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FAQ/Walkthrough by Eternimus

Version: 2.0 | Updated: 01/29/04

ALTERED BEAST: Guardian of the Realms 2.0

Contents:
0) Revisions/Permissions/Legalities
1) Story
2) Controls
3) Items
4) Beast Form Talisman List
5) Level Strategies
6) Boss Strategies
7) Credits

1.0 - Wrote most of the guide
1.1 - Added other talismans for Cerathos and Chimera
1.2 - Improved Boss strategies
1.3 - Added Permissions list and corrected a few minor spelling errors
2.0 - Extra permission and new Hydra strategy.
Permissions List:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These sites have permission to post this and all future works of mine:

GameFAQs.com
Neoseeker.com
www.freewebs.com/evilgamer7

Enjoy, people!

LEGAL STUFF:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Screw the legal stuff. Don't rip off my work and everything will be cool savvy?
You want to use it, drop me a line. I really don't care if you use it, but at
least let me know where my works going. Email's at the bottom.

(1) STORY:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There is a fine line between order and chaos. This delicate balance is
preserved by the will of Zeus alone. From his throne on Olympus, Zeus
maintains peace throughout all planes of existence. Guardians, chosen by Zeus
himself, safe guarded access to the Hall of Realms. The Hall serves as a nexus
to the mulitverse. The guardians maintain the fragile balance.

A Dark Reaper named Arcanon seeks to upset that balance. He has attacked Zeus'
Guardians and stolen the keys to the Realm Gates. He intends to create armies
across the multiverse and attack Olympus.

Zeus must now call upon the fallen heroes to defeat Arcanon and his minions
to reclaim the Hall and restore the balance.

As a Guardian, you have been imbued with the power to absorb the essence of
each plane. These essences come in the form of Spirit Balls held by Arcanon's
thieves, the Spirit Suckers. Collecting the Spirit Balls will transform you
into an Altered Beast.

You must travel to the captured realms and recover the lost Altered Beast
spirits and Gate Keys. Never give up and emerge victorious against Arcanon!

(2) Controls

D-Pad: Navigate menus/Move Antonius left, right, or crouch. Plus changes your
attacks.

A button: Confirm selection/Kick attacks (A+up = High kick, A+down = Kick
straight up, A alone = Front kick)

B button: Cancel/Punch attacks (B+up = Uppercut, B+down = Low Punch, B alone =
Straight Punch)

Start: Confirm selection

Select: Unused.

L or R buttons: Jumps

L or R buttons: Super Jump (you just jump higher, don't try to use it as an
attack.)

I was playing this on a Game Boy Advance SP so if the buttons are different on a
normal GBA someone let me know.

P.S. If his punch and kick are on opposite buttons, in the options menu there's
an option that says swap buttons. It switches A and B. Use whichever setting is
more comfortable for you. It makes a difference, trust me.


(3) Items:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This game is a side scroller/fighting game, sure, but it still has its fair
share of items.

Spirit Ball:
	Looks like a little glowing white/gold ball. First one you get makes you
a normal sized person, second bodybuilder, and finally, your Altered Beast for
that level. Dropped by Orange Ghosts. Damage increases with each spirit ball.

Beast Form Talisman:
	Looks like an eyeball, various colors. Changes what your current Altered
Beast looks like. You will always become whatever Beast Form the talisman you
grabbed last gives you. Permanent. It's supposed to make your beast forms
stronger, but I didn't notice a difference. If someone can confirm this, let me
know.

1-up:
	Looks like a golden ball that occasionally turns into the number one. I
don't think this needs an explanation on it's use. Dropped by Gold Ghosts. Gold
Ghosts appear at about 25,000 and 50,000 points. Then when you hit 125,000 then
150,000 and then 225,000 and then 250,000... you get the idea.

Continue:
	Looks like a gold ball with 3 blue ones attacked in a triangular shape.
This one doesn't need an explanation either. Dropped by White Ghosts. White
Ghosts appear every 100,000 points.

