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FAQ/Walkthrough by DomZ Ninja

Version: 1.0 | Updated: 08/31/15


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            Winner of the GameFAQs FAQ of the Month for July 2015
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                   |   | |   __)_|  \_/  |   _   \|   |   |
                   |   | |   |   |   |   |   |    |   |   |
                   |___| |_______|___|___|_______/|_______|
                             _____ _____ _____
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              _______  _______ ______  _______ _______ _______
             |   _   \|   _   |   _  \|   _   |   _   |   _   |
             |   |   /|   |   |   |   |   |   |   |___|   |___|
             |   _   \|   _   |   |   |   _   |____   |____   |
             |   |    |   |   |   |   |   |   |   |   |   |   |
             |_______/|___|___|______/|___|___|_______|_______|
       _______ ___     _______ _______ ___ ___ _______ ______  _______
      |   _   |   |   |   _   |   _   |   |   |   _   |   _  \|       |
      |   |___|   |   |   |___|   |   |   |   |   |   |   |   |_|   |_|
      |   __)_|   |___|   __)_|   ____|   _   |   _   |   |   | |   |  
      |   |   |   |   |   |   |   |   |   |   |   |   |   |   | |   |
      |_______|_______|_______|___|   |___|___|___|___|___|___| |___|

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                          TEMBO THE BADASS ELEPHANT
                          -------------------------

                               FAQ/Walkthrough
                         Copyright (c)2015 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 08/31/15
 Version: 1.0

 NOTE: This guide does contain spoilers!


______________________________________________________________________________
==============================================================================

                              TABLE OF CONTENTS

==============================================================================

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


 [1] VERSION HISTORY.................................................. [0100]
 [2] CONTROLS......................................................... [0200]
 [3] THE BASICS....................................................... [0300]
 [4] WALKTHROUGH...................................................... [0400]

      Tuskland........................................................ [0401]
      Zone 1: Shell City.............................................. [0402]
      Zone 2: Greenville Peaks........................................ [0403]
      Zone 3: Zappo Land.............................................. [0404]
      Zone 4: PHANTOM Fortress........................................ [0405]

 [5] BESTIARY......................................................... [0500]

      Enemies......................................................... [0501]
      Bosses.......................................................... [0502]

 [6] TROPHIES......................................................... [0600]
 [7] THANKS/CREDITS................................................... [0700]


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[1] VERSION HISTORY                                                     [0100]

==============================================================================

FAQ/Walkthrough #73
-------------------

 Version 1.0 (07/30/15) - FAQ/Walkthrough complete and submitted.


______________________________________________________________________________
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[2] CONTROLS                                                            [0200]

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.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Touch Pad                  |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Options                    |  Menu                                        |
|-----------------------------|----------------------------------------------|
|  Triangle Button            |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Square Button              |  Dash                                        |
|-----------------------------|----------------------------------------------|
|  Circle Button              |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Jump                                        |
|-----------------------------|----------------------------------------------|
|  L1 Button                  |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  R1 Button                  |  Water                                       |
|-----------------------------|----------------------------------------------|
|  L2 Trigger                 |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  R2 Trigger                 |  Water                                       |
'-----------------------------'----------------------------------------------'


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[3] THE BASICS                                                          [0300]

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=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Game Basics
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

TEMBO THE BADASS ELEPHANT (yes, the game title is in all caps) is a 2D
platformer in the same vein as old-school games like Donkey Kong Country or
Super Mario Bros. 3. You play as Tembo, a veteran elephant soldier called back 
into duty to stop a new evil presence. Think "pachyderm Rambo". It is a very
basic, hands-on game that doesn't contain many gameplay mechanics.

Peanut Butter
-------------
 Peanuts are the main type of collectible in the game, and serve as a way to
 gain extra lives (like bananas in the aforementioned DKC series). You can
 keep track of the amount of peanuts in your stash by observing the jar icon
 below your health and water bars. For every 300 peanuts you collect, you get
 a jar of peanut butter (an extra life). This is the only way to get extra
 lives, and there are a couple Trophies linked to peanut butter quantities.

PHANTOM Points
--------------
 PHANTOM is the name of the enemy faction in TEMBO THE BADASS ELEPHANT. These
 cruel foes serve the PHANTOM Commander and wreak havoc across Tembo's world.
 Each stage has a designated number of enemies, and you earn PHANTOM Points
 (PP) for defeating individuals. To help get 100% completion on a stage, you
 must kill every enemy present and, in turn, obtain the required amount of
 PHANTOM Points.
 
Civilians
---------
 In addition to eradicating the PHANTOM presence across each stage, you are
 also tasked with rescuing innocent prisoners. These civilians are trapped in
 neon cages and often hidden in secret routes or sometimes even offscreen.
 Each main stage holds 10 civilians that you must save, and (along with
 PHANTOM Points) is the second component of a stage's makeup. Since rescuing a
 civilian nets you 10 PP, they are essential to getting all the PHANTOM Points
 in a stage.


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[4] WALKTHROUGH                                                         [0400]

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=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Tuskland                                                               [0401]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

------------
- Training -
------------

Tembo is still on his home island of Tuskland and preparing for the upcoming
war, making this stage the perfect tutorial level. You can jump with X, and
float in midair for several seconds (similar to Yoshi's signature flutter), 
allowing you to cross larger gaps. Smash the green crates below for a handful 
of peanuts. Using your dash ability, bulldoze through the remaining crates and
the rock walls beyond.

You'll want to avoid the orange striped crates ahead, since they are flammable
and will damage you if you collide with them. Float over the dangerous boxes
while destroying the valuable ones. One contains an apple; a source of health
for Tembo if he is wounded. To break the rocks above you, perform an uppercut.
In addition to an upward attack, you can use a downward aerial attack: the
butt stomp. Flatten the stack of barriers below you and move on.

The dive spin is another aerial attack that sends Tembo hurtling to the ground
like a meteor. The move has a fixed angle and can be dangerous to use in
later portions of the game due to the game's simplified controls. Anywho, test
it out on the stack of boxes in front of you and pass through the checkpoint.

Checkpoint!
-----------

Checkpoints are valuable beacons that help save your progress. In this guide,
I'll use checkpoints to keep track the how many PHANTOM Points (PP) you should
have. Since there are no enemies in this level, you can continue without
issue.

Crouch and press Square to slide and slip through small crevices. You can jump
while dashing to get extra length on your hurdles (such as the large gap ahead
of you). You'll soon reach a water cooler where you can replenish your fill of
water. Tembo can spray water from his trunk to douse flames and stun enemies.
Hold R1 to spray water on the burning crates to get 'em out of your way. While
spraying, you can use the D-Pad or Left Analog to adjust the angle of your
spray.

Put out the remaining fires and dash jump through the last rock wall to reach
the end of the stage. Good job, soldier!


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Zone 1: Shell City                                                     [0402]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

---------------------------------
- Stage 1: Battle of Shell City -
---------------------------------

Head to the right as you exit the allied base and butt stomp through the roof
and all the way to the bottom of the skyscraper. Use your dash ability to run
through the abandoned cars, peanut crates, and through the purple PHANTOM Wall
(worth 5 PP).

Smash apart the row of vehicles for peanuts and hop into the building. Defeat
the two PHANTOM Grunts by using one of your many attacks, or by just stepping
on their head. Grunts are the weakest enemy unit and are unarmed, resorting to
sissy punches. Kill the third, then butt stomp out of the building and through
the stack of cars. To your left is a [CIVILIAN] in the alcove on your left;
virtually unmissable. You earn 10 PP for every civilian you save.

Follow the peanut trail while dashing your way through the line of PHANTOM
Grunts, eventually barreling through a tan house. Free the second [CIVILIAN]
and open some more peanut boxes. Barrel through the PHANTOM Wall and watch out
for the stack of flammable crates. Hop over them and avoid the bombs being
hurdled at you from the PHANTOM Bomber. This orange-clad soldier slowly throws
bombs in front of him, forcing you to time your attack.

Just ahead is a PHANTOM Tank. The tank typically resorts to shooting large
bullets at you that can be avoided by jumping or crouching, but can also use a
battering ram attack. When you see it covered in purple flames, hold off on
attacking and jump over it. You can use dash, slide, butt stomp, or dive spin
moves to damage it.

One important note: vehicles like PHANTOM Tanks or PHANTOM Choppers always
contain a pilot. So while these enemy vehicles give you 10 PP, you must
remember to kill the pilot that emerges (worth 1) before moving on!

Break the apple crates to refill your health and take a breather. Squash the
PHANTOM Grunt and resist smashing through the stack of cars. Instead, jump on
top of them to reach a giant peanut, worth 50 peanuts! Once at the purple
manhole, run past it and slide into the building. Use the bouncy pads to reach
the balcony overhead. Free the third [CIVILIAN] and butt stomp through the
balcony and manhole, sending Tembo into the sewers.

Checkpoint! (74/232 PP)
-----------------------

Grab an apple and dash through the sewer water, taking out the Bomber on the
rock island. Continue to the right and defeat two more, until being stopped by
a "!" gate. To open the gate, you must find the corresponding switch. Dash
through the wall on the left side of the platform and jump on the bouncy pad.
Up here you find a "!" switch and a [CIVILIAN]. Butt stomp the switch and go
through the gate.

Just past the gate, dash jump through the cracked gray wall to find the fifth
[CIVILIAN]. Drop back down into the water and kill the Bomber in your way.
Collect the apple and peanuts, then jump down to encounter a PHANTOM
Swordsman. These overzealous enemies stick their swords out and charge towards
you without hesitation. Jump over him and let the poor sucker run into the
flammable crates. Even though you didn't kill him yourself, you still get the
PP reward. Defeat the second Swordsman and move onward.

Oftentimes, platforms are supported by breakable pillars, which can alter the
platform's positioning. Destroy the pillars to drop the platforms on the poor
souls and leave it slanted, allowing you to reach the ledge above. Break open
the [CIVILIAN] cage and hop in the cannon; press X to shoot out, smashing
through several flying PHANTOM Transports and some Grunts.

