vertical range 2, stamina consumption 15, no matter whether the enemy is flying or not Found: stage 2 shop Always stronger than the iron blade, but the slow speed is a problem. Red pachinko, 1, attack 20, multiplier 0.5, 18 tech required, defence piercing, the enhanced version of the previous Pachinko Found: Stage 3 shop Good for killing spirit trees, crazy horses and blue slimes. Long blade, 1, attack 200, multiplier 3, 23 tech required, stamina consumption 7, stronger version of the long sword Found: Stage 4 shop Laser saber, 1, attack 800, 26 tech required, vertical range 1, powerful but doesn't become stronger Found: Stage 5 shop Inability to increase damage means this becomes useless after about stage 8 or so, also slightly slow. Super plate launcher, 1, attack 1000, 32 tech required, shoots plates faster Found: Stage 6 shop Metal blade, 1, attack 600, multiplier 2, 27 tech required, stamina consumption 13, sharpcut well Found: Stage 6 shop More powerful than the long blade when you would actually be using it, but shorter range. Boomerang, 1, attack 700, multiplier 0.5, 30 tech required, reverce, flies back to you when thrown Found: Stage 7 shop Good for clearing out groups of weaker enemies, unlike the second game will come back to you, doing additional damage on it's way back. Silver cutter, 1, attack 700, multiplier 3, 35 tech required, stamina consumption 6, made of metal. Found: Stage 8 shop Super wide hammer, 1, attack 500, multiplier 2, 25 tech required, vertical range 2, stamina consumption 12, an enhanced version of the wide hammer Found: Stage 8 shop Almost never end up using this. Battle spear, 1, attack 120, multiplier 3, 19 tech required, stamina consumption 4, a light spear. Useful for fast close combat. Found: Stage 8 shop Pistol, 1, attack 300, 30 tech required, 8 bullets per round, a simple pistol Found: Stage 9 shop MG-1N, 1, attack 200, 41 tech required, 20 bullets per round, rapid fire, a low-rank machinegun Found: Stage 9 shop Mini pistol, 1, attack 400, 36 tech required, 3 bullets per round, smaller and more powerful, but less ammo capacity Found: Stage 10 shop Press hammer, 1, attack 80, multiplier 1, stamina consumption 5, the same one as the previous journey Found: Stage 10 shop Sky lance, 1, attack 650, multiplier 2, 22 tech required, stamina consumption 8, a spear which can hit airborne enemies Found: Stage 10 shop In all the time I have played this game, I have literally never used this once. Antiaircraft mini pistol, 1, attack 400, 8 bullets per round, vertical range 6, useful for shooting down anoying flying enemies Found: Stage 12 shop This too. Needle launcher, 1, attack 100, level multiplier 5, defence piercing, attack enemies with needles. more powerful when leveled up Found: 9-2, see secrets for full details. Decent range, fast speed, nice damage all things considered. Dagger, 1, attack 150, multiplier 4, lite twin swords Found: 9-2, see secrets for full details. Very good for enemies with low defense. Box gun, 1, attack 800, 45 tech required, 1 bullet per round, uses softPoint ammo Found: 1-1, striped box Triple slasher, 1, attack 500, multiplier 3, 40 tech required, stamina consumption 16, can hit an enemy three times per swing Found: Stage 11 shop Super long blade, 1, attack 600, multiplier 4, 37 tech required, stamina consumption 12, more powerful long blade Found: Stage 11 shop MG-1S, 1, attack 350, 50 tech required, 20 bullets per round, a little bit powerful one Found: Stage 11 shop Very useful for stage 12's fireballs. L pistol, 1, attack 500, 32 tech required, 12 bullets per round, high ammo capacity Found: Stage 11 shop Mini gatling gun, 1, attack 2000, 46 tech required, 2 shots per round, shoots 3 softpoint bullets at once Found: Stage 11 shop Super hammer, 1, attack 3000, multiplier 8, 47 tech required, vertical range 5, stamina consumption 40, explosive power, but extremely heavy Found: Stage 12 shop Buster lance, 1, attack 900, multiplier 3, 42 tech required, stamina consumption 11, penetrate, can pierce multiple enemies in range Found: Stage 12 shop Penetration effect is nice for groups. Super boomerang, 1, attack 1200, multiplier 2, 45 tech required, reverse, an enhanced version of the boomerang Found: Stage 12 shop Leather puncher, 1, attack 500, multiplier 2, 6 when the combo, 51 tech required, stamina consumption 8, performs a combo by continuous attacks Found: Stage 12 shop 3 hit combo, last hit knocks down and is more powerful. Jump shoes, 1, attack 50, stamina multiplier 5, stamps enemies Found: 6-3, see Shoes in the sky? secret Useful, but high jump shoes are better. Rocket launcher, 2, attack 5000, defence piercing, extensive range, the newest model made in Electron Found: 15-4 temporarily, crafted, or stage 21 bonus shop Rockets land 20 coordinates away from your current location, do spread damage. Gigavolt laser, 1, attack 500, defence piercing, penetrate, rapid fire, hi-voltage lasers penetrate targets Found: 14-3, see The laser of doom secret Very useful for stages 15 and 16, but slightly loud. Mini shooter, 1, attack 100, 14 tech required, unlimited ammo, a mini pistol which doesn't need ammo for some reason Found: Small robots On their own, best used only for multi fireball stones. Buster blade, 1, attack 1600, multiplier 6, stamina consumption 20, 65 tech required, block effect, occasionally blocks incoming attacks, press R to switch to the defence mode Found: Stage 15 shop Defense mode is very useful for blocking. Platinum sword, 1, attack 1300, multiplier 4, 57 tech required, stamina consumption 9, made of harder metal Found: Stage 15 shop Mega whip, 1, attack 100, multiplier 2, 60 tech required, stamina consumption 16, push away, defence piercing, pushes the target away with certain damage Found: Stage 15 shop MG-1EX, 1, attack 400, 58 tech required, 40 bullets per round, rapid fire, the best model of the MG1 series Found: Stage 15 shop Snyper rifle, 1, attack 1500, 64 tech required, 15 bullets per round, long range and high capacity, but quite slow Found: Stage 15 shop Acrobat pistol, 1, attack 