iXWWBBB82X20@M@WWBBBBWS; WMM@BZaZa28MMBZSXrBWWMMMMMMM iMMXSSXXXXS2ZWWW@MMMM002XMMMM2 Valis 2 M0iXXi0rB7iM0BWMM aiW. ZiM FAQ/Walkthrough MMrrXSM B7;MBMMr7 .Z:MBMMMrrM Version 1.0 i0M;;MM;Z0 MM0M :ZB@WB@@@M by Seth0708 MZ2ZMWWMiaM i222i 7M@2W08M BMMMM iWS7ii2M7MMB Z7iXB0M aMS:Ma, ;Z:.W.:ZB0M .2 ,iB,:;i, :i,aWM08M 02. 7X7:;i.ir;W7W80M @0 ;Z:, ,BiX@7M0BM M ,8W;,SMiM00M ,MMMMMi. ,r;BB0M @MMMMM0@M@MBB0;B8M @MMB aM0WW0@Z88M MMM0 , M7B888@8Ma SMM22M .,,, ZM;B088WWM 2@MB28M0 iBX:. MrB08ZBBM iZ0MMMMMMM@M 2@Z..:: BMr08Z8BM. 0M@@0WB@MBW ;r;WX7 ::: MrW888MMM ,ZWMMMMM7:X0@WWBM r .,:i::i MXMMMMMMM .. rX 2MMr.SX2a.,ZMMBBB@W@MM S X:.,:::ir7X.MB; M7 .SX80 .2MX @M; aZ.0X:SMW00B@2Z2ZaM r; B ,::,::,rrr0S X::2 2M .7XZ SXS82 ,S28@W WMr M: B7:B@080WM:7@XS2M: Z 0 ::,:i::i;:,.:X ,8iMM 2XZ 7;X2 7SZaSXSB rM7 M :B7rMW080@M X@W278B;, XS ::.,rrSa; ii.ZWMMMMMXXSB rXr8 :28Z.:70 BM M: W;rMB888M0 r@08ZZM@r, MS.:. X2SXS :7:aMMMMM8M,rX S7SX @2 ZSa B8 :@ MX;@B880M8 iMB88WWWM8 2X .:.2S: S X;:M :0 SXX0 .. ,27i .7 M 2a,WW000@W.,WBZZWB80BMi: .:,.:, .: 7S ZM .r;: MM aaS88 .20ZZZ: M M;r@08ZBM,:XM8ZWBZB0WM8 ,::iii, MZXr. MMMi; ;WMM:8W8a; 0MMZ i@WW; M @aZW88ZM2:,BBZBWa00BMM ::,ii. ;a..SMMMMB MMMM2S8X. @MBi W8WM. M M;WB088M,;iM88W080B@M :::.. 70;;ZMW@WW iMMWi r .MMr ,MW2 a,M,B0880BiraW8B0Z0B8M. .:::,7Z;;MMW08Z8@WMM8..8a0 .___________________ O--|__________________/ The Valis Series ' Valis 2 for the Turbo CD is a port of the second title in the Valis series that originally appeared on the MSX. Although it is the second game in the series, it is the first released on the Turbo CD. Valis 2, sadly, is probably the weakest entry in the series. The level designs are among the most barebones I have seen in a sidescroller, particularly for either the Turbo CD or Sega CD. The enemy designs are limited and they all act very similarly. The bosses, for the most part, are mostly regular enemies with unique sprites. There is next to no difficulty as well; most players will probably make it to act four before they need to continue even once. The story offered in the American manual for Valis 2 makes very little sense. According to it, Rogles, the villain from the first game, was a "kind and generous king" who was defeated, not by the heroine Yuko Ansho, but by a new villain named Megas. The dialogue in the game, however, indicates contradictory things about who you are fighting and why. This guide functions as a short walkthrough. There is not a lot to explain, but the guide currently available is not very applicable as it relates to the MSX version of the game, which has a number of major differences. If you are more interested in the quality of this game, check out the reviews page as this is a very barebones walkthrough. .___________________ O--|__________________/ Walkthrough ' () Act 1 (City) The first stage is really simple and requires no explanation, but we will run through it quickly. Run to the right, shooting or dodging the soldiers of Megas. You will come to a sub-boss. Shoot it three or four times to move on. Drop into the subway and run left until the sub-boss reappears. Kill it again to drop down another floor and run back to the left. A third sub-boss will appear. This one will fly a few paces, land and fire a shot, then repeat. Just keep shooting it. Beyond is the boss. () BOSS BATTLE: Red Salamander Zaruga Zaruga has two attacks. He can spit a fireball from his mouth or throw a fire wave at you with his arms. Both attacks, however, can and should be jumped over. No matter what you do, keep firing. Just fire endlessly and dodge his slow moving attacks to defeat the Red Salamander. () Act 2 (Swamp) The second stage offers a little more variety. There are some jumps through this weird purple swamp, all of which are really easy. Even if the floating enemies hit you, you won't be knocked very far back, certainly not as far as in say Ninja Gaiden or even other titles in the Valis series. You can waste time fighting the enemies, but really it is more effective to just run past most of them. The path diverts a little from the previous stage, but there still is only one way to go all the way to the boss. () BOSS BATTLE: Shadow Panther Gillan Move back to the left side of the screen and duck down. Fire repeatedly as Gillan first leaps towards you, stops, and swings over your head. Some debris will fall around you, but at most it will hit you once before the Shadow Panther falls. () Act 3 (Futuristic Ruins) The third stage has some things worth mentioning. The spiked balls that float around in certain tight spots in the level can be stunned with shots from your sword, but they cannot be destroyed. Instead stun them and run by them. The low running panthers can be ignored by jumping over them for the most part. The female satyrs you need to fight, but the large ogres can be dashed by everywhere until near the midway through stage where they are accompanied by the moving spiked balls. Here you need to duck down and shoot until the ogres die, then move past the spiked balls once they pass you. After this you just come to a series of areas where you need to spam the attack button as you approach both ogres and satyrs. Follow the way open to you to come to the third boss. () BOSS BATTLE: Blue Rhino Gaias Just start firing at Gaias (notice a pattern with these bosses?). He will release a small dragon that will fly at you. This thing can be killed, but do not worry too much about it. Every so often Gaias will launch some missiles that will fly at you in an x-pattern. If you have half your life left you can fire and not even bother dodging. If not, make a halfway attempt to avoid the missiles more than the dragon, but keep firing until the Blue Rhino is defeated. () Act 4 (Volcano) The fourth stage introduces some slightly more challenging enemies. The running fire men leave behind a fire when killed that will hurt you if you