One Shot Magic:
	Starts out as a white ball, but changes form to give you bonus abilities
	for a short time. They are as follows-
		Green Ball - Adrenaline: Increased movement and attack speed.
		Red Apple - Ambrosia: Fills health meter.
		Orange Fireball - Armageddon: Wipes out all enemies on the screen.
		Silverish White Ball - Berserk: Double damage to enemies and you
		won't be knocked over after losing a bar of health, unless you die
		of course.
		Golden Sun - Determination: Temporary invincibility. We are talking
		real short, like 3 seconds.
		Glowing Broken Rocks - Earthquake. Kills all ground units.
		Stone with Gold Aura - Inner fire. Shoots fireballs from your top
		180 degrees, one at a time.
		Red Heart - Regenerate. Gradually heals you, for a total of 2 bars.
		Stone with Blue Aura - Shockwave. Wherever you hit this it sends a
		blue wave from either side of you, killing whatever comes in
		contact with it.
		Yellow ball with green inside - Venom. Double damage to enemies.
		Stone with Purple Aura - Zander's Shield. Surrounded by a purple
		shield, killing whatever touches it.


(4) Beast Form Talisman List
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The spirit balls you obtain change what you are depending on the level. You can
only play the beast forms of that level in that level, because at the end of
each level you get hit by a blue lightning bolt which makes you back to the
scrawny man you start as. The first one you get takes you from small guy to
medium guy. Next takes you from medium guy to large guy. And what happens after
that depends on the level. By the way I dunno what these attacks are called, so
the names are made up.
Each variation is obtained by running through the level again and looking for a
talisman. Sometimes if they're in one spot one run of the level, they'll be
there in other runs. There are exceptions though. I have listed the furthest
range I have been able to hit with each attack as well. Ranges are as
follows:
Close range: Give em a kiss.
Short range: Reach out and touch someone
Medium range: More than a jump or two away
Long range: All the way across the screen.

Level-  Crete: Canis, the werewolf.
		Punch: Energy Shot, similar to Ryu and Ken's Hadoken from the
		Street Fighter series. Long range
		Kick: Energy Dash, Blue energy field surrounds you and you zoom
		across the screen. Temporary invulnerability.
		Long range
	Variations: Artic Canis, Obsidian Canis, Golden Canis.
	
	Dubari: Nagi, the snake
		Punch: Acid Breath, spit short burst of acid. Short range
		Kick: Spiral Dash, curl up in a lil ball and roll people over.
		Long range
	Variations: Diamond Nagi, Ruby Nagi, Emerald Nagi.

	Lerna: Draco, the dragon.
		Punch: Lightning bolt breath, spit out a good sized thunderbolt.
		Medium range.
		Kick: Lightning Shield, surrounded by spit second barrier. Close
		range.
	Variations: Metallic Draco, Crystalline Draco, Alpha Draco.

	Sahar: Smilodon, the tiger.
		Punch: Fireball throw. Hold up to toss one at a diagonal angle.
		Medium range.
		Kick: Fire spin. Envelope self in flames and bounce up and down.
		Range depending on direction held. Close
		range if no direction held.
	Variations: Sumatra Tiger, Corbetti Tiger, White Tiger.

	Organica: Terapis, the spiked turtle.
		Punch: Spits arrow shaped projectile, like a laser or something.
		Long range.
		Kick: Spikes extend, and you twirl across the screen. Long range.
	Variation: Ankie, Steggie, Trudy. (Don't ask me. I think its for
	Ankylosaurus, Stegasaurus, and maybe Triceratops?)

	Oceanus: Charodon, the shark.
		Punch: Water Shockwave. Arc shaped beam. Long range.
		Kick: Somersault. Spin in place or in a direction. Range again
		depending on direction held. No direction,
		close range.
	Variations: Leopard Charodon, Tiger Charodon, Panther Charodon.

	Despot: Cerathos, the rhino.
		Punch: Shockwave in a straight line, even off of cliffs. Medium
		range. VERY SLOW.
		Kick: Rhino charge. Dash in a straight line, and do a little hop
		at the end. Long range.
	Variations: Steel Cerathos, Iron Cerathos, Titanium Cerathos.

	Vulcan: Scorpios, the scorpion.
		Punch: Green shockwaves thrown from your claws. Long range.
		Kick: Tail laser. Shoots ray of light from tip of your tail
		hitting whatever's in front of you. Close
		to medium range. (Longer range if you jump and use it.)
	Variations: Sand Scorpios, Rock Scorpios, Ice Scorpios.