300, 55 tech required, 12 bullets per round, close combat mode available, press r to switch to the close combat mode Found: Stage 15 shop A very useful weapon to have, especially in close combat mode. Ignores defense. Unlisted stats for CQC mode, self calculated: 300 base damage, attack*3, tech*5, 4 stamina? Laser machinegun, 1, attack 100, vertical range 1, 30 tech required, 40 shots per round, shoots laser beems made from solar power Found: 6-1, see How did this get here? secret. Yoyo, 1, attack 2000, multiplier 1, penetrate, throw and enjoy funny massacre Found: Stage 15 or 16, dropped through electron menu after The mysterious switch secret has been completed. This and it's upgrades are all useful to have, and will probably make life much easier get them ASAP. Kenju, 1, level multiplier 5, Shoots small knives from the gun-shaped device Found: Stage 23 bonus shop Water plain launcher, 1, attack 200, defence piercing, extreme speed, washes enemies away with massive water Found: Stage 23 bonus shop, or crafted Not as useful as it was in the previous game. At least not for me. Sky machinegun, 1, attack 400, 62 tech required, 30 bullets per round, vertical range 6, can shoot down flying objects Found: 6-2, see Too many boxes! secret. Red paintball launcher, 1, attack 1000, stun effect, shoots red paintballs Found: 20-1, see Don't blow up the door just yet... secret. Not sure what the difference is between using them through the tactical items menu and using this thing, if there even is one. Super snyper rifle, 1, attack 4000, 70 tech required, 4 bullets per round, very powerful Found: Stage 20 shop Water launcher, 1, attack 200, defence piercing, launches water Crafted Powerbomb launcher, 1, attack 7000, 75 tech required, vertical range 5, needs some practice to get used to it Found: Stage 17 shop Doesn't seem to award experience. Vulcan minigun, 1, attack 1000, 45 tech required, vertical range 1, everyone's favorite weapon from the famous zombie shooter Found: 19-1, see Who put that over there? secret. Fires 10 7.62 ammo per press of the space bar. Electric stic, 1, attack 300, tech multiplier 15, 40 tech required, vertical range 3, a racket charged with high voltage electricity Crafted Very useful, if you have a decently high tech level. Super pachinko, 1, attack 50, multiplier 0.8, 36 tech required, defence piercing, an enhanced version of the red pachinko Crafted Powerful Sasumata, 1, attack 105, multiplier 2, 19 tech required, has more power and speed Crafted Huge chupa chups with splinter, 1, attack 205, multiplier 1.5, 61 tech required, knocks back everything in range Crafted High jump shoes, 1, attack 80, stamina multiplier 6, can jump higher than the previous version Crafted Enhanced Jump Shoes, lets you also jump 6 tiles up, instead of just 4. Spin sword, 1, attack 650, multiplier 3, 28 tech required, stamina consumption 11, can hit both sides in range Found: 19-1, see Who put that over there? secret. Magical ball, 1, Nothing is known about this ball Found: 20-3 temporarily, see The Almighty Ball secret for permanent use. List of modes Fire: Constant fireball stream Ice: freezes everything, literally Thunder: Random thunderbolts around your location, unable to be aimed. Dark: Single damaging projectile. Light: Heals you, block affect. Shadow: Shift+R, makes you completely invinsible, can switch weapons and still work. Kinda breaks the game but good for avoiding blades when you're feeling lazy. Super buster blade, 1, attack 3000, multiplier 11, 80 tech required, stamina consumption 25, half damage while set to the defence mode Found: Stage 20 shop, say yes to upgrade prompt with normal buster blade in your inventory. Nice weapon for last stages, can attack in defense mode with reduced damage. Wind cutter, 2, attack 400, multiplier 2, 46 tech required, really fast attacks, press r to throw Found: Stage 20 shop Super acrobat pistol, 1, attack 700, 69 tech required, 16 bullets per round, close combat mode available, entirely enhanced Found: Stage 20 shop Like it's younger sibling, good for close combat if you don't mind getting extremely close. Stats for CQC mode: 300 base damage, attack*5, tech*8, 14 stamina? Hyper snyper rifle, 1, attack 6000, 85 tech required, 4 bullets per round, extremely powerful Found: 14-3 with dial set to 9, possibly require normal and super snipers first, see The Laser of Doom secret. A good weapon to deal with dangerous enemies you don't want to get close to. Lookin' at you, death desk. Softpoint machinegun, 1, attack 800, 90 tech required, 60 bullets per round, rapid fire, shoots softpoint bullets with an incredible speed. A very dangerous weapon. Found: Stage 20 shop Plasma machinegun, 1, attack 350, 77 tech required, vertical range 3, 40 shots per round, launches powerful rays, doesn't need bullets Found: Stage 20 shop Laser cutter, 1, attack 5500, 78 tech required, vertical range 1, a slow but destructive laser that cuts enemies Found: Stage 23 bonus shop Triple shooter, 1, attack 1 to 400, 35 tech required, unlimited ammo capacity, combined 3 minishooters Crafted Aero gear, 1, attack 0, multiplier 2, defence multiplier 2, tech multiplier 4, stamina multiplier 2, HP multiplier 1, defence piercing, 135 tech required, charge and cuts everything on the way Found: Stage 21 bonus shop Moves you 16 steps very fast. Can be held down for repeated jumps. Magic line, 1, attack 200, defence piercing, makes the hit target teleport to the other side Found: Stage 17 shop Super yoyo, 1, attack 0, level multiplier 4, defence piercing, hits the same target multiple times Crafted Does a lot of hits, but if used on stamina killers will probably break the item 99 percent of the time. Middle shooter, 1, attack 350, 30 tech required, unlimited ammo capacity, an enhanced version of the minishooter Crafted Mega shooter, 1, attack 1200, 60 tech required, unlimited ammo capacity, an enhanced version of the middle shooter Crafted If you dare to grind for this, pretty good. Omega shooter, 1, attack 4000, 90 tech required, unlimited ammo capacity, the almost useless