Checkpoint! (144/232 PP)
------------------------

Free the [CIVILIAN] next to the checkpoint and use your girth and force to
barrel through the barriers and grunts. Follow the arrows down to the lower
floor and continue cruising. Before butt stomping down to the next level, use
your uppercut to reach the eighth [CIVILIAN]. Breaking the pillars here sends
a giant bowling ball through a crowd and onto a "!" switch.

Proceed through the gate and butt stomp once more. Use your water spray to put
out the orange flames and douse the blue flame. Run past it to the [CIVILIAN]
and don't take too much times, because blue flames respawn after a few
seconds. Spray the spinning blue flames and drop down to ground level. Put out
the orange flames and then shift your attention to the PHANTOM Tank (remember 
to take out the pilot afterwards). Refill your health and exit the building.

Enter the cannon and shoot out to reach the end of the stage. With 222 PP,
break the final [CIVILIAN] cage next to you for the final 10 PP. Now that you
have all the PHANTOM Points, demolish the PHANTOM statue to finish the stage.
Assuming you met the requirements, you should unlock the "People's Hero" and
"PHANTOM Damaged!" Trophies.


----------------------------
- Stage 2: PHANTOM Express -
----------------------------

This stage takes place on a moving train, so falling off between train cars
means certain death. Go right and butt stomp into the car, collecting the
peanuts. Bounce across to the next train car and jump in the cannon, taking
you through the air.

Take out the line of Grunts and the PHANTOM Transports. Butt stomp the giant
yellow box with the bomb symbol on the side. Naturally, it will explode so you
may want to jump off before it detonates. This clears the path for you. Pick
up the [CIVILIAN] next to you and proceed to the right. Uppercut the PHANTOM
Rifleman off the track and navigate past the others. These Riflemen often
shoot a trio of energy blasts in a straight line; float over them and squash
the gunmen.

Proceed along the train car, defeating the Riflemen. Pass underneath the high
platform until you reach a bouncy pad. Launch up to the platform and walk to
its left edge to defeat the Bomber and Rifleman, plus to rescue the second
[CIVILIAN].

Butt stomp through the floorboards and ram through the barriers. A lone bomber
stands on a block and tosses bombs down at you. Jump up to the ledge and kill
him, then run to the left to find a hidden alcove containing a [CIVILIAN].
Dash up the ramp and set off the bomb cache to kill the enemies standing near
it, then dive spin down the other side to a checkpoint.

Checkpoint! (95/258 PP)
-----------------------

Open the apple crate and walk to the right to come across the PHANTOM Express
in the background. PHANTOM Artillerymen fire bombs at you from the top of the
train, so step and stop between each line of bombs before reaching a cannon of
your own. Blast off onto the PHANTOM Express and get to work.

The Artillerymen direct their attention to Tembo, so run underneath the arcing
projectiles and demolish the row of mortars. Up ahead is a PHANTOM Tank and
its pilot, and past them is a checkpoint.

Checkpoint! (126/258 PP)
------------------------

Butt stomp onto the first conveyor belt, then drop down to the one below. Land
on the bottom belt, then follow the trail of peanuts to your left (going 
against the conveyor belt) to locate a [CIVILIAN] in another secret alcove.
Follow the belt to the right and head onto the upper belt. Ignore the row of
breakable barriers on your right and perform a dash jump to the left to reach
a high platform. Take this up onto the roof of the train car.

Up here, you'll find a number of Riflemen and Bombers. Defeat the ones on the
ground, then make your way to the bouncy pad. Up on the floating platforms,
take down the Bombers to reach the fifth [CIVILIAN]. Butt stomp your way back 
down to the conveyor belts and proceed to the right.

Dash through the walls and butt stomp below, releasing a few explosive crates
down onto the belt with you. Jump over them, then deal with the PHANTOM
Swordsman and rescue the sixth [CIVILIAN]. The seventh [CIVILIAN] is just up
ahead, outside of the train car and next to a bouncy pad.

Use the bouncy pads to collect a giant peanut on the left side of the screen,
then to reach a floating platform high above the train. Wipe out the Grunts
while you avoid more mortar fire from the background. When you get to the
bouncy pad, jump over it and intentionally fall down the gap between the two
floating platforms - you'll land on a cart containing a [CIVILIAN], a PHANTOM
Swordsman, and a cannon. Once you're done here, blast back up to the platforms
and cross the checkpoint.

Checkpoint! (203/258 PP)
------------------------

You have two routes in front of you. Choose to float over to the cannon and
launch into the background with the PHANTOM Artillerymen. Bulldoze both of 'em
and break open the [CIVILIAN] cage, then return to the foreground. Back at the
checkpoint, butt stomp through the floor and collect the peanuts as you ride
the conveyor belts down to the bottom.

You run into a PHANTOM Boxer at the bottom of the train car. This big bot has
large metal fists that can be used to deliver a nasty hook and can create
ground shockwaves. Avoid the shockwaves by jumping, and dash under the Boxer
when he tries to deliver a jumping punch. Since its only weak spot is its
glowing, baboon-esque butt, you must get behind it when it's in the air. Hit
the PHANTOM Boxer's bum three times to defeat it and earn 25 PP. Like tanks,
make sure to kill the pilot inside!

Free the final [CIVILIAN] past the PHANTOM Boxer's lair and squeeze in the
cannon. Shoot off into the distance and dash through the final three enemies
en route to the stage exit.


-----------------------------
- Stage 3: Into the Inferno -
-----------------------------

The city is on fire, and it's up to Tembo to help put out the flames! Your
first obstacle in this stage is a PHANTOM Pyromaniac. This goon carries a
flamethrower and periodically shoots a stream of fire in front of him. Wait
for the flames to die down before jumping up and stepping on him.

Enter the building in front of you and jump on the spinning green bar. As it
spins, you can press X to launch yourself in the designated direction. Pretty
much like the barrel cannons in Donkey Kong Country. Launch yourself to the
top ledge and defeat the Pyromaniac to your right. Use your water spray to
temporarily put out the blue flames, then jump over the gap to find the first
[CIVILIAN] in a small nook.

Drop to the floor and kill the Pyromaniac down here, collecting a giant peanut
as well. The barrier here has an arrow drawn on the side, and you can only
destroy these walls by dashing in the same direction as the arrow. Break
through to return to the spinning bar and shoot back up onto the ledge.

Jump along the platforms and take out the enemies in your way. Standing on the
edge of the building, drop off to the left for another giant peanut. Climb
back up to rooftop and jump onto the green bar. Instead of launching through
the cracked wall, aim for the ledge above. Bounce upward to a series of
floating islands to find the second [CIVILIAN] way up here in the clouds.

Back at the green bar, send yourself through the walls and butt stomp down.
Up ahead, push the red bowling ball through the flimsy houses and down towards
the two PHANTOM Tanks. Using the bowling ball, you can effortlessly blow up
the pair of tanks; try using your uppercut to launch the ball in the air and
other attacks to maneuver its path of destruction.

Before moving towards the checkpoint, make sure to grab yet another giant
peanut on the far left.

Checkpoint! (74/254 PP)
-----------------------

Leave the bowling ball behind and collect some apples for the fight ahead.
The PHANTOM Flame Tank here operates similarly to the regular tanks, but opts
for fireballs instead of standard tank shells. It shoots out three fireballs
that bounce along the ground - you can either let them bounce over you or use
your water spray. It also has a charge attack like the regular PHANTOM Tank.
Three hits will destroy it and leave the pilot at your beckoning.

Enter the burning building with a full supply of water and bounce to the
second floor. Go to the right and put out the orange flames, then bounce above
to find the third [CIVILIAN] guarded by a PHANTOM Pyromaniac. Remember that
regular flames can be put out permanently, but the lava drips here in the
building (and blue flames) are constantly respawning.

Use the bouncy pad on the left to reach the fourth floor. Destroy the
Pyromaniac and Swordsman and climb up to the fifth floor. Douse the flames
hovering over the cannon and leap over the cannon for now. Dash jump out the
window to the adjacent rooftop to locate a [CIVILIAN] behind a wall of blue
flames and a Pyromaniac. Now go back to the cannon and use it to reach a
checkpoint near the top of the building.

Checkpoint! (120/254 PP)
------------------------

Pick up the giant peanut to the left of the beacon, then fill up at the water
cooler. Navigate past the orange and blue flames, and lava drips, then up onto
the bouncy pad. Up on the platform with the water cooler, look to your left
and dash jump to a faraway balcony. Your ascent is a bit dangerous, what with
the various flames and the lava drip constantly pouring down on the middle of
the shaft. At the top is the fifth [CIVILIAN].

Back at the water cooler, spray the flaming wall, then use a dive spin to 
destroy it and go through. Cool off the flames and the Pyromaniac, then pick
up the water bottles for a quick refill and bounce up to the next floor.

Turn your attention to the right, jumping across the gap to the room with the
multiple PHANTOM Bombers. Be careful of the ones above you as you run under to
the bouncy pad. Kill every last one and open up the [CIVILIAN] cage. Now
continue along the main path to the left, putting out the blue flames and
hopping over the explosive crates.

Just as before, ignore the cannon and go past it to find a lone Grunt sleeping 
on the job. Take him out and stand behind the wall to block your view of
Tembo. From here, jump and butt stomp through a hidden platform. Still out of
view, dash to the left and jump onto the bouncy pad to find a second tunnel
leading to a [CIVILIAN]. Sneaky! Now head back to the cannon and hop in.

Checkpoint! (169/254 PP)
------------------------

Open up the crates and drink from the water cooler, then move on. Put out the
ring of fire and the move along to eventually reach a Flame Tank. First, douse
the orange flames in the middle of the arena, then direct your attention to
the vehicle.

Once you reach the rooftop, temporarily put out the heated floor and sprint
across to the [CIVILIAN]. Rescue them and return to the other side. Grab some
apples as you proceed right to the green bar. Hop on and catapult through the
cardboard houses, sending the Grunts falling to their doom. Hit the checkpoint
in front of you.

Checkpoint! (198/254 PP)
------------------------

Jump on the first green bar and shoot off to the second. From here, make sure
to launch up to the floating [CIVILIAN] directly above you, then shoot off to
the third bar. You'll have to launch yourself over the stack of orange flames,
so figure out the appropriate angle. You can also use water spray in midair
while spinning, creating a spiral of droplets that can put out the fire.