	Haven: Avion, the eagle.
		Punch: Whirlwind thrown before you. Short range. VERY SLOW.
		Kick: Pin Missile. Shoots what I think is feathers at things in
		front of you and below you. Short range. But
		all in all it looks like a pretty sweet roundhouse kick.
	Variations: White Avion, Night Avion, Fire Avion.

	Thundaga: Canis, the werewolf.
		Punch: Energy Shot, similar to Ryu and Ken's Hadoken from the
		Street Fighter series. Long range
		Kick: Energy Dash, Blue energy field surrounds you and you zoom
		across the screen. Temporary invulnerability.
		Long range
	Variations: Artic Canis, Obsidian Canis, Golden Canis.

	Mojave: Terapis, the spiked turtle.
		Punch: Spits arrow shaped projectile, like a laser or something.
		Long range.
		Kick: Spikes extend, and you twirl across the screen. Long range.
	Variation: Ankie, Steggie, Trudy. (Don't ask me. I think its for
	Ankylosaurus, Stegasaurus, and maybe Triceratops?)

	Parcha: Charodon, the shark.
		Punch: Water Shockwave. Arc shaped beam. Long range.
		Kick: Somersault. Spin in place or in a direction. Range again
		depending on direction held. No direction,
		close range.
	Variations: Leopard Charodon, Tiger Charodon, Panther Charodon.

	Chaos Realm: Draco, the dragon.
		Punch: Lightning bolt breath, spit out a good sized thunderbolt.
		Medium range.
		Kick: Lightning Shield, surrounded by spit second barrier. Close range.
	Variations: Metallic Draco, Crystalline Draco, Alpha Draco.

	Dreamscape: Chimera the, well, uh... chimera I guess.
		Punch: Backhand. Smacks em like a bad bad doggie. Short range.
		Kick: Sonar waves. Spits out a sonar like projectile killing
		whatever it touches. Medium range.
	Variations: Mega-Chimera, Chimera Lord, Giga-Chimera.

	Palace of the Gods: Chimera the, well, uh... chimera I guess.
		Punch: Backhand. Smacks em like a bad bad doggie. Short range.
		Kick: Sonar waves. Spits out a sonar like projectile killing
		whatever it touches. Medium range.
	Variations: Mega-Chimera, Chimera Lord, Giga-Chimera.

(5) Level strategies.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since this is a side scroller I cannot give too much help here. All I can give
is general suggestions for each area.
*note* I made up the bosses' names, too.

Crete - Basic level. Mindlessly simple. Stick with punches on this one till you
get your beast. Good warm up, come back a few times till you get used to your
character and fighting. After a few tries should be cake. I've gone through so
much that I can clear the level without getting even hit but once or twice.
Breakables: Tombstones, pillars.

Dubari - A bit more difficult, low punches work wonders here. Watch out for the
driders. (Spider/dark elf looking things)Because they can and will web you,
immobilizing you for a few, long enough for them to hurt you. The bats will
latch on and drain your life, so if one grabs you mash the buttons till he lets
go. High kicks work well for them.
Breakables: 'Shroom clusters.

Lerna - Not too hard, the boss is a pain though. Nothing here too dangerous
though the skeletons with spears can mess you up pretty fast. The mosquitos
will dive bomb you so either jump and pop em one or wait and high kick em out
of the sky when they get close enough.
Breakables: Skeleton, bone piles.

Sahar - I hated this level. To survive, but you'll miss out on points, stay up
high. The scorpion rats will jump up and slap you but when they jump up just
kick em in the face and they don't want to play anymore. The sandstorms will
push you around so watch that as well.
Breakables: Jars, Logs.

Organica - This level was no fun either, mainly because of the corpse scarabs.
The best thing to do here is jump alot and front kick or low punch when you get
the chance. Watch for all the flowers here, they spit thorns at you.
Breakables: Flower stalks, flower buds.

Oceanus - This level was a breeze. you can't do much here because you can't
swim quite yet. But you can breathe underwater. Hmm... well anyway watch for
the seahorse nagas, they spit balls of ice to immobilize you for a short time.
Usually followed by a black fireball. Button mashing is a must here. The fish
with forks can zap you when you get close, so be on guard there.
Breakables: Exploding coral, normal coral.