minishooters are now this huge gun Crafted Even better! Queen whip, 1, attack 250, 60 tech required, stamina consumption 15, defence piercing, banish everything in front of you Crafted Death rocket, 114, The best rocket launcher ever created by the analysis mania Found: Stage 21 bonus shop Very expensive. Pole axe, 1, attack 1000, multiplier 7, 45 tech required, stamina consumption 12, vertical range 3, block effect, a long axe with defensive mode Found: Stage 21 bonus shop Powerful puncher, 1, attack 500, multiplier 2, 6 when the combo, 51 tech required, stamina consumption 8, performs a combo by continuous attacks Found: Stage 21 bonus shop 13 hit combo, hits 5, 11, 12 and 13 stun and knock back. Megaton hammer, 1, attack 7500, multiplier 10, 102 tech required, vertical range 6, stamina consumption 80, extremely powerful Found: Stage 20 shop Power weapon for last 5 stages, dangerous with low amounts of stamina. Spirit sword, 1, stamina consumption 10, sacrifice enemies to make this sword stronger Found: Stage 23 bonus shop Your most powerful weapon if you take time to grind it up. Super UFO, 1, level multiplier 5, 100 tech required, stamina consumption 10, defence piercing, ride on the UFO and freely move in the field. It also can hoist enemies. Found: Stage 23 bonus shop Allows you to fly throughout the level, use arrow keys while holding space. Slice blade, 1, attack 250, multiplier 6, 30 tech required, stamina consumption 40, more tech performs more attacks Found: Stage 23 bonus shop Literally never used this weapon. Chaos flare, 1, attack 3000, level multiplier 50, defence piercing, stamina consumption 100, causes a big explosion and clears everything around you Found: Dropped from Life Burner on powerful wolf and above. Nerfed since BD2, no longer lifts you off the ground. Kicker shoes, 1, a pare of shoes that can kick items near you, but can't kick enemies Crafted Kick a crystal at something, and watch the pain. Absorb sphere, 1, 150 tech required, moves slowly absorbing attacks, then explodes with the absorbed power Found: Stage 21 bonus shop Luckily, one time purchase only. Good for absorbing rapid ranged attacks, can actually be overloaded and explode prematurely. Saw cruiser, 1, level multiplier 50, launches ground cruisers equipped with cutting blades Crafted Hyper yoyo, 1, attack 8000, multiplier 7, tech multiplier 18, 185 tech required, penetrate, turns the yoyo 180 degrees, and hits targets in front and behind you Found: 6-1 landing, on the ground after completing the game if you have yoyo and super yoyo Ultra yoyo, 1, attack 30000, multiplier 9, tech multiplier 21, HP multiplier 2, stamina multiplier 11, level multiplier 20, 300 tech required, penetrate, three huge yoyos massacres everything around you Crafted Magical edge, 1, attack 0, multiplier 21, 100 tech required, vertical range 1, cuts enemies with invisible blades Found: Tutorial 0-4, second area, must be playing higher than normal. Reflect mode by pressing R, required for obtaining the magical ball, may protect from other attacks as well one time. needle launcher 2, 1, attack 50, level multiplier 5, defence piercing, faster than the needle launcher Found: Stage 23 bonus shop Used for needle launcher making, on it's own kinda meh but useful to have. Hammer, 1, The very first weapon is back Found: Stage 23 bonus shop Much better than it seems, damage and multiplier stats unknown. Gravity killer, 1, attack 100000, multiplier 45, 385 tech required, stamina consumption 200, vertical range 6, penetrate, smashes everything up Found: 20-4 from battleship at super wolf mode or above, dial set to 5 or 7 The ultimate hammer, awesome and satisfying sound. However can be a bit of a stamina killer depending on your stats... yes, yes I did just go there. Super laser cutter, 1, attack 30000, 121 tech required, vertical range 1, creates more destructive laser blades Found: 20-1 inside stone fragment wall, require normal laser cutter. Hyper buster blade, 1, attack 12000, multiplier 19, 132 tech required, stamina consumption 25, high chance for blocking Crafted Ultra snyper rifle, 1, attack20000, 190 tech required, 1 bullet per round, powerful Found: 14-3 with dial set to 9 after finishing the game, requires other snipers first, see The Laser of Doom secret. Triple yoyo, 1, attack 6000, multiplier 1, penetrate, combined 3 yoyos and made it heavier Crafted The weapon I began using for the last stages while writing the walkthrough. Hyper boomerang, 1, attack 9000, multiplier 5, 99 tech required, reverse, the third version of the boomerang Found: Ninja, exact conditions unknown. Javelin, 23, attack 9000, multiplier 11.5, tech multiplier 6.5, 55 tech required, penetrate, not breakable by enemy attacks Crafted Can be thrown one after another very fast. Cat's explosive front paws, 1, attack 100, multiplier 9, 106 tech required, aaaaaaaaaanyanyanyanyanyanyanyanyanyanyanyanyanyanya Found: Tutorial 0-3, exact conditions unknown. Weapon adviser hints at mashing space bar during gameplay. Total of 50 attacks once space is pressed, thank you combat log! 49 rapid hits, with one final stunning strike. Atatatatatata... wait, wrong series. Hyper pachinko, 1, attack 120, multiplier 1.8, tech multiplier 1.8, 72 tech required, defence piercing, a more powerful pachinko Crafted Volt stick, 1, attack 900, tech multiplier 23, 150 tech required, vertical range 3, penetrate, almost cheating Crafted Enhanced electric stick, 2 hit combo. Bomb bomb fall, 1, attack 200, level multiplier 20, drops bombs in front of you Found: 21-3, see That's not the right password... secret Sky shooter, 1, attack 200, 42 tech required, vertical range 4, unlimited ammo capacity, bullets scatter and hit airborne objects Crafted Bee killer weapon of choice. Warp launcher, 1, level multiplier 5, defence piercing, teleport, launches warp beems Found: Dropped from Master Battery when playing on or above hell mode. Metal bat, 1, attack 260, multiplier 2.5, tried powering up the bat Crafted Homerun bat, 1, attack 550, multiplier 5.5, can return projectiles Crafted