Smash through the pile of cars and butt stomp through the floor. Pick up the
apple and dash jump forward to another spinning green bar. Watch out for the
fire as you move up and up, then make sure to hit all the PHANTOM Transports
as you plummet through the floorboards.

Move to the right and knock down the pillars to crush the PHANTOM Tank
attacking you. To get out from under the fallen ledge, butt stomp through the
manhole and travel in the access tunnel. Before uppercutting up through the
other manhole, continue going left to find the last [CIVILIAN]. Now jump up
through the manhole and go up the ramp.

Finally, butt stomp down through the building to scare off some lowly Grunts.
Most run into the fire and off themselves, but any enemy that commits suicide
or falls off a ledge still counts to your PP total. Put out the fire and exit
the stage.


---------------------------
- Stage 4: PHANTOM Dome 1 -
---------------------------

This is your first PHANTOM Dome level. Each zone is being overrun by one of
these mechanical monstrosities, and you must travel through and destroy it
before encountering the zone's boss enemy. To begin, dash through the pile of
cars and houses before colliding with a PHANTOM Wall. Up ahead lies some
Grunts and a couple PHANTOM Flies. These flying machines shoot out blasts
identical to Riflemen. Use jumping uppercuts to bring them down, then break
apart the rubble in the corner to reveal the first [CIVILIAN].

Butt stomp onto the conveyor belt and defeat more Flies. Continue onto the
second belt to find a backlog of junk cubes. These piles of compacted trash
can be used as stepping stones, which allows you to reach the [CIVILIAN]
nearby. Rescue her before stepping on the switch to activate the bomb wall.

Let the belt take you down below and hop on one of the junk piles in order to
reach the bouncy pad, or else you'll slip off the edge and die. Bounce over
the flames and dive spin through the two Grunts and into a checkpoint.

Checkpoint! (60/313 PP)
-----------------------

Bounce and dive spin through the tunnel to the next area. Walk against the
conveyor belt to the left to discover another [CIVILIAN] trapped under some
rubble. Hop back on the belt and go right. Watch out for the powerful piston
crushers and dash as soon as they rise up to the ceiling. Dash jump through
the next checkpoint beacon.

Checkpoint! (70/313 PP)
-----------------------

Pick up some health and break through the arrow wall. The other two are
inaccessible from this side, so instead climb up the platforms above you. Two
PHANTOM Defenders stand in front and use their spiked shields to protect their
anterior. In order to defeat these foes, simply jump over and hit them from
behind. 

Break the PHANTOM Transports and drop down to the two arrow walls. Destroy 'em
to reach the fourth [CIVILIAN] and double back through the gate. a PHANTOM
Tank lies in the background and shoots cannonballs at you. For some odd
reason, it sometimes throws tennis balls in the mix. When you see a yellow
tennis ball coming your way, use an uppercut to send it right back. Three
tennis balls will destroy the Tank (worth 10 PP, no pilot present).

Pass through the gate and jump up the junk blocks. Do NOT destroy them, and
carefully step on the head of the PHANTOM Pyromaniac. Keep the blocks in tact
and use them to reach the [CIVILIAN] above you. From here, smash through the
ceiling to create a bit of a shortcut.

Run left towards a spinning ring of fire comprised of orange and blue flames.
Spray the entire thing, but know that the blue ones will return to form a
smaller ring. Quickly pass through and fall down below the balcony to find
another [CIVILIAN]. A checkpoint is just up ahead.

Checkpoint! (128/313 PP)
------------------------

The next room contains another PHANTOM Tank in the background, but also three
moving blue flames. As they rotate and move above you, put them out so you 
don't hit them during your uppercut attacks. Be slightly more careful hitting
the tennis balls back, then exit once the vehicle is caput.

Smash apart the PHANTOM Transports and flying PHANTOM TV. Stop at the water
cooler and put out the flaming wall, then bust through into the multi tiered
room. Spray the flaming boxes surrounding the [CIVILIAN] and jump up to 
confront the Pyromaniac. A Flame Tank lies on the top floor, so blow it up and
head on out.

Dash through the line of Grunts and watch out for the two bouncing blue flames
as you climb up the platforms. Ignore the peanut arrow and go left instead,
breaking the two PHANTOM TVs and entering the door.

This room requires multiple exits and reenters in order to get everything
attainable. Two platforms lie on top of four pillars. Assuming that the one on
the far left is the first, come in from the right and destroy the second,
third, and fourth. That way the two platforms slope up to the left. Climb to
the top floor and defeat the PHANTOM Flame Tank, then butt stomp the "!"
switch to open the two "!" gates.

With the gates open, butt stomp through the manholes and collect the giant
peanut. Exit the room and reenter. The "!" gates will still be open, but the
pillars will be back in place. Now topple the first, second, and third so the
platforms slant up to the gate containing the eighth [CIVILIAN]. Leave.

Follow the peanut arrow and break the PHANTOM TV in midair. Stop to smash the
pile of rubble for the ninth [CIVILIAN] and butt stomp through the remaining
junk. Pick an apple for some health and pass the checkpoint beacon.

Checkpoint! (231/313 PP)
------------------------

Stop at the water cooler and hop over to the PHANTOM TVs. The conveyor belt is
on a high motor, so dash in order to avoid falling off and spray the blue
flames so you can reach the televisions. Jump to the next one and kill the
Fly, then the Defender.

Continue along the conveyor belts and towards the crushers. Pay attention to
the appearance of the PHANTOM Crushers here. Some are slightly cracked,
meaning that they can be destroyed with an uppercut for a whopping 25 PP each. 
It's a risky move since they can flatten you in a second, but a necessary
risk. There are two weakened Crushers in this portion of the stage.

When you reach the spot where junk blocks fall from above, hop on one so you 
can climb up to the enemy and the last [CIVILIAN]. Free him and defeat the 
PHANTOM Fly before dropping back down. You should have all 313 PP, so cruise
past the final few conveyor belts to the finish line.


-------------------------
- Stage 5: Scrap Dragon -
-------------------------

You won't have to worry about civilians in boss stages... or PHANTOM Points
for that matter, since you gain them in one fell swoop after dispatching your
target.

The Scrap Dragon is a large mechanical beast residing on a ledge overlooking a
pit of fire. You cannot destroy it by conventional means, so your goal is to
push the machine off the far edge to send it into the flames. The Scrap Dragon
has a few noteworthy attacks:

Flame Rain
----------
 Three fireballs are shot out from the cannons on the boss's back and rain
 down in a diagonal arc. This attack will be used in conjunction with the
 boss's Fire Spit or Bomb Roll moves.

Fireball
--------
 The Scrap Dragon spits fireballs out of its mouth, similar to the ones of the
 PHANTOM Flame Tank. They bounce, and if you position where you stand, will
 bounce right over you. At first the boss spits out three at a time, but
 increases to six the closer to the edge it gets.

Bomb Roll
---------
 Sometimes the Scrap Dragon coughs up bombs that roll along the floor; this
 will be used in place of the Fireball attack. You must avoid them by jumping
 over each one. The number of bombs rolled out ranges from one to three.

You must use your dash attack repeatedly to nudge the Scrap Dragon backwards.
Don't go full force, because you must spend time avoiding the boss's deadly
attacks. After understanding the trajectory of the Fireball attack, you can
stand completely still and have them bounce over you without using up any
water.

You'll have to resort to water spray when Scrap Dragon uses Bomb Roll. The
Flame Rain projectiles will need to be put out, so jump up and spray them
before hurdling over each bomb. The boss typically alternates between Fire
Spit and Bomb Roll, so you can often predict which move is coming next.

If you let up too much, Scrap Dragon begins rolling back away from the ledge.
You can't give it too much breathing room, so standing under its head is often
the best course of action. There is a water cooler back at the entrance of the
boss room, but traversing all the way back there is too counterproductive.
Attack right after the Fireball, then wait and prepare for the Bomb Roll
before going back on the offensive. Once Scrap Dragon begins teetering on the
edge, it'll topple over and all 500 PP will be yours.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Zone 2: Greenville Peaks                                               [0403]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

--------------------------------
- Stage 6: Rolling Hill Ruckus -
--------------------------------

Before you get started, immediately turn around and run to the left for a free
giant peanut! Greenville Peaks is a bit brighter and more serendipitous than
Shell City, and features many lush scenes and colorful sights. Dash along the
rolling hills, taking down PHANTOM Grunts and tall trees alike.

Pass the water cooler and use your water spray to hit the seeds on the ground,
helping them bloom into beautiful flowers (and giving you some peanuts). The
brown flying seeds can also be watered to transform into plant platforms.
They will shrink and revert back to seeds not long after getting nourished, so
don't dawdle when on seed platforms.

Use the first one to reach the high step, then defeat the Grunts and water the
two seeds to reach the [CIVILIAN] above you. The blue seed turns into a bouncy
plant, so water it and bounce up the wall. Move to the right to find a row of
blue seeds, but first continue to the campsite in the corner and dash through
the tall grass to forcefully remove a hidden Grunt.

Water the blue seeds and use the bouncy plants to travel above the camp and to
the ledge. A PHANTOM Glider uses a paraglider to hover back and forth while
dropping bombs on you. Take him out with an uppercut and head right. Up ahead,
a sign posted warns you of rocks. A PHANTOM Rock Launcher stands at the top of
a hill and shoots out rocks that roll down to your location. The Rock Launcher
alternates between breakable boulders and dangerous spiked balls that must be
avoided. Run up the hill and tear it apart, then continue.

Enter the meadow and kill the Glider, then water the row of seeds to make a
plant bridge. Cross the bridge to a row of stone floorboards and butt stomp
through. Crash through towards the checkpoint, but do not go through yet. Go
on the left ledge and use the bouncy plant to reach a tall pillar. From here,
water the plant platform to reach an island overlooking the meadow. Squash the
two Grunts and rescue the [CIVILIAN]. Return to the checkpoint.