touch it. It will burn out after a while, however. There are also these dracolich sub-bosses that, although simple in behavior, take more hits than the bosses thus far. They will die eventually, you just have to keep hitting them. This level will run you in multiple directions, but still essentially only offers one path and tests more your ability to move through waves of enemies than anything else. () BOSS BATTLE: Haizen the Ruthless Haizen the Ruthless sounds intimidating, but like the other minions of Megas he is far from it. Haizen spins in a circle, rising and lowering into the ground. In general you want to stay close to him and shoot as he is above the ground. He will try to rise near you, then dive back down after following you for a bit. You want to be on the side of him furthest from a wall each time he rises to maximize the distance you have to fall back to as he follows you. He takes a lot of hits, so you will be doing this little dance for a while. () Act 5 (Futuristic Fortress) The fifth stage finally offers some actual platforming challenges. The lasers at the beginning require you to time moving between them; obviously you move when they disappear and wait for the next one to follow suit. Past this you come to a series of platforms floating over a spiked pit. Jump from one to the next to continue. This is followed by a series of tight spaces that have spiked balls in them like in stage three. Make your way through them as you did there. The first sub-boss is after this and he will roll into a ball and roll around at you. He alternates rolling and jumping, which can be a little tricky to deal with. You can run under him when he is in the air and jump over him when he jumps. Stay as far away from him as you can so you can get a feel for which manuever he is going to do and can respond appropriately. The next area is filled with enemies low to the ground. You can hit them if you have the homing attack, but if not wait for them to fire and then jump over them. These are followed by hopping spiders that can be fought like most of the enemies in the game. After three or so of these you come to another spiked ball corridor that is similar to the first. Afterwards you go another round with the sub-boss. Run left from here and grab the health, then ride the platform up. On the left at the top is a room with every power-up you could want, so grab which ones you need. The clock is useful because the next section has a moving conveyor belt floor with spiked balls. This is probably the hardest section of the game, but there is no real good way to describe how to do it. You can freeze the spiked balls and make your way through, but you will also need to shoot them and try to jump past because it will not last through the entire gauntlet. At the end is a third sub-boss. This one moves back and forth and swings a sword... and nothing else. He should not be a problem. This is followed by a series of electircal anodes that alternate back and forth what they are electrifying. Move through the first area to come to another one with both the electric fields and spiked balls, although it is not as difficult as the conveyor belt area. Trudge onwards to go through another enemy laden area. Next is a series of ledges above a conveyor belt. You need to jump across these ledges to move on. Wait for the spiked balls to move down and jump to the next. The third sub-boss returns at the end, this time with a moving spike ball along the ground. Focus more on dodging the spiked ball as it is the bigger threat here. Once he is dead, ride the platform up to the roof. Kill the spiders as you cross the roof and approach the boss. () BOSS BATTLE: Scarlet Fire Toe Toe splits in two at the beginning of the fight. Toe will send one body to each side of the screen and slash at you. Move to the middle and fire at either Toe. Jump when they fire their purple blasts along the ground and duck when they leap to opposite sides of the screen. The Scarlet Fire is much easier than the last two bosses and can be dodged in this manner very effectively. () Act 6 (Bone Corridor) Ride the jaw bone platform and shoot the enemy probe things as they approach you. There are some new-looking weird enemies here, but just keep firing at them and don't worry about where they came from or why they are here. You will ride straight to the final boss in short order. () BOSS BATTLE: Phantom Emperor Megas (1) Megas sits on his biological throne and fires red and blue fireballs at you. The red ones move out in a half-circle spray, while the blue ones will curve around and up towards the left. If you have the homing attack you can crouch down about four Yuko-lengths to the right and just fire away and never be hit. If not, stay towards the back, duck down, and wait for him to fire his red fireballs. Jump the one that comes towards you and shoot Megas as you do. This takes a while, but it is the surest way to defeat his first form without being hit. () BOSS BATTLE: Phantom Emperor Megas (2) Megas now will move back and forth, firing a blue fireball at you from each side of the screen. He will also summon a dragon to fly about like Gaias did. Follow Megas and stay behind him on each side of the screen, jumping up and firing into his back. He will never be able to hit you with a fireball and the dragon will often be too slow to reach you before it is time to switch sides. When he summons a second dragon, stay behind Megas but focus on killing both dragons. When they are gone, return to just attacking Megas until he summons a second dragon again. Kill them again and then repeat your attacks on Megas. .___________________ O--|__________________/ Copyrights ' Valis 2 is (c) Telenet Japan
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Valis 2 :: FAQ / Walkthrough v1.0
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