Mostly a gimic weapon, but can do some good in specific situations. MG-2N, 1, attack 800, 62 tech required, 20 bullets per round, rapid fire, an enhanced version of MG-1N All MG 2 and 3 crafted with clear medals. MG-2S, 1, attack 1250, 81 tech required, 20 bullets per round, rapid fire, an enhanced version of MG-1S MG-2EX, 1, attack 1500, 89 tech required, 40 bullets per round, rapid fire, the best model of MG-2 series MG-3N, 1, attack 1300, 85 tech required, 20 bullets per round, rapid fire, an enhanced version of MG-2N MG-3S, 1, attack 1750, 106 tech required, 20 bullets per round, rapid fire, an enhanced version of MG-2S MG-3EX, 1, ??2100????117???40???mg3????????attack 2100, 117 tech required, 40 tech required, rapid fire, the best model of MG-3 series Fortune of light, 1, random damage, maximum damage level multiplier 40, 126 tech required, penetrate, pierce enemies with a ray which changes randomly Found: 5-3, see sunny skies secret. Too slow and variable damage make this unreliable. Chain sword, 1, restriction: attack 1350, multiplier 4, stun effect, multiple targets, defence piercing, stamina consumption 20, release: attack 35000, multiplier 13, push away, defence piercing, penetrate, stamina consumption 250, 250 tech required, restricts targets and pierce them all Crafted Snake chain, 1, 400 tech required, can restrict unlimited enemies, press r to release Crafted Super chain sword, absolutely destroys everything. Can stunlock bosses, but takes all the fun out of higher difficulties if used this way. Miracle edge, 1, attack 0, multiplier 33, 200 tech required, vertical range 2, has a large magical power Crafted Upgraded magical edge. needle launcher 3, 1, attack 50, level multiplier 5, defence piercing, faster All needle launchers crafted with previous version needle launcher 4, 2, attack 50, level multiplier 5, defence piercing, extreme speed needle launcher 5, 1, attack 50, level multiplier 5, defence piercing, a new needle is generated when hit a target needle launcher 6, 1, attack 50, level multiplier 5, scatter, defence piercing, penetrate, needles scatter randomly and fly more distances needle launcher 7, 1, attack 50, level multiplier 5, defence piercing, penetrate, stun effect, contains nerve poison in the needles. Don't scatter. needle launcher8, 1, attack 50, level multiplier 5, scatter, defence piercing, penetrate, stun effect, can control the scatter range by R key needle launcher 9, 1, attack 50, level multiplier 5, scatter, defence piercing, penetrate, stun effect, needles sometimes go backward needle launcher 10, 1, attack 50, level multiplier 5, scatter, defence piercing, penetrate, stun effect, absorbs 5% of defeated enemy's HP and injects it to you. The maximum HP is ignored until you receive an attack. Completely insane, if you dare to make it. Just for fun, a more detailed breakdown... 1: Possibly fastest weapon in the game. 2: Decent damage for most difficulties, ignores defense and hits... a lot. 3: Stuns enemies. 4: Generates a new needle on a hit that continues moving. 5: Needles scatter in the air, can be controlled with r. 6: Sometimes fires the other direction. At the speed this weapon moves at, only a benefit. 7: If an enemy is killed with this, absorbs 5 percent of its max health, and returns a needle to you that will hit and heal you. You can go over your max HP until you are hit, after which you will go back to your normal levels. Banish blade, 1, attack 5500, multiplier 32, 180 tech required, stamina comsumption 50, more destructive version of the heavy blade Crafted All hits knock back, very powerful, but close range. Cat spear, 1, attack 2200, multiplier 23, 126 tech required, stamina consumption 16, the most powerful spear Crafted 7 hit combo with 4 parts, last part is a quad attack. Very strong, especially for a first playthrough. Started using a combination of this and the Triple yoyo during the walkthrough. Powerbomb launcher SP, 1, attack 7000, 150 tech required, vertical range 5, searches the nearest target and sets the flying distance automatically Crafted Arrow shot, 1, attack 140, multiplier 2, 45 tech required, defence piercing, sometimes performs critical hit Crafted Very useful weapon to have. Spirit blade, 1, stamina consumption 40, an enhanced version of the spirit sword Found: Stage 23 bonus shop, once spirit sword reaches a high enough level. Slower than normal sword, double damage. Spirit fork, 1, stamina consumption 20, a defence piercing spirit sword Found: Stage 23 bonus shop, once spirit sword reaches a high enough level. Slower than normal sword, half defense piercing damage Laser blade, 1, attack 800, multiplier 2, 93 tech required, vertical range 1, charges energy while holding down the space bar, release to fire. Crafted Does pretty decent damage after charging, nice for bosses. Water launcher 2, 1, level multiplier 2, defence piercing, launches water to both sides Crafted Water master, 1, A water launcher which can change settings and launch various kinds of water Crafted Press R to customize. From top to bottom are Damage, direction and speed. Default are lowest settings. Strongest is explosive water, both directions and play. Companion card, 1, summons an ally and fights instead of you Found: Tutorial 0-4, second area, 300 hours play time Press space to select an ally and summon, space again to dismiss. Super companion card, 1, can summon whatever you want with no limits. You can also act independently Found: Tutorial 0-4, second area, 400 hours play time. Press R to select ally, space to summon as many as you like Clone generator, 1, copies everything, but Life Burnners can't be copied. Crafted 4.2: Enemy Breakdown (BD3-IV-B) In this section I will attempt to document every enemy in the game, as well as their attack patterns. However, exact values will not be given at this time, unless someone wishes to do the calculations and contribute. This also includes bosses. Insect First appearance: stage 1 These things appear throughout the game in multiple forms, they gain more health, higher damage and