Checkpoint! (61/228 PP)
-----------------------

Dive spin through the log cabin and take down its lone inhabitant. Smash apart
the other cabin and proceed right. Water the three seeds and hop across the
plants to the upper platform, defeating the Glider along the way. Cross the
gap to reach another Rock Launcher. Hide in the alcoves as you progress up the
steps and use the bouncy plant to reach the cannon. Destroy it and the
[CIVILIAN] cage, then butt stomp and eradicate the surrounding Grunts.

Enter the next meadow, which contains a PHANTOM Tank and Glider. Take out the
Glider first, then hack apart the tank and its pilot. Halt at the next
checkpoint and water the floating seeds to eventually reach a log cabin
supporting the sixth [CIVILIAN]. Grab him, then hit the beacon.

Checkpoint! (135/228 PP)
------------------------

Topple the two log cabins ahead, revealing some seeds. Water them all and use
them to reach an upper area. On the left is a cabin containing some Grunts,
and to the right are some baddies and the seventh [CIVILIAN]. Return to the
seeds on the ground and head right, butt stomping down below. Smash through
each row of rock barriers to get to the next section.

Fill up on water and water all the flower seeds. The second batch of seeds
actually reveals three Bombers instead of typical flowers, so kick them to the
curb once they pop out of the ground. Run to the right and use the cannon to
get to the next area. Once you land, turn around and go left to find a
[CIVILIAN] you passed over.

Jump over the gap to reach another hill occupied by a Rock Launcher. Scan the
area below you and drop down to a little platform below your location to find
the ninth [CIVILIAN]. Use the blue seed to bounce back up and traverse up the
hill. Remember to jump over the spiked balls and dash through the rocks. Dash
to the peak and break apart the launcher, then get the last [CIVILIAN].

Use the assorted seeds to traverse across the skies and defeat the last two
Grunts just before the PHANTOM statue. Mission accomplished!


----------------------------
- Stage 7: Cliffside Clash -
----------------------------

Just like in the previous level, go to the left at the start point to find a
giant peanut (just make sure not to destroy the stuff so you can reach it).
Resume progress to the right and dash through the row of PHANTOM Grunts. You
soon reach a flying PHANTOM Jetpack Swordsman: like a regular Swordsman, but
he can fly around.

Dash across the rickety rock bridge, which crumbles under your weight and
falls apart seconds after crossing. These narrow rock slivers aren't sturdy,
so don't spend much time on them. Bounce along to the next spot. A glove plant
rests on an island. When watering this flora, it will extend outwards like a
vicious jab and act as a bridge before eventually shrinking back into place.
First grab the [CIVILIAN] under the glove plant, then water the plant and pick
up the second [CIVILIAN] above you.

Checkpoint! (36/366 PP)
-----------------------

Destroy the PHANTOM Wall to encounter a PHANTOM Chopper on the other side.
This flying vehicle isn't so tough, and fires the same projectiles as a
PHANTOM Tank. Two shots will send it crashing down. Kill the dazed pilot
inside before smashing through the wall. Hop across the islands and smash the
small PHANTOM Turret in the way. 

Fill up on water if ya need to before crossing the gorge using the plant
platforms. Smash the PHANTOM Turret on the island, then pay attention to the
glaring arrow pointing downwards, signifying its desire to have you go in that
direction. Fall downward to find the third [CIVILIAN] tucked down here, then
return to the island.

Hop across the thin columns and bounce across the Turrets in your way. Walk
across the first strip of collapsable bridge, and jump off the right edge to a
ledge out of sight below. Be careful while moving across the floor ahead,
because once it crumbles there is nothing to support you. Dash across, through
the crates, to enter a cave containing the fourth [CIVILIAN]. When you return
to the previous screen, the collapsable floor will have returned. Climb up to
the green cannon and blast off to the next section.

Checkpoint! (101/366 PP)
------------------------

Two PHANTOM Porcupines roam the grounds in front of you. In reality, they are
two soldiers underneath a metal, spiked shell. They can stick out and retract
their spikes, and are otherwise impenetrable from above. The only way to kill
these enemies is to use a butt stomp NEXT to them so they flip over, revealing
their fleshy underside.

Bulldoze through the stones to find a [CIVILIAN], then butt stomp through the
floor. The gated room ahead contains several foes: a PHANTOM Chopper, Turret,
and Riflemen. Stun the Chopper with one uppercut, then clear out the rest and
finish off the helicopter.

Water the blue seed and bounce up, hitting the other seeds to reach a high
ledge. Kill the Grunts and butt stomp the [CIVILIAN] cage, dropping you back
into the previous room. Return to the blue seeds and dive spin through the
cracked rock wall. Up ahead is a PHANTOM Tank flanked by two Bombers. Exit
through the open door afterwards. Enter the cannon to reach another
checkpoint.

Checkpoint! (179/366 PP)
------------------------

Keep the row of stones in tact as you destroy the PHANTOM Turret lying on top.
Stand on the stones and dash jump back to the left to reach the seventh
[CIVILIAN] overlooking the checkpoint beacon. The next area is packed with
enemies, including a PHANTOM Tank, Glider, and two Turrets.

This game had a more fast-paced feel to it, similar to Sonic the Hedgehog, in
the first few stages, but evolves into a more dangerous, calculated
platformer. You cannot really rush through stages anymore, so take extra
precaution in busy rooms like this. Try to knock down the Glider first, then
the two Turrets before focusing fully on the Tank.

Grab the apple from the crate once you're finished, then continue to another
group of baddies. Say hello to a PHANTOM Chopper, Jetpack Swordsman,
Porcupine, and Grunts. Again, take your time and plan out your attacks. The
controls can be dicy at times since some of the buttons are used for multiple
commands, so err on the side of caution.

Tear down the PHANTOM Wall to eventually reach a cannon. Across the chasm lies
another checkpoint.

Checkpoint! (262/366 PP)
------------------------

Using your water spray, hit the valve to crank open the metal door in front of
you. The door slowly moves back down once you stop, so be quick and slide
under before it closes on you.

A number of offscreen Rock Launchers drop rocks and spiked balls down at you,
so be on the lookout as they come tumbling down from above. Either jump over
or spray the orange flames en route to a green cannon. Once up on the cliff,
move to the left across the rickety stone bridges.

There are flames scattered on the bridges, but if you hold down R1 while
dashing you create a water shield that extinguishes any flame you come in
contact with... just be warned that it depletes your water supply in a hurry!
Take down the Rock Launchers between each bridge, the eighth [CIVILIAN] along 
the way, and then the ninth [CIVILIAN] at the end of the route. Jump in the
cannon and be on your way.

Checkpoint! (330/366 PP)
------------------------

Stock up on peanuts and apples before entering the next chamber. You square
off against a PHANTOM Flame Boxer inside. It uses the same attacks as a normal
Boxer, but has the ability to shoot bouncing fireballs from the cannon on its
back. As with regular Boxers, slide underneath it as it jumps, then target its
butt. Defeat the pilot inside the rubble, free the final [CIVILIAN] just
outside the gate, and exit the stage.


------------------------------
- Stage 8: Vertical Velocity -
------------------------------

This stage has a whopping 471 PHANTOM Points, so get ready to scour the
lands for every last PHANTOM scum. Hop in the cannon and shoot off to the
elevated cliffs. Expect to find many collapsable bridges in platforms in the
level, especially in the early section. Knock out the first few Grunts and
make your way across some crumbling platforms.

At the next set of platforms, wait for the Rifleman to fire off a round before
climbing up and killing him. Defeat the enemies here and knock down the stone
column. Walk onto the ramp and spray the blue seed to bounce up over to a
giant peanut. Now continue up the ramp to a Rifleman and some Grunts. Use the
spinning bars to reach the next area, then the next pair to reach a
checkpoint.

Checkpoint! (26/471 PP)
-----------------------

The multi-tiered room each contains a PHANTOM Bomber and another enemy type.
On the ground floor are some Grunts, then on the first floor is a Bomber and
Defender. The second floor contains a Bomber and a Porcupine, and lastly a
Bomber with a Swordsman. Exit the area to find a [CIVILIAN] and some more
Grunts.

Spray the floating seeds and cross the chasm to a mechanical island. Watch out
for the PHANTOM Turret; this one is gray and shoots laser, in comparison to
the purple bullets and black bombs. The pink lasers travel in a straight line.
Collect the peanuts and second [CIVILIAN] as you spring across the large row
of trampolines. Activate the plant platform and defeat the Glider to come to
another section.

Checkpoint! (93/471 PP)
-----------------------

The pink bowling ball in this room is going to be your best friend for a few
minutes. You can use the bowling ball to wreak havoc and annihilate all the
PHANTOM enemies in this spot. Use it to collapse pillars and squash vehicles.
You are able to really control the direction of the bowling ball with your
techniques due to the wide open space here. Send it to your right, past the
cannon. Uppercut it through the ceiling and let it roll onto the "!" switch.
This opens the gate in front of you. 

Jump into the cannon against the wall and shoot up to a room with a Flame
Tank and Bomber. Destroy everything and rescue the third [CIVILIAN]. Bust
through the wall and jump over the pit to some crates and an apple (which is 
where the first cannon would have brought you).

Another bowling ball greets you at the entrance to the enemy-filled room. Send
it rolling to the left to flatten everything in sight. Roll it over to the
bouncy pad on the far left and bounce underneath it. At the peak of its
bounce, uppercut it to send it through a breakable ledge and drop a cage to
the ground. Free the [CIVILIAN] and leave the room.

Checkpoint! (243/471 PP)
------------------------

Shoot off into the distance and crash through the log cabins. As soon as you
land, head to the right to find the fifth [CIVILIAN] in a secret alcove along
with some PHANTOM Grunts.

Next, bounce your way up to a conveyor belt; it pushes you into a closed "!" 
gate. Uppercut through the manhole above you and work your way to the top of 
the building. Take down the Porcupine and Bomber, then continue to the blue 
conveyor belt. Jump through the hole in the ceiling to reach a hidden tunnel,
then butt stomp down the manhole.

Hit the bomb switch to blow apart the bomb wall you passed earlier. Backtrack
to the new opening and butt stomp through the manhole to find the "!" switch
and another [CIVILIAN]. With the "!" gate now open, pass through.