Despot - This level sucks. I had the hardest time here of anywhere. Nothing
much for items, a slew of monsters that either explode or spit acid at you, and
you are introduced to a new obstacle here, the Bottomless Pit of Doom. Fall in
here and you are dead. And they are in nearly every level from here on. How fun.
And that's why the rhino sucks for here because he charges, and can fall in a
heartbeat. Use his charge sparingly. The bat-like things with teeth are
kamakaze pilots. They will drop from the sky without warning and explode.
Tread slowly. Your low attacks are your allies here.
Breakables: Stone pillars, Totem Poles.

Vulcan - A fire level. Fireballs shoot up and produce like possessed phoenix or
something. Common enemies here though are various colored magma elementals.
And they ever annoying Beholder, who's eye laser can take of a bar of health
per shot. Be extremely careful in this level, because of the new trap. Some of
the stones you step on fall away. And then you get to cook. How fun, huh?
Breakables: Rocks. Lots and lots of rocks. And totem poles. But mostly rocks.

Haven - My favorite level, mainly because you get the very cool Avion beast
form very very early in the level. The enemies are really not that tough. The
clouds can get annoying, they breathe ice which immobilizes you. You fight
demon cherubs here, but they pose no real threat. Watch out for the suddenly
spawning skeletons they can pop up and hurt you if you are not paying attention.
Avion's Pin missile works like a charm here.
Breakables - Exploding coral.

Thundaga - This level wasn't too tough, but you run into a new obstacle here.
Enemies who can block and dodge. They get real old after awhile. Plus the
normal enemies take four hits to kill, instead of three. Oh yeah and the crab
demons can pop in and out like a warp or teleport whenever they want to. Watch
out. I found normal and low punches help.
Breakables: Crystals.

Mojave - Another level where it is advisable to stay up top when you can.
Kicks are they key here, most of the monsters' attacks and moves can be stopped
by em. Watch out for the super-jumping rhino beetles, too. The cobras like
blocking your attacks so be careful with them, too. All in all not too tough if
you're careful. Jump kicks work pretty well.
Breakables: Jars.

Parcha - This is a unique level... a dry desert as the background, water in the
foreground. Does anyone else see a problem here? Anyway nothing new here just
differently shaped enemies. But watch out for the demon pihrana fish, they
attack and do not ever stop till they're dead.
Breakables: Corals, as in Oceanus.

Chaos Realm - I hated this level till I figured out how the boss died. Then it
was cake. The monsters can do some good damage here. Low attacks, both punches
and kicks, are quite valuable here. Watch out for the irritating teleporting
lizards though. You will grow to hate them very quick.
Breakables: Black obelisk.

Dreamscape - This level is horrid. It has the worst of every other level in it,
and they are out for blood. All I can say is survive by any means necessary and
come here with at least 3 lives and 2 continues. When you get the Chimera form
it does not help very much. It will most likely smack you around the first
couple times you're in. But don't dispair. Practice makes perfect. Took me 3
runs till I completed it. Good luck.
Breakables: Stone eyes and the stone arms holding em. Pegasus statues, too.

Palace of the Gods - No level here, just Arcanon.

(6) Boss Strategies.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The single most aggrivating part of this FAQ. I ran
against these bosses numerous times till I found a pretty simple way to kill em.
Some of my ways may seem kinda cheap to you, but hey, THEY WORK. Any other ideas
sent to me will be put here in a later revision and given credit, cause I'm cool
like that. *NOTE* All my boss strategies are assuming you obtained all three
spirit balls and got your beast form. Without it the boss difficulty goes up
10x normal. So if you miss one (as I recently did in the Dreamscape) Simply quit
the game and restart the level. If someone gets crazy enough to take the bosses
on in some other form then send me your strategy and you will definately be
given credit... as one insane gamer!

Crete Boss: Undead Legionaire - When I figured out how to beat this guy I
laughed so hard. I can walk all over him now. I can stomp him in the ground
without even being damaged. You don't hit him, you hit the three pillars you
can see. Each pillar has a top, middle, and bottom you have to hit. All you do
is when the fight starts run as far away as you can, and face him. He'll be
tossing out these shields. Destroyable, though. Keep jumping and tossing
Energy Shots at im. Doing that you can destroy his shields, and get numerous
hits into the pillar. The second pillar do the same, except when you get to
the second pillar make sure you fire, then jump then fire again. He'll be
rolling shields along the ground by this time. The third pillar just hold right
and keep pressing your energy dash like you're insane. You'll kill him quick,
fast, and in a hurry. With little or no damage. Otherwise just jump and shoot
at your discretion. But watch out for his lasers when you do.