two new forms of attack. Attacks trigger randomly, or if they stand on the same tile as you Attacks Needle shot: A single needle, easy to jump over. triple needle: The name says it all, they fire 3 with the same consistent gap between them, slightly harder to avoid but not difficult. Needle barrage: A machine gun style spray of needles that ignore defense and pass through other enemies, stay away from these especially on higher difficulties, they can and will destroy you if you aren't careful. Green slime First appearance: stage 1 On their own these aren't very dangerous, ever. Attacks Splat: Just a standard melee attack, not an issue if you can kill them before they get to you. Jump: Technically not an attack, but they do do this. Flying lamps First appearance: stage 1 The first of the contact damage enemies, they fly through the map in mid air, if they make contact with you they zap you. Powerful bear First appearance: stage 1, as a boss Slow, can jump. Show up as regular enemies starting in stage 11. Attacks Rock throw: Ranged attack, very, very telegraphed and slow. Megaton punch: Much faster, but can be anticipated due to the fact they only do this if you stand on the same tile as them. Large desk First appearance: stage 2 Attacks Desk leg: quick attack with a bit of range, can hurt quite a bit when you first encounter them but not too bad afterwards. Boulder First appearance: stage 2 The second charging enemy you'll meet, they roll along the ground Launcher First appearance: stage 2, as a boss These things spawn other enemies, pause for a few seconds, start floating upward, begin flying in a random direction for a small amount of time before descending again, and the cycle repeats. Quite often found later in groups in boss levels. Laser launcher First appearance: stage 3 These guns face one direction and do not track, fire lasers in that direction with the same time interval between each one. Computer, stage 3 boss Spawns enemies, and has an annoying teleport move but nothing else. Security cart First appearance: stage 3 Multiple forms throughout the game, silver and gold only appear in stealth stages and are much more tanky than normal. Attacks Laser: They only use this if they stop on the same square as you, however it has some range Lime ball: Like the ones you can buy yourself, small stun. Telegraphed launch. Missiles: silver and gold only, Two different types depending on if they've caught up to you or are just chasing you. Electricity: Silver and gold only, similar to the extinguisher's however only used if they are in melee range. Big lime ball: Move fast, long range, long stun. Very dangerous to be caught by. Appear in stage 25 only, as far as I know. Machine gun spray: Exact same as the stage 15 helicopter. Only appears in stage 25. Mud fighter, stage 4 boss Very tanky, hits hard for it's level. Can fly, summons insects and drops stone fragments. Attacks Rock throw: Same as the bear's pretty much but faster. debris punch: Long range for a melee attack. Mini demon First appearance: stage 5 Move along, randomly attacking. Attacks Bite: happen at random, can do decently high damage. Running bite: Exactly what it sounds like, however only one particular demon has this, or enraged ones in stage 10. Spirit tree First appearance: stage 5 Similar to demons, but more health, weaker but faster attacks. Drop 3 coins sometimes on defeat. Attack: branch smack Blue slime First appearance: stage 5 High defense, but low health. Same as greens in every other way. Crazy horse First appearance: stage 5 Another running enemy, very delicate but seem to do random amounts of damage, ranging from very little to dangerously high. Soldier First appearance: stage 7 These guys all carry guns, bullets ignore your defense. Become stronger later. Attacks 5 shot burst: Light damage, easy to hear coming. 9 shot burst: Further range, can't be avoided only by jumping. shotgun blast: Fast, higher damage, but short range. Female soldier First appearance: stage 7 boss Well, not an enemy for long... wait, spoilers. Attacks Machine gun spray: Same as the regular soldiers from the stage, but much faster and longer. Jump: Yup. Gun whip: Melee attack, quite painful. Security Jet First appearance: stage 8 Travel on the ground until damaged, begin flying for a while before landing again. Appear in flight levels as well. Attacks Missile: A single missile, can be jumped. Becomes a double missile shot when below 50 percent health Missile madness: Late game jets have this, and so far as I've found unless the jet is above you, it is impossible to dodge every single one, so you're gonna be covering up for at least a few of them. Bomb drop: Again, late game jets. Will do this while in the air. Giant bee First appearance: stage 9 Flying enemies, easy to kill. Drop honey, which is very useful. Bomber pod First appearance: stage 9 Float across the level, dropping bombs as they go. Fireball First appearance: stage 12 Move across the stage, damage on contact, explode when hit for burst damage if you're too close. Guns are preferable. Fire stone First appearance: stage 12 Release fireball when hit or at random. Late game stones release fireball waves, not just one. Burner, stage 12 boss Timing and minding distance are everything. Attacks Fire stone barrage: Almost always launches more than 1 at a time Laser sweep: When damaged, flies in the air, sweeps a very damaging laser/plasma beam type attack in the general direction of where the attack came from as it goes before landing again. Increases in movement speed and firing rate at low health. Will not track. Example: If you hit it from the left but then ran right as it flew up, it will still fly left. Battleship, stage 13 boss Fires lasers and machine guns. Devil guardian Puts up a force field after being hit, completely invinsible while on. Distinct sound, glowing red in object info menu. Attacks: machine gun, missile barrage, laser Slime creep First appearance: stage 15 Split apart into 10 smaller slimes at random, give more coins after splitting. Late game slime