Checkpoint! (306/471 PP)
------------------------

Up ahead, some PHANTOM Turrets fire away at the end of collapsable bridges.
The platform they are attached to is stable, so dash across and make sure to
hit the Turret without going off the edge of the bridge. Turn around and leap
up to the next one, then do the same. On the third bridge, dash across and
quickly uppercut through the manhole before you plummet. Up here, defeat the
next Turret and grab an apple before jumping in the cannon.

Collect the unmissable [CIVILIAN] before entering another cannon as you
travel to the stratosphere.

Checkpoint! (337/471 PP)
------------------------

Avoid destroying the metal platforms up ahead, because some of them are
required in order to reach the eighth [CIVILIAN] (and a giant peanut). 
Dispose of the Riflemen and Flies just past here and you'll come to another
bowling ball. Uppercut it onto the balcony and watch it roll down and squash
the enemies. Pick up the [CIVILIAN] that emerges from the carnage.

Take the bowling ball into the next room and use it to trash the PHANTOM TVs
and Chopper. Bounce to the upper ledge and use the bouncy pads to traverse the
rest of the area. Take down the final few PHANTOM Turrets, then break open the
[CIVILIAN] cage in front of the PHANTOM statue and exit stage left.


---------------------------
- Stage 9: PHANTOM Dome 2 -
---------------------------

The second PHANTOM Dome incorporates elements featured in Greenville Peaks,
such as collapsing bridges and watering seeds. Free the first [CIVILIAN]
immediately to your left, then go through the doorway on the right.

A row of electric bars start to creep upwards from below you, forcing you to
huff it up the series of platforms. You'll have to be quick to avoid instant
death, but meticulous enough in order to kill all of the enemies along the
way. Defeat the Grunts and jump up to hit the Bomber, then barrel through the
PHANTOM Transports and exit the room.

Checkpoint! (42/373 PP)
-----------------------

Defeat the Bombers up on their platforms and break apart the PHANTOM Wall.
Take down some more Bombers in addition to a Tank, then go to the right. Kill
the Rifleman and Turret and be careful which blocks you break here. Only
destroy the vertical panels and leave the horizontal ledges in place. Climb
up, take the water bottle, then jump onto the ledge.

Again, don't rumble through and destroy everything. Leave the log cabin
standing and water the seed; use the plant platform to reach the top of the
home and free the second [CIVILIAN], then butt stomp through the cabin to kill
its occupants. Return to the floor once everyone has been dealt with.

Checkpoint! (108/373 PP)
------------------------

The room ahead contains a PHANTOM Chopper and a pair of PHANTOM Turrets. In
order to reach the enemies, you must traverse the plant platforms. Try to stun
the Chopper once before taking it to the two Turrets, then return and blow up
the Chopper. Head on out. Dash through the log cabin and row of PHANTOM
Transports to reveal a hidden doorway. Enter.

The room here has three floors, with a row of stone blocks on each of them.
Some are PHANTOM Turrets in disguise, as evidenced by the slit through the
middle of the block. As a result, don't recklessly rush through the whole row
or else you may get hit. Destroy all the Turrets and stones to release a
[CIVILIAN] into your custody. Leave the room and pass through the checkpoint.

Checkpoint! (180/373 PP)
------------------------

The room ahead is another electrified floor challenge. This one is a bit
trickier, requiring you to spray seeds and cross plant platforms. Make sure to
free the [CIVILIAN] on the first floor before going too far or else he'll be
lost forever. At the top, smash through the log cabins and destroy all the
enemies before exiting.

Checkpoint! (198/373 PP)
------------------------

Take a sip from the water cooler and set off the bomb crates, revealing a
valve. Crank the door open and use a slide to get underneath. Ride the
conveyor belt over to a [CIVILIAN] under the floorboard, then take down the
PHANTOM Turrets. Continue across the conveyor belts until you reach a PHANTOM
Turret next to an apple crate above you. Destroy them and grab the free
health, then run left to reveal a hidden entrance.

Break the two Turrets and blast the valve with water to open the gate on the
other end of the conveyor belt. Run underneath the door and rescue the sixth
[CIVILIAN], then exit the secret room.

Continue down the main path to find another easy [CIVILIAN] right in your way.
As the conveyor belts change direction, move ahead and fight against the
Chopper. Make your way up to the steps with the two glove plants. Destroy the
two walls blocking each one, then give them a spritz before immediately
jumping in the air to avoid getting hit. Walk across the upper one to take
down the PHANTOM TVs and enter the doorway.

There are three crank doors and three corresponding valves in this room. Stock
up on water, then spray open the first door. Restock your supply of water
before sliding under. Now use around half of your full water supply on each of
the other two valves in order to open the doors above you. You don't have to
crank the doors completely open, since you can slide under some pretty small
cracks (and they are slow to close, too). Proceed through the two doors and
butt stomp down onto the [CIVILIAN] cage. Exit the room and move on.

Checkpoint! (291/373 PP)
------------------------

One final electric floor room lies in front of you. This one includes
conveyor belts on top of seeds. When you reach the [CIVILIAN], make sure to
only break the blocks in front of it or else you'll destroy the crucial
platforms and be stuck. Free the civilian, then exit the corner and climb on
up. Bounce up on another blue plant and quickly get in the cannon.

You're not out of the woods just yet! Carefully jump to the final [CIVILIAN]
without breaking the floor under you, then defeat the PHANTOM Chopper and its
pilot before exiting the room. Phew!

The last portion is more silly fun than challenging. Knock the pillars down to
send a platform crashing down to you. Knock down the next column, and continue
the domino process while stomping the PHANTOM Grunts. At the top, dash jump to
the giant peanut on the left, then jump back and exit the stage.


---------------------------
- Stage 10: Hornet Bomber -
---------------------------

The PHANTOM leader residing over Greenville Peaks is Hornet Bomber, a large
robotic wasp with powerful propellers and a nasty array of missiles. It has a
handful of attacks and one other, more annoying move.

Missile Barrage
---------------
 The Hornet Bomber shoots out four missiles that slowly home in on your
 position. Steer them into the metal platform or the ground in order to get
 them off your trail. As the battle progresses, that number increases to
 seven.

Propeller Blast
---------------
 The boss turns up its propellers and creates a wind tunnel that blows away
 any seeds and gives route to its Hornet Bomb attack.

Hornet Bomb
-----------
 After blowing out the seeds, the Hornet Bomber floats back and forth across
 the room, dropping fat bombs that arc slightly as they plummet. They are very
 easy to dodge if you stay between the row of bombs.

Wind Cutter
-----------
 Late in the fight, the Hornet Bomber uses Wind Cutter after Missile Barrage.
 With this move, it glows and fires away sharp arcs of wind that travel in a
 circle around the boss. Find a gap between the projectiles and let them pass
 right by.

In order to defeat the Hornet Bomber, you must reach the platforms high above
it and butt stomp the red spot on its head. In order to do this, you must have
a constant supply of water (assisted by the water cooler in the corner of the
room) and spray the seeds in the room: one brown seed in the middle of the
arena and one of the two pink seeds to create a giant bouncy plant.

Once you get up to a bouncy plant, bounce above the Hornet Bomber and either
land on a platform, or butt stomp in midair as the insect strafes back and
forth.

Of course, it'll be attacking Tembo during your quest, so you'll have to watch
out for homing missiles. After almost every successful butt stomp, the Hornet
Bomber removes the seeds and uses its Hornet Bomb attack. This move is really
easy to avoid, so long as you find one safe spot and stay put until the
bombing ends.

After taking enough hits, the Hornet Bomber uses Missile Barrage and Wind
Cutter in succession. Let it use both attacks while you spray the seeds, then
make your move during the short pause. After six noogies, the Hornet Bomber
will submit.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Zone 3: Zappo Land                                                     [0404]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

-----------------------------------
- Stage 11: Welcome to Zappo Land -
-----------------------------------

Zappo Land is a fun-filled... electric themed?... amusement park that has been
taken over by PHANTOM. It's a super vibrant location with new gameplay
elements.

Run to the left to find your first [CIVILIAN], then crash through the buses
and butt stomp to the ground. Balloons sink down from the sky, and can be
popped for peanuts. Bowl through the Grunts ahead, then take down the
Swordsman ahead. Break open the pile of balloons and run forward onto the
bumpers. The bumpers are similar to bouncy pads, but the floating spheres have
bumper pads on all sides and can be used to bounce in different directions
like a pinball.

Bounce up to the airborne bumpers, then bounce to the left, collecting a giant
peanut and eventually the second [CIVILIAN]. Make your way to the ledge on the
far right. Defeat the lowly enemies on the platform to have the robot Zappo
statue drop some balloons and crates on your head. Yay!

To the right is a PHANTOM Electrician. Similar to Pyromaniacs, they carry a
gun that fires a stream of electricity. Unlike fire, spraying electricity with
water causes it to branch out in four different directions and making it even
more dangerous. Resort to normal physical attacks when fighting them.

Just beyond the Electrician is a row of sparks traveling on a fixed track.
Like orange and blue flames, they are susceptible to water sprays. You can put
out a spark with water, but as it dissipates it sends electric waves in
multiple directions. Keep your distance when you spray them, or avoid doing so
altogether. Past the sparks are some more Electricians, and a third one behind
a cracked wall alongside a [CIVILIAN].

Butt stomp through the floorboard to plummet into a room containing two
PHANTOM Flame Tanks. Have your trunk ready for use in order to combat against
all the fireballs. Once both are defeated, head to the left and kill the trio
of Bombers before rescuing the [CIVILIAN] in the corner. Next, fill up on
health and hop into the cannon.

You are shot into a room covered with bumpers; on the walls and the ceiling
even. Bounce around until you gain your footing near the checkpoint - before
activating it, turn around and butt stomp through the cracked floor on the
left. Blow up the Flame Tank down here in the basement and open the [CIVILIAN]
cage.

Checkpoint! (129/328 PP)
------------------------

Navigate past the spark-infested pathway as you take down the individual
PHANTOM soldiers; keep your distance when spraying the sparks. PHANTOM
Bouncers roam the halls to your right. These spherical robots hop around and
shoot out energy projectiles that can bounce off walls. As a result, their
gunfire can be dangerous, especially when fighting multiple at a time. Smash
it apart and blast off to the next checkpoint.