Dubari Boss: Tunnel Worm - This guy's not so hard. Just stay back. Forget using
your spin, you'll get stuck in him and just die. Your spit is what you need
here. He has a few attacks. One is to dash straight into you. If you are max
distance away he can't even touch you. Then you spit in his face. He makes
stalagtites fall from the ceiling too. Just find a place where they won't fall
on you when you see them at the top of the screen and spit in his face. He
will open his mouth and crawl towards you. Again, max distance and spit in his
face. He'll go down pretty fast.

Lerna Boss: Hydra - What a pain. Don't even bother with your field unless you
are killing the worms the red and blue heads throw at you. The green one will
dash into you. Even if you are max distance away. Ducking can prevent this,
jumping and gliding too. When you get an oppourtunity between the dashes, the
high spit worms and the ground worms, go wild with your breath. As soon as you
get a head killed, keep attacking the neck. Otherwise the head comes back
fully healed and you're back to square one. The neck will disintegrate and
you can go on to the next one. Expect this fight to last awhile.

~~~update~~~

Here's an alternate strategy from Phil Scopa:
	I was reading this...and I have an easier way to beat that god 
	forsaken Hydra in Lerna. I was playing one time and I wanted to 
	try something out see....so I dashed behind the tree that the necks 
	are wrapped around...and it couldn’t hit me...I was behind it and 
	damaging it w/the lightning breath and it couldn’t hit me at all 
	so the whole idea is...get behind the hydra and kick its ass =)
	Enjoy the simple way.
I tried this out. Seemed to work pretty well. Go for it, saves you alot of 
lives. Thanks Phil!

Sahar Boss: Queen Ant - This boss is a joke. Simply stand in the middle and
toss your fireballs at her tail. That kills off the ants she throws at you, and
damages her. When you get a chance toss your fireballs at her head too. Does
more damage. If for some strange reason one of her ants gets by your fireball
hit your firespin button with no direction. You go up, come straight back down,
and wax said ant. I'd be surprised if you even get damaged here.

Organica: Vampire Bud - Remember those cheap strategies I was talking about?
Here's one. Soon as the fight starts, spin into the big plant bud. Then just
keep pressing your spin button. The spear roses from the top and bottom will
shred against your spiked shell and the bud will cry. End of discussion.

Oceanus: Kalamari - Another simplistic boss. Only has 3 attacks. One is
spitting fish, one at a time, starting from the top of the screen and gradually
down. The second is um... spitting fish. Only this time much faster and in
clusters. First at the top of the screen, then at the bottom, then in the
middle. The third attack if to futilly attack with it's tentacles. Unless you
are cuddled up with this mutant squid it can't even harm you. Stay as far away
as possible. And keep throwing your Water Shockwaves. When it does the slow
fish spit, just keep throwing em. When it does the fast ones, somersault in
place and you will kill all the fish, allowing you to proceed to educate the odd
thing in the art of pain. No problems here.

Despot: Aztec Demon - This guy you may have some difficulty with. Every attack
he has hits multiple times and can EASILY kill a full life bar without a
problem. Here's what you do. When the face isn't spinning, jump and charge.
You can usually safely pull off about 2 hits, and that's it. When the outer
wheel is spinning, stay below it. When it stops, run to one side or the other.
When you see him spit out his last block, super jump and charge again. You
should sail over the bricks, into his face. I bet that hurts. Anyways, rinse,
lather and repeat till you break all four of the wheel pieces. He keeps doing
his thing, but now you gotta watch the arrows on him. Eventually he'll fall.

Vulcan: Magma Lord - This guy's not too bad. His three attacks are fireballs,
fireballs, and... um... fireballs actually. The easiest way I know of to beat
him is when he raises his hand and summons fireballs from the sky, stand
between the first and second ones if you can, and zap the hell out of him with
your tail laser. When the last fireball falls, run back, crouch, and use your
green shockwaves, he'll throw one fireball straight then one low. Crouching at
the back of the screen and using your shockwaves makes you immune pretty much
to his attack. He'll eventually switch sides of the screen by melting, and
later still summon 2 fireballs at a time from the background. Just watch your
footing. The laser does more damage, but the shockwave makes you harder to
hit. Your call.

Haven: Cloud Demon - This guy is pretty simple. First off, fly to the upper