creeps will drop 10 coins if killed, but if split resulting slimes leave behind time bombs. Helicopter, stage 15 boss Stationary target Attacks Machine gun: Telegraphed, 20 step range. Laser rain: Does this after being hit, flies across the stage while doing so. Turns around if it reaches the edge. Small robot First appearance: stage 16 Annoying, fire long bullet sprays from far away. Sometimes drop mini shooters. Enemy container First appearance: stage 16 Will release other monsters once close, destroying them stops that from happening. Huge extinguisher, stage 16 boss Puts up an electrical force field after being hit, if hit while on you will take huge damage if too close. Attacks Electrical bolts: launches multiples every time, will turn to face you if you get behind it Laser: rapid fire, melee range. Extra large battleship, stage 18/20 boss Fires cruise missiles which track you and explode. Cave dog stage 19 and 20 Jumping, fast. Attack: Leaping claw swipe, will go behind you, leap across and strike again, harder to pin down if they start. Bat stage 19 Will sometimes bite if they pass you in the air, kill them for experience. Undead hate, stage 19 boss Yay, zombie! Destroying it's armor triggers a transformation Attacks Charge: fast, heavy damage Claw: short range Megaton punch: slow, but hard Large insect, stage 21 boss Flies away when hit, summons small insects with defense piercing needles before landing. Attacks Triple needle Trio: fires 3 groups of 3 needles Horn attack: melee Body fluid: stuns Moving mud The last rolling enemy, quite fast, great experience. Mud killer, stage 22 boss Super mud fighter, with new attacks. Attacks Debris punch: Longer range, seems to be some vertical as well. Rock throw: Same as before, hits harder. Stone drop: Flying attack, sandwiches you between 2 rock walls before dropping a huge stone that does massive damage, destroy one side of the walls to get away. Rock rain: Drops smaller rocks as it passes by, becomes deadly on higher difficulties but has no splash damage. Stamina killer Teleport away if they stay on the same tile as you, or sometimes at random. Can teleport near you as well. Attack: syringe shot, 100 damage and cuts your stamina in half. Combat helicopter, stage 23 boss Helicopter 2.0, and actually moves this time! yay! Or not... Attacks Machine gun triple burst: Self explanatory. Container: Drops a rolling container which proceeds to move toward you. If it catches you, moves back toward the helicopter. If you can't break it before it reaches the helicopter, you are carried all the way up to the top of the map before being let go, which of course is fatal. Bomb rain: Triggers when hit or if it reaches you while moving, can be avoided by staying still, unless it turns around. Death desk First appearance: stage 24 Will do stomp damage if you get close enough to you when they move, can be very dangerous depending on difficulty level and defense. Attack: Leg barrage: launches flying desk legs, sometimes if legs hit other enemies another leg is generated and continues moving. Launcher system/energy crystal, stage 24 bosses Launcher system generates launchers and fires energy beams, energy crystal will heal the launcher system if it goes below 50 percent health but teleports away if hit, must move to the launcher system first before it can heal. Lord dragon, stage 25 only Flies away if hit Attacks Air fire burst: launches a massive amount of fireballs that travel through the air, safe on the ground. Ice blast: freezes you if it hits Lightning: Rains down bolts in front of it coordinate by coordinate, possible to run through with timing and hit the dragon. Frozen while executing. Horn attack: melee Bio control system Oh boy... too many attacks. Drops a recovery ring on defeat, has multiple phases. Short range warp if too close, randomly teleports across the map after a certain amount of time. I classify a phase change as music changing, but some of these may be inaccurate due to the random factor, and I may have missed a couple things. Attacks Phase 1 Electrical bolts: Like the Extinguisher, however fires once per second and alternates ground and air shots, but does not fire the other way if you get behind it. Air bolts are higher pitched. Fires 6 times per attack. Energy beam: Like the launcher system's move slowly, pass through other objects that aren't you. Lime ball barrage: Fires I believe 14, but I could be wrong. Bio ripper: Short range blade attack. Phase 2: Gains lord dragon's fire burst and ice blast attacks, launcher system's launcher launch. Phase 3: no new attacks, just music change? Phase 4: Gains extinguisher force field, Targetted lightning: Lightning strikes your current coordinate approximately once a second, tracks you and stuns on hit. Charge: Similar to undead hate's attack. Final phase Stone orb: Summons said orb, which makes the same sound as a flying energy ball and flies at height 5 or so. Can be destroyed for big experience. If it reaches you, does an attack that is mechanically the exact same as the Mud Killer's stone drop. Blade machine summon: summons a blade machine which generates cutting blades around it, can be destroyed. Beam: Warps you to a random spot on the map. Heal: recovers some HP, long startup, can be interrupted by hitting it Satelite missile: Fast, high damaging projectile. Unknown energy, end boss Similar to the energy crystal from 24-4, heals other enemies. Starts the level circling a randomly selected platform. Life Burner, end boss Same as the regular burner, plus. Fire wall: projectile, decent damage, fast recovery. Clear burn: Level affecting bursts of fire from the ground, only safe at the top of the high platforms. Telegraphed by added ambience. Teleport: Seems to do this at random. Massacred Souls, end boss Less dangerous than some of the others in this level, but still can get you killed. Teleports around at random like other bosses, can fly up if you're on the high platforms. Attacks Telekinetic wave: Projectile, warps you to a random spot on the map, very dangerous