Checkpoint! (155/328 PP)
------------------------

Immediately past the checkpoint beacon, butt stomp the ground to reveal a
secret cannon. Jump in to reach a huge pinball room! The room is covered in
bumpers and filled with PHANTOM TVs and Transports. Bounce around to demolish
all the propaganda, and use the flippers to launch yourself up to the
[CIVILIAN] at the ceiling. Once you're finished, return the way you came in.

Run underneath the pinball room and use the bumpers to reach the balcony.
Knock out the Grunts and the Flame Tank up ahead. Take down the Bomber and go
through yet another checkpoint.

Checkpoint! (214/328 PP)
------------------------

Stop at the water cooler before continuing to the next section. It may be
easier to keep the sparks around as you cross the pit on the bumpers, because
avoiding the electric waves can be tricky with very little moving room. During
your travels, make sure to grab the giant peanut near where you start. Once
you get to the other side, drop down to the right of the last bumper to find
the seventh [CIVILIAN].

Bounce up to the platform and walk past the cracked floor, jumping over to the
island on the right. Douse the sparks from a safe distance and run across to
find another [CIVILIAN] and an apple. Intentionally fall down off the island
to stumble upon a cannon and some Grunts. Hop in the cannon to fire off to a
platform high in the sky. Rescue the ninth [CIVILIAN] and butt stomp down to
the ground. From here, smash through the cracked floor.

Checkpoint! (250/328 PP)
------------------------

The next room can be a bit chaotic due to the multiple Bouncers and mesh
catwalks, meaning that the energy balls they shoot out can travel through and
hit you regardless of their location.

Take down the Electricians on the third floor, then drop down to the second
floor. Defeat the PHANTOM Tank at the end and butt stomp to the first floor.
Remove the final Bouncers and move along through a bouncy bumper section.

You should be 10 PP short... no biggie: the last [CIVILIAN] is actually past 
the PHANTOM statue. Use the bumper to reach it, and pick up the giant peanut
while you're at it. That should be everything, so  go ahead and leave the
stage.


-----------------------
- Stage 12: Zapporail -
-----------------------

Similar to the PHANTOM Express stage, this one takes place on a moving train.
Run through the Grunts lined up in front of you and break apart the TVs. Hop
on the bumper to the next train car and continue doing damage. Take down the
two PHANTOM Riflemen, then move over to the multi-tiered platforms.

Three PHANTOM Turrets underneath you shoot cannonballs into the air, forcing
you to dodge them as you travel up the steps to the bomb switch at the top.
Carefully move past the cannonball fire and defeat the two Riflemen up top.
Hit the switch to blow up the Turrets and free a [CIVILIAN]. Now continue to
the right.

Up ahead are some helicopters: the first is a regular PHANTOM Chopper, while
the second one is a Shock Chopper. This yellow helicopter shoots out three
lightning bolts that sort of form a triangle as it descends upon you. Pretty
easy to defeat; stun it with the first hit and then follow up with the
kill shot. As always, don't forget about the pilot.

Run forward and through the rings for some free peanuts, and crash through the
[CIVILIAN] cage smack dab in the middle of the screen. Use the bumper to reach
the next train car.

Checkpoint! (99/316 PP)
-----------------------

Butt stomp into the purple train car and get ready. Remember those electric
floor sections from PHANTOM Dome 2? Well this here is an electric wall, which
moves the second you land and forces you to dash through the entire car. Of
course, there are enemies and civilians along the way at times, forcing you to
be on your toes and stay observant.

The train car contains many conveyor belts and PHANTOM Walls. Luckily the
electric wall has a hard time keeping up with your dash while on the belts, so
you should always have some breathing room. Make sure to knock out the Grunts
along the way, as well as the [CIVILIAN] cage floating above one of the
conveyor belts. This section is the first of two and the easier one.

Checkpoint! (138/316 PP)
------------------------

Blast off in the cannon to reach a faraway train car. Once you land, squash
the cowardly Grunts on the left and proceed to the right. Bounce along the
bumper floor and descend the stairs to the fourth [CIVILIAN]. Destroy the
plastic doughnuts for some peanuts and continue chugging along.

Hop on the bouncy pads to reach some cars that shift up and down. As you leap
across the elevating cars, destroy the TVs and Transports. At the end, hop on
the upper balcony for the fifth [CIVILIAN], then fall down to the platform
below. The sixth [CIVILIAN] is in plain sight up ahead.

Bounce across to the Bomber, kill him, then jump to the next electric wall
section.

Checkpoint! (208/316 PP)
------------------------

This challenge is much longer and spans several train cars; you'll have to
endure quite a bit before reaching the finish and the end of the stage. There
is a [CIVILIAN] right in front of you as you land, so don't miss out on him.

Run to the right on the conveyor belts and dash jump, butt stomp, and
otherwise barrel your way through the obstacles. Try to stay in a dash and
hold down Square as much as possible, since using dive spins or uppercuts when
not needed will often lead to your death.

Also, do not worry about any of the enemies or other PHANTOM objects during
your escape: the electric wall will eradicate all of them and the PP will be
transferred to your total.

At one point, you exit the purple train car and the electric wall stays hot on
the pursuit. Don't let up and keep sprinting to the right. In this outside
section, jump along the conveyor belts and once you reach the third one, dash
off the edge instead of jumping in order to get the eighth [CIVILIAN] down on
the lower path.

Eventually you enter another purple train car. Run along the conveyor belts,
and near the end you'll come across another [CIVILIAN] on a platform above
you. This is the trickiest part of the section: you have to uppercut the
platform and the cage in order to break it, then land (don't use a butt stomp
or dive spin), and hope that the wall doesn't catch up to you. If you hit the
platform and not the cage, then you'll have to restart.

Freedom lies just past the ninth civilian. The tenth [CIVILIAN] sits right
where you land, and the PHANTOM statue is just a few steps away.


---------------------------
- Stage 13: Electric City -
---------------------------

Run forward and butt stomp down into the first part of the stage. Notice the
large "!" box in front of the "!" gate? You have to roll the nearby bowling
ball in it to open up the exit. As you roll the bowling ball towards its new
destination, make sure to hit the two TVs. Go through the doorway.

Climb up the platforms in a timely fashion, then knock down the pillar to send
the bowling ball tumbling over the line of PHANTOM Tanks. Once they're all
rubble, break open the [CIVILIAN] cage and enter the next room.

Checkpoint! (84/512 PP)
-----------------------

Pick up the health and drop to the floor under the green bar; run to the right
to find a hidden [CIVILIAN], then return to the spinning green bar and launch
yourself through the enemies hangin' out. Launch yourself up and butt stomp
the PHANTOM Shock Chopper, then return to the green bar and aim straight up
to find the third [CIVILIAN] near the top of the room. From the same bar,
angle to the northwest and let go to reach a balcony in the distance. Go in
the doorway here.

Roll the bowling ball across the grooved floor and uppercut it into the "!"
box, opening two gates. Go through the one up top for a giant peanut, then the
one on the bottom for the fourth [CIVILIAN]. Exit the room, then proceed to
the right to find another door leading to the next area.

Butt stomp on down to reach a locked gate. You must power it up with a jolt of
electricity provided by the bolt blocks on the ground. Shooting a bolt block
with water releases a small lightning bolt. Spray the one on the right to have
the lightning hit the gearbox above, powering open the gate.

Hitting a bolt block can cause a chain reaction that activates others, as
evidenced up ahead. Take down the Turret and create a chain reaction that
opens another gate.

Defeat the next PHANTOM Turret and spray the bolt block here, causing a 
lightning bolt to travel north and hit a shock block. These silver blocks 
create an electric shockwave when hit, damaging you or any foe that is in the
vicinity. The shock block fries the two Porcupines, opening the way for you.
Trash the next Turret and use the bolt/shock blocks to destroy a bomb wall.
Pick up the fifth [CIVILIAN] and leave.

Checkpoint! (195/512 PP)
------------------------

You enter a chamber containing three PHANTOM Bouncers, two Choppers, and two
Flies. The presence of the Bouncers makes things extra hectic, so dispose of
them first. After eliminating everyone in sight, the doors open for you.
Before leaving, grab the [CIVILIAN] next to the exit.

A "!" box is planted right next to you, forcing you to search for a bowling
ball. Move to the left and destroy the three Defenders, then butt stomp down
the manhole. Trash the Flame Tank and fill up on water. There are a ton of
bolt blocks and shock blocks, but only a select few help power the gearbox.
Spray the rightmost bolt block on the floor to activate the gearbox and open
a gate above you.

Pass through the gate and hit the bomb switch to release a bowling ball, then
push it into the "!" box and rescue the [CIVILIAN] before leaving.

You can have a bit of fun in this next room with the bowling ball and a place
full of enemies. Using the bowling ball in conjunction with the two bumpers,
you can crush the three PHANTOM Choppers and the six Grunts looking on. After
killing every last bad guy, fall down the chute. Enter the hidden alcove on
your left to find the eighth [CIVILIAN], then proceed to the next section.

Checkpoint! (348/512 PP)
------------------------

The room here is a bit chaotic as well; containing two Shock Choppers, three
Flies, a Bouncer, and a Flame Tank. Try to defeat the Flame Tank first, all
while you use water spray to knock the Flies out of the air. Leave the Shock
Choppers and Bouncer for last, since they are on the upper level and won't
interfere as much. Free the [CIVILIAN] up ahead before heading out.

Push the bowling ball to the right and let it roll down the steps, crushing
every last enemy in its way. Demolish everything in sight until you reach the
end of the road, then uppercut the bowling ball on the ledge above the door.
Keep uppercutting it in the air in order to destroy a platform offscreen,
which in turn causes a [CIVILIAN] to fall to the floor. Once you have done
that, go through the door.

Checkpoint! (486/512 PP)
------------------------

One final room stands between you and the stage exit. A PHANTOM Shadow Boxer
is the last line of defense here. The Shadow Boxer is much more formidable
foe than the other Boxer types, and has some new attacks up its metaphorical
sleeve.