right corner of the scree, above his head. Let him float to the top of the
screen and toss his daggers at you. The problem is if you make it so his hand
is out of the screen when he throws em, they disappear and cannot harm you. So
just tear into him with your pin missiles. Eventually he'll have a hilt in his
hand, and make flames shoot from it. Stay in either the upper or lower left
corners, and swoop in to attack when you can manuver around the flames.
Eventually his head will pop off revealing another. Slap it a bit. Then he
dies.

Thundaga: Giant Skeleton - This guy is a joke on his feet. Funny thing, we have
to take out his feet and make him harder. Hmm. Ah well get to it. Target his
legs with your energy shot and when he jumps run to the other side of the
screen so he doesn't land on you. He will do a little jig in place, but if you
were what he landed on, he'd be stomping you into the ground. Eventually you'll
break him. Now he can still leap, using his arms. Same strategy run. When he
lands this time, however, he swings his arms like a madman. He also will crawl
into you. Keep away and keep firing, and you'll own him.

Mojave: This thing is ridiculous!!! The tail smacks you, and the ground to drop
large rocks from the sky, and the head shakes back and forth and spits out
little rocks! This fight takes a long time if you want any lives left.
Basically you spit your lasers at it and when the tail drops rocks on you spin
to break the rocks. You have to jump slightly to hit its head with the lasers,
too. Good luck.

Parcha: Evil Mind - Only use shockwaves here. Target the brain stem first. All
it'll do is pretty much hop around. It can damage you so stay near the top of
the screen. After removing that part, the brain floats around and shoots lasers.
Very hard to avoid, so target the top of its head. After you blow its mind, it
summons bones to float around it as a shield and as weapons. You can shoot the
bones to disable them for a short period of time. Finish off the brain.

Chaos Realm: Goddess - She took me the longest to beat. Don't hit her. Instead,
stay in the center of the room and use your shield repeatedly. Killing all the
demon cherubs she summons. That's what hurts her. When she starts raining blue
beams try to avoid them to the best of your ability. They hurt. Bad. Other
than that there's really not much to tell. You'll know you hurt her when she
moans since she doesn't flash, so play this part with sound.

Dreamscape: - Unknown - I'm thinking this is supposed to be a heart or
something. Each piece will aim at you and shoot something. Maybe blood cells?
Anyway just dodge them and use your sonar. Not much strategy wise here, because
it's not that much to deal with. My best advice would be each piece has an
attack that you can dodge either by staying back and jumping, or getting right
up in its face. Just keep that in mind.
Avoidence suggestions:

First piece: Stay at the back of the screen when it points low, run up when it
points straight.
Second piece: Stay at the back of the screen and jump for low, just stay back
for high.
Third Piece: Stay at the back of the screen for low, run up under it for high.
Fourth Piece: Stay at the back when it points high, run up to it and crouch
when it points straight.
Final Piece: Stay back when it aims straight, stay back and jump when it aims
low.

Palace of the Gods: Arcanon - Well we finally come to this guy. Frankly, I'm
disappointed. He was nothing of a challenge compared to some of the other
bosses. He can mess you up pretty fast if you hold still, but other than that
he's a pushover, so long as you do not stay in one place too much. Jump
frequently, literally beat him to death, and only use your sonar when he
summons skeleton soldiers. Then blast them with the sonar. Other than that
smack Arcanon around badly, letting him know that destruction of all creation,
your allies, and Zeus' Palace is a bad idea. Stomp on his head after the
fight to make yourself feel better and you win. 'Grats!

7) Credits:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mad props go to 3d6 Games, THQ, Sega, Nintendo, WOW Enterrainment, and all the
people that worked to make this game. We thank them cause otherwise we wouldn't
have the game and I would have nothing to do with all this free time.

My cousin James, he helped me a bit on this game, so some of the level credit
goes to him.

midnight_sun6662000@yahoo.com for a few spelling errors.

Phil Scopa for the mindlessly simple Hydra strategy. Very cool.

And of course, I would like to thank myself. I couldn't have done it without
me. =)

In addition, any better level ideas/boss strategies email me at
vizirofchaos@yahoo.com and you'll get credit where credit's due.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Guide Copyright 2003, Keldon Shadowstar

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