depending on where it moves you. Backup summon: teleports other end bosses near it's current location, can be interrupted. Drain: Melee attack, either half your health or all of your stamina. Bloody extinguisher, end boss Same as the first extinguisher, plus Double spark: Only at close range, can either be avoided by staying still, climbing up or getting out of range fast. Hammer voltage: Melee hit, short stun. Rapid lightning: Sometimes follows hammer voltage, will keep you stunned until it decides to stop. Lightning: Only strikes once, but seems to affect several coordinates around it. Electrical bolts: Like the bio control system's, have been enhanced with both ground and air versions which alternate. Air bolts range from height 1-5. Master Battery, end boss A flying gun turret, can teleport, will follow you up on platforms. Attacks Machine gun: Short range, but decently large damage. Giant bomb: Strongest falling projectile in the game, will do this quite often prior to teleporting away. Satelite missile: Like the bio control system's, very damaging, fast projectile. Short-range teleport: Triggers if on same tile as you. Mega bio ripper: Like the bio control system's. Beam: Like the massacred souls telekinesis. 4.3: Items, tactical items and shields (BD3-IV-C) To come in future. 4.4: Other fun things including stage secrets (BD3-IV-D) It kinda goes without saying, but this section contains many, many spoilers. This section is intended to be a full, comprehensive list of the game's hidden and fun things for those who are looking for one specific thing, or just want info. Each item here has a title of my own, as well as the level it appears in if applicable. I deeply enjoyed discovering these, some aside from sources I no longer remember unfortunately. Go, My Child! In any level, hold K and O, then press N to summon a helpful cat who will start chasing enemies and hunting them down with deadly force. Note however that you will not get any experience for it's kills. The cat, if it kills everything in it's range will come back to you and run around you in circles. Pressing enter if it is in range will bring up a menu to control it, the options are fairly self explanatory. The Box Of Doom Level: 1-1 Remember that striped box that's in the staff room? You can't get to it at first, but after stage 8 is done and you have your magic hook you can. Don't break it though, or do, either way... See below for a bit more on it. The Thieving Vending Machine Level: 3-3 This thing appears after you've cleared the game, and I believe you must be playing on a higher difficulty than normal for it to show up. It says 500 coins... but it will eat your money. Luckily though you do at least get more of the items if it takes a thousand coins. If it takes less than 500, you'll just get a very entertaining scene. You get threat mist from this, which means in level 10-3 you won't have to attack the demons to make them run to the objective. Sunny Skies... Oh Holy Shit! Level: 5-3 You require 3500 paper dolls for this. Replay this level, and you'll replay 5-2, but run up against much stronger enemies and epic music, with a tree at position 300. At the top of this tree is the fortune light weapon. How Did This Get Here? Level: 6-1 After you've unlocked the stage 13 shop, buy a weapon carrier and replay level 6-1. You'll notice something there that wasn't there before, pick it up. The Mysterious Switch Level: 6-1 After completing stage 6, you are able to land in this level at coordinate 120, approximately. Note this switch for later, as you can only press it after you have completed stage 16, aka have a huge coil in your collection items. If you attempt to before that, nothing will happen. The Chopper Above The Clearing Clouds Level: 6-2 Make 500 paper dolls in the crafting workshop, and replay this level. You should get a text box that wasn't there... fly upward. Boss music! Take out the FT chopper, and get it's machine gun with a weapon carrier. The chopper's machine gun is fastly superior to yours and can wrek you if you don't have massive amounts of endurance or aren't careful. Too Many Boxes! Level: 6-2 You are able to land in this level at coordinate 500. You will find a river for clean water, and many small boxes. If you come back for a second round after taking those boxes, there will be something else waiting for you as well. Shoes In The Sky? Level: 6-3 You require tobacco in your collection items for this to work, which you can get in stage 12 at the earliest. Ignore Bitto's instructions, and do not press L. Fly to the end of the level to get a nice surprise. Aaaaaaaaah! Oh Wait... Level: 6-4 In the main walkthrough, I said jump the gap at 66. I am unsure if this was intentional or a bug, but if you fall through it, you will not die or take fall damage. So it is quite the shortcut. Behind The door Level: 7-1 The first time you play through the level, this door is not accessible. After stage 8 however, this is where you can find either the mysterious abicus, or a hoard of insects that drop sharp thorns for you to craft with. You find the password in stage 12, on a memo on Japanese paper. But for those who really, really want it early. The password is: 56561175656 Death From Above! Level: 7-3 There is a platform at coordinate 10 that you can stand on and just hit the soldiers with any vertically-ranged weapon, laser saber comes to mind and they won't be able to do anything to you. Suppressor Level: 7-4 After you've beaten the game and changed the difficulty, Carla will drop this item, which quiets the volume of your guns slightly. The Ninja Level: ninja's shop, stage 7 The shop itself isn't the secret, however there are a couple different things that can happen here 1: If you have honey in your inventory, the ninja will give you lemons to match the amount of honey you have when you try to leave. 2: If you have a visiting card in your inventory, see below, the ninja will comment on it and ask if you want to send feedback to the developer, I have no idea if this actually does it or not. 3: At some point after having beat the game, or other unknown conditions, the ninja will offer to sell you a hyper boomerang. Phantom Knives Level: 8-1 I am unsure if this is random or actually incluenced by something, but on occasion you will find throwing knives in this level. Stone Hopping Level: 8-1 You require jump shoes or high jump shoes for this. Remember the watery break area between the 2 main parts of the level? Turn on your compact sonar and you'll notice there is a place to hook up. Do so. Bounce over all 7 of the floating stones without touching the ground once to get a fun prize. Friendly Fire! Level: 8-2 I'm not entirely sure if this was intended or not, However the mini demons in this level still drop coins. So while you're not supposed to kill them, if you do this stage is nice to grind for some extra funds, just make sure at least one soldier stays alive. Why Did I Not See Those On My Way In? Level: 9-1 When doing the 3 screens, change the first one to the chainsaw instead of the flame thrower, and exit the room. In the central room, you'll automatically pick up something new. Attack Like An Insect! Level: 9-1 You should just see this on your way out, but I'm marking it here for completeness. The needle launcher weapon is at coordinate 10, use a speed potion to get it if you want it. Hey Cool, Free Stuff! Level: 9-3 In the second switch room, press the switch and scan to the left side of the map. You'll find some light pieces. Hey, What's That Over The... Oo! Shiny! Level: 10-4 Look in your object info menu in the first part of the level, before the container is closed. This item is what lets you open the striped box from level 1-1, and you will find something inside. The Laser Of Doom, And Maybe A Sniper Rifle. Level: 14-3 It is possible to land in 14-3 in the screen after the last wave of jets, at coordinate 100. You will find the gigavolt laser here, and possibly a couple other things depending on other conditions, see below. Am I supposed to be able to get up here? Level: 16-3 It is possible to jump up on top of the roof you start under if you go to coordinate 1. Item Rain Level: 18-2 You can land in this level at coordinate 900. Depending on the thing below this, you will find specific things here. The Dial That Does All Level: 18-3 In the first screen of 18-3, land to find this. It goes from 0 to 9, and affects several things, primarily 14-3, 18-2, and 19-1 as far as I've found. See below for a possibly complete list. Who put that over there? Level: 19-1 Depending on the setting of the dial in 18-3, you can find several different things here. Don't blow up the door just yet... Level: 20-1 Exactly what it sounds like, keep exploring! There is much more to be found, including a couple light pieces, some super shuriken, a new weapon or maybe 2... The red paintball launcher and super laser cutter may be found here. The Almighty Ball Level: 20-3 Once the game has been completed, you'll be able to actually get up here. Notice if you pass the target wall with the magical ball you hit for the normal stage, a floating structure above your head a bit further in at coordinate 40. Up we go with the super UFO, blow that up, and get ready for what I believe is the most interesting fight of the game. Note. If you're just getting here after finishing normal, be prepared to have to cheese and get no experience, or otherwise get completely owned. Ultimate Hammer Of Death Level: 20-4 If you complete this level on super wolf mode or higher with the dial set to 3, 5 or 7, the gravity killer weapon will be found here. That's... not the right password... run! Oo, what's that over there? Level: 21-3 Deliberately enter a wrong password at the door, then look at the object info menu to find something cool that spawned at the very beginning of the level. Uh... what? Level: 21-4 Why would a giant insect be carrying that? This only occurs after you've finished the game, see the ninja for details. Last Weapons Level: 25-5 Defeat the Life Burner on powerful wolf mode or above to obtain the chaos flare. Defeat the Master Battery on hell mode or above for the warp launcher. 4.5: The dial (BD3-IV-E) In this section, I will do my best to document what this secret in 18-3 actually affects. 7-1: If set to 9, possibly other numbers as well, Where the abicus spawns will be many insects which will drop sharp splinters. 14-3: If set to 9, the hyper sniper rifle will spawn if you land. 18-2, landing spot 0-3: The landing spot will contain a mixture of red paint, nuts, and sharp splinters. 4-6: UFO catcher items will constantly fall until you exit the level via the door on the right. 7-9: Trash items from stage 12 will constantly fall until you exit the level. 19-1 3: The vulcan minigun will drop here, with some ammo. 6: Lots of 7.62 ammo. 8: A huge piece of iron will be found here. Anything else: The spin sword may be collected. 20-4 3/5/7: The battleship will drop the gravity killer weapon. 5: End And there we have it, this is the end of the guide which I hope you have found at least somewhat helpful. This series is amazing, and 3 of the best audiogames available, in my opinion. If anyone has questions, please feel free to contact me via the audiogames.net forum. If certain questions appear more than others, I will make a frequently asked questions section. Credits Nyanchan: for making this series what it is, and giving me many, many hours of fun... possibly too many The translation team: For all the work that goes into translating a game this size, without them this guide would be much more complicated and I'd have to piece together stuff using my very, very limited knowledge of Japanese. Pulseman45: For telling me that the miracle edge does in fact have a reflect mode since last time I'd tried it wasn't working, and for confirming what I was too lazy to do while writing and finding the required difficulty for the chaos flare and warp launcher. Also, for reminding me about the BCS's stone orb attack. Ace_3000: For correcting me on the amount of play time required for the super companion card.