In addition to the shockwave, the Shadow Boxer can use a lunging jab attack.
Aside from the shockwave attack, everything the Shadow Boxer does is preceded
by a teleportation. This robot can teleport, making it harder to telegraph
when it jumps in the air. In addition to teleporting, the Shadow Boxer even
teleports behind you, so scouting its movements is especially difficult. When
you see it reappear in midair, slide underneath it and attack. Like with the
others, three hits is all it takes.

Head out of the gate and use the bowling ball to topple the PHANTOM statue.
Mission accomplished!


----------------------------
- Stage 14: PHANTOM Dome 3 -
----------------------------

This stage is a fun deviation to the normal PHANTOM Dome stages. In front of
you lies four colored doors, and you must enter each wing and trigger the
switch at the end to ultimately drop the PHANTOM statue down from the ceiling. 
In this centralized hub lies the four main entrances, along with some apple
crates you can use each time you revisit. You can complete the wings in any
order, but for the sake of the guide I will be going clockwise, starting with
the green wing.

Checkpoint! (0/495 PP)
----------------------

Each wing has a general theme, and the green room's theme is fighting enemies.
You'll find yourself locked in chambers with various PHANTOM baddies, forcing
you to defeat each one in order to escape. The first room contains a PHANTOM
Tank, some Flies, and some basic Grunts.

In the next room, you find a PHANTOM Tank and three Artillerymen in the
background. It can be difficult to keep track of the tennis ball with all the
bombs flying around, as well as actually hitting it. The door opens once you
destroy the Tank, since the Artillerymen are out of reach for the moment.

Exit the room and jump in the cannon to reach the Artillerymen in the
background. Wipe them out and free the [CIVILIAN], then return to the
foreground and bounce to the second floor. Take down the Electrician and 
Grunts, then ascend to the third floor. Move ahead and destroy the Bouncer and
Shock Chopper.

Butt stomp the floorboards next to the manhole to free another [CIVILIAN] and
reach one more enemy-filled room containing Riflemen, Flies, and a Tank. Once
defeated, return to the manhole and butt stomp onto the switch below. With
that, proceed to the entrance and return to the hub.

Onto the blue wing.

Checkpoint! (141/495 PP)
------------------------

The blue wing's theme is... electric walls! Yay! *grumble* Enter the cannon to
reach the first electric wall and haul anus to the right. Dash up the slope
onto the conveyor belts, then hold off on the dashing and carefully jump
across the tiny belts. Along the way, make sure to bust open the third
[CIVILIAN] cage. The exit isn't far from here.

The second electric wall moves to the left, so run left along the conveyor
belts. There are Swordsmen and Jetpack Swordsman roaming around, but leave
them alone and let the wall take care of them. Make sure to rescue the fourth
[CIVILIAN] along the way. These electric wall segments are much easier than
in the Zapporail stage, so you should have little trouble.

Butt stomp onto the blue switch, then resume butt stomping back to the main
entrance, unlocking the fifth [CIVILIAN] in the process. 

Now go to the yellow wing.

Checkpoint! (233/495 PP)
------------------------

You'll find bumpers galore here in the yellow wing! Bounce across the first
section as you smash the PHANTOM TVs. Enter the next room and take down the
PHANTOM Tank roaming on the ground. Next, use the bumpers to clear out the
PHANTOM Flies and Grunts on the upper level.

Exit the room and head to the right, then bounce up to the large oblong room
on the top floor. The room is coated head to toe in bumpers, making for a very
dizzying experience. As you bounce up and down, use water spray on the Flies
and dive spin the Chopper. Before leaving, hit the "!" switch in the center to
release a [CIVILIAN].

The next room is similar to the first one, but there is a Flame Tank instead
of a regular Tank, and a Chopper flying around at the top of the room as well.
Clear everyone out, then bounce to the upper right corner and go through the
doorway.

This here is another bumper-laced room, so enjoy bouncing around as you knock
down the TVs, Transports, and the [CIVILIAN] at the end. Return to the
previous room.

Exit to the left and hit the yellow switch, then butt stomp your way back to
the hub room. The pink wing is all that's left.

Checkpoint! (402/495 PP)
------------------------

The theme of the pink wing is bolt and shock blocks. Blast apart the PHANTOM
Turret using the bolt/shock blocks, then move on. Here in the hallway, use the
bolt and shock blocks to blow up the Bouncers in the room above you. Proceed
onward to reach a water cooler and a room filled with bolt blocks. Hit the
one directly across from the gearbox to open the gate.

Activate the next gearbox, which creates an elevator you can use to reach the
balcony above. Grab the apple here and continue right. Turning on the elevator
here also triggers a continuous stream of electric blasts from the surrounding
bolt blocks, so your trek will be slightly more perilous. Travel to the other
end of the room and break down the wall. Navigate across to the [CIVILIAN],
then ride the elevator to the upper floor.

Smash apart the PHANTOM TVs to reveal a door and go through. Run to the right
and jump up the platforms. As you avoid the Tank's projectiles, walk over to
the elevator and spray the bolt block to destroy the Tank and unlock the door.
Free the [CIVILIAN] and leave the room.

Shoot out of the nearby cannon to reach the next [CIVILIAN] near a stack of
fake doughnuts. Lastly, hit the pink switch and backtrack to the hub.

That should be all! Watch as the PHANTOM statue falls to the ground and break
it apart to end the stage.


---------------------
- Stage 15: M.E.G.U -
---------------------

M.E.G.U, a fierce disco robot, fits the fun-filled, electric theme of Zappo
Land. The boss is a large disco ball with thick legs and employs the use of
bubble shields to protect it from harm. In the background, the PHANTOM
employees of Zappo Land have a dance-off. M.E.G.U's attacks are as follows:

Energy Ball
-----------
 The boss launches the same bouncing energy balls seen from PHANTOM Bouncers.
 These orange projectiles bounce off of any surface a couple times before
 permanently disappearing.

Bubble Shield
-------------
 Not an attack per se, but M.E.G.U has a shield surrounding its body at all
 times. The key to winning the battle is disarming the shield.

Purple Shockwave
----------------
 Every time you damage the boss, it retaliates by sending out purple
 shockwaves, just like the ones used by PHANTOM Boxers.

Laser Beam
----------
 As the battle progresses, M.E.G.U begins shooting out thin laser beams that
 can also ricochet off surfaces. It often uses them alongside the Energy
 Balls, which gives you plenty of things to dodge.

Green Orb
---------
 M.E.G.U's last resort is firing groups of fat green orbs that - surprise
 surprise - bounce off walls. 

The dancing robot casually bounces up and down across the boss room, pulling
its limbs back inside its body during so. In this short moment is resembles a
disco ball once more, and can then be tampered just like a bowling ball. When
the boss is in ball form, you can knock it around and uppercut it to your
heart's delight.

The only way to lower M.E.G.U's shield is to knock it into the exposed wiring
at the top of the room. Since both the boss and the plug is in constant
movement, you may have to try a few times in order to score a bullseye. Once
the boss has been shocked, the shield flickers off and you can attack.

Once you damage M.E.G.U, get ready to avoid the ground waves and repeat the
process. The boss then begins alternating between Energy Balls and Laser
Beams, which take up more space and can be more problematic.

Once M.E.G.U is on its last legs, it begins firing out large green orbs. They
are about three times the size of the Energy Balls and also ricochet off
walls. These are the most difficult of the projectiles, and may be used two
times in a row.

This boss fight is more about picking your spots and avoiding attacks rather
than going all out. M.E.G.U's only form of attack is the projectiles it
releases, so as long as you can stay out of trouble you can take your time
and wait for it to line up with the electrical socket on the ceiling. Stick to
using uppercuts for a more accurate shot, or else you'll send the boss
pin-balling across the arena.

M.E.G.U can withstand eight hits before calling it quits.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Zone 4: PHANTOM Fortress                                               [0405]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

-------------------------------
- Stage 16: Enter The PHANTOM -
-------------------------------

We're almost at home stretch! The fourth zone is short (comprised of only two
stages and a boss) and contains some of the most dangerous aspects of the
game. You start off on a platform high in the sky, in the middle of a nasty
thunderstorm.

Perform a dash jump to the left to find a hidden [CIVILIAN] right away, then
return to the start and dash jump across the big gap and butt stomp through
the blocks. Leap onto the mesh platform and leap off the edge, fluttering as
you aim directly under the platform. If you line up your positioning under the
mesh, you'll land on a tiny island containing another [CIVILIAN].

From here, jump across the tiny platforms and continue to the right, dash
jumping and smashing through the cracked walls. When you get to the conveyor
belt, climb on and run to the right. You'll meet some resistance from the belt
and the wave of junk piles, but press forward and demolish the PHANTOM Turret.
Ascend to the conveyor belt above you and dash jump off the edge to the
balcony.

From here, you'll spot a spinning green bar. Ignore it and proceed across the
islands on your left. At the end of the road is the third [CIVILIAN]. Return
to the spinning bar and launch up onto the ledge. Sprint through the PHANTOM
Transports and look for a cracked floor underneath the fourth one. Below is a
doorway leading into a secret room.

Knock the bowling ball off its ledge and send it crashing over the Tank and
weakened walls. After it rolls down the first hill, push it to the left to
reach another PHANTOM Tank and a "!" box. Take down the Tank roll the ball
into the box to release a [CIVILIAN] along with another bowling ball.

Free the civilian and use this second bowling ball to eliminate the rest of
the baddies and open the second "!" gate. Grab the fifth [CIVILIAN] and leave.
It's important that you perform the sequence in this order because if the
first bowling ball goes in the wrong "!" box then you won't be able to access
the second bowling ball or the civilian.

Destroy some more PHANTOM Transports and refill your health before crossing
the checkpoint.

Checkpoint! (138/547 PP)
------------------------

Butt stomp down into the room below you, where you are locked inside. Your
competition is a pair of Bombers, some Riflemen, and Grunts. Nothing too
serious; defeat them and move on.

Jump onto the conveyor belt and take off. Some cardboard houses and other junk
falls from the ceiling, as does a [CIVILIAN] cage. Make sure to break it open
as you rustle through the scrap. Dodge the crushers and hop to the next belt
(which goes backwards). Trudge across the conveyor belt and past the row of
crushers, taking out the PHANTOM Flies along the way.

Up ahead, knock down the PHANTOM Wall and proceed towards a Chopper taking aim
at you. Destroy the Chopper, then focus on the Defenders, Porcupine, and
Bomber left. To the right is a set of conveyor belts stacked on top of each
other. Stand on the first one and run all the way to the end and through the
wall to find a [CIVILIAN].

Now jump up each conveyor belt using the junk blocks that fall from the top.
This part can be difficult not only due to the Turrets shooting at you, but
sometimes you'll have to give the block a little nudge to the right as it
falls down to you so that you have enough clearance. It may take a few tries
in order to reach the tippy top. Once at the top, use the junk blocks once
more to access the eighth [CIVILIAN] up on a high platform.

Checkpoint! (271/547 PP)
------------------------

This next section contains two enemy sets back to back: a Flame Tank, a
Chopper, and a Bomber. Per usual, try to hit the Chopper once to at least stun
it, then worry about the Flame Tank since it is more dangerous. Go to the
right and repeat the process against the second set.

Up ahead lies another PHANTOM Chopper, but high up enough so that you can only
reach it using the nearby bumper. Be careful not to send yourself careening
down to your death and try to use contained dive spins or butt stomps. Once it
is done with, blow up the TVs and water the blue seeds to bounce up to the
next part.

This area is tough, if only because one single misstep causes you to miss out
on a civilian. There is another Chopper/bumper combo up ahead that you must
worry about, but if you fall to the lower level you won't have a way to get
back up in order to reach the [CIVILIAN] on the far right corner.

Bounce onto the metal platform, then spray the brown seeds to create a little
bridge leading over to the civilian. Defeat the Chopper before the plants wilt
and grab the civilian along with a giant peanut. Pick up the other giant
peanut way down below, then take down the Flies and proceed onward.

Checkpoint! (419/547 PP)
------------------------

Tear down the PHANTOM Wall and demolish the Flame Tank in front of you. Kill
the Pyromaniac and drop down below the platform. On the ground, topple the
pillar to flatten the remaining enemies and rescue the final [CIVILIAN] in the
corner on the left.

Stock up on health and go forward to encounter a Shock Chopper and a regular
Tank; two Gliders also fly overhead. If you can, try to defeat the airborne
foes before dealing with the Tank. The final obstacle is a few pairings of
Bouncers and Turrets. Once you have made it past, dash through the barriers
and exit the stage.


--------------------------
- Stage 17: The Hothouse -
--------------------------

The Hothouse is more of a gauntlet than the typical stage you've come to
expect in the game. It's basically wave after wave of enemies, with civilians
scattered between each one. At the start of the stage, go through the door.

Checkpoint! (0/459 PP)
----------------------

Dash through the line of Grunts, then take out the Tank and Riflemen. A little
further ahead is a Flame Tank and some Flies. Eventually you reach an open
gate with a Boxer on the other side. After defeating him and the two Flies,
rescue the [3 CIVILIANS] and stock up on health. Blast off in the cannon to
the next checkpoint.

Checkpoint! (131/459 PP)
------------------------

Up ahead, clear out the lazy Grunts and smash down the PHANTOM Wall. A few
Turrets and a Glider are next in line. After them, fill up on water and jump
to the next platform. Ignore the three Gliders above you for now and just
dodge their bombs. Hop over the rocks and spiked balls en route to the Rock
Launcher and bust it apart. Now kill the Gliders and move along.

The next section can be challenging. You've got some disguised Turrets, a
laser Turret, a Chopper, and a Jetpack Swordsman. The regular Turrets can be
evaded by sliding, so stay low and try to take out the laser Turret early on.
Once the Turrets are all gone the rest should be easier. Finally, through the
door is a Flame Boxer.

Exit the room and free another [3 CIVILIANS], then pick up all the apples and
enter the cannon.

Checkpoint! (289/459 PP)
------------------------

Demolish the PHANTOM Wall along with all the Grunts, then take out the PHANTOM
Riflemen and Defender. Next, destroy the Electrician and Shock Chopper and
smash apart the breakable walls in front of you. Eliminate the Rifleman and
Porcupine, then quickly take down the two Bouncers and the other Rifleman/
Porcupine on the other side.

Exit to the next area, which is almost a mirror image of the other side: a
Defender, Riflemen, and an Electrician (no Shock Chopper at least!). Once they
are caput, go through the gate to fight the final Boxer type: the Shadow
Boxer. It is accompanied by a Chopper that you should probably get rid of
first. The Shadow Boxer usually uses two lunge attacks before jumping, so keep
that in mind.

Well that's it! Pick up the last [4 CIVILIANS] and destroy the PHANTOM statue
to finish the stage.


-------------------------------
- Stage 18: PHANTOM Commander -
-------------------------------

Nothing stands between Tembo and the PHANTOM Commander here at the top of the
PHANTOM Fortress. The PHANTOM Commander resides in a large robot resembling
the statues you've been destroying at the end of each stage. It towers over
you and has some devastating techniques you should watch out for.

Fireball
--------
 The PHANTOM Commander shoots out five bouncing fireballs from the palm of his
 hand. Identical to the fireballs seen by most flame-based enemies in the
 game.
 
Green Orb
---------
 The boss uses the same fat bouncing orbs seen in the M.E.G.U fight. He also
 releases a row of them from his hands.

Fist Pound
----------
 After using a combination of Fireball and Green Orb, the boss balls up one of
 his hands and pounds the ground, releasing a shockwave. Now is the time to
 strike!

Headbutt
--------
 Once you destroy one of the boss's hands, he retaliates by headbutting the
 platform. The attack is identical to the Fist Pound, and attacking his head
 triggers the next phase of attacks.

Eye Blast
---------
 The robot's eyes begin to glow pink in preparation of blasting your current
 position. When you see the glimmer in the eyes, make sure to step aside so
 you aren't struck by lasers.

Missile Barrage
---------------
 Like the Hornet Bomber, the final boss shoots out an array of missiles that
 home in on your location. The number starts off at six but increases the
 longer the battle goes on.

Tennis Ball/Bomb Combo
----------------------
 The only way to damage the PHANTOM Commander in this form is with this
 attack. Typically seen in the rare PHANTOM Tank (Background) fights, the
 commander spits out two bombs and a tennis ball (in a random order);
 uppercut the tennis ball back at him to knock him senseless. In the final
 phase of the fight, he spits out four bombs instead of two.

Rapid Eye Blast
---------------
 The PHANTOM Commander uses Eye Blast at an incredibly fast pace, up to five
 times in succession. Try to move only an inch at a time when dodging each
 laser, or else you'll get cornered and trapped on an edge before you know it.

This boss battle has a few different phases and can be taxing at times. The
first stage is very simple and only features the Fireball, Green Orb, and
Fist Pound attacks. The PHANTOM Commander usually uses three attacks in a row
(any combination of the two projectiles) before using Fist Pound. Make sure to
avoid the fist itself, as well as the ensuing shockwave. While the fist is in
place, hit it to cause some damage.

Each fist must be hit three times before the robot's arm gets completely torn
off, so you'll have to endure some repetition. Once the PHANTOM Commander
loses an arm, he'll use his Headbutt attack: this is identical to Fist Pound,
but hitting his head causes his mask to fall off and partly begins the next
phase of the fight.

Once the PHANTOM Commander ultimately loses both his arms, he becomes
(surprisingly) much more dangerous. His Eye Blast attack is easy to avoid, but
the Missile Barrage is what you need to watch out for. Like before, he uses
three attacks before setting himself up for an attack of your own. He spits
out three projectiles: two bombs and a tennis ball, and knocking the tennis
ball back at him is the only way to damage him.

Again, the Missile Barrage is far and away the more dangerous of the two main
attacks, especially if he uses them multiple times in a row. Try to stand your
ground and bait them close to the floor so they collide with the ground when
you dodge. If the boss uses Missile Barrage twice in a row, don't even bother
trying to hurt the boss and instead focus on getting rid of all the missiles.

Once you hit PHANTOM Commander's head three times, his head becomes detached
and enters a frenzied state. He begins using Eye Blast up to five times in
rapid succession. Since you are forced to run in one direction, try to move
somewhat slowly and take small steps so you aren't trapped on the edge of the
rooftop.

Like before, the boss uses three attacks prior to shooting out tennis balls.
The missiles are even harder to dodge now with the increased aggressiveness
from the commander. At this point it's all about survival, so don't go out of
your way to hit a tennis ball if you still have missiles following you.

Spotting and deflecting the tennis ball isn't any more difficult than it was
despite the higher amount of bombs. Luck sometimes plays a part in this
battle, because him using Rapid Eye Blast three times in a row is the best
possible outcome. Hit the PHANTOM Commander's head three more times to finally
put an end to his tyranny.

Congrats on beating TEMBO THE BADASS ELEPHANT!


______________________________________________________________________________
==============================================================================

[5] BESTIARY                                                            [0500]

==============================================================================

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Enemies                                                                [0501]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

PHANTOM Wall
------------
 Reward: 5 PP
 Not an enemy per se, but a thick purple wall displaying the PHANTOM logo on
 it. Takes two hits to destroy.


PHANTOM Transport
-----------------
 Reward: 3 PP
 A stationary vehicle either found on the ground or sometimes flying in the
 air. Completely harmless.


PHANTOM TV
----------
 Reward: 3 PP
 Large, flying TVs displaying the PHANTOM logo or other propaganda. Often
 found in groups.


PHANTOM Crusher
---------------
 Reward: 25 PP
 These rare, damaged versions of piston crushers are only found in PHANTOM
 Dome 1. They can be destroyed and are told apart from regular crushers due to
 the cracks and wraps on it. Can only be destroyed using an uppercut.


PHANTOM Grunt
-------------
 Reward: 1 PP
 The lowest class infantry unit. Pathetic enemies found in large groups and
 resort only to using a punch attack to harm you. They are lazy (sometimes
 found sleeping on the job) and even cowardly, running away from Tembo at
 times.


PHANTOM Bomber
--------------
 Reward: 3 PP
 A PHANTOM soldier wearing an orange suit, whose main form of attack is using
 bombs. The Bomber (typically standing on an elevated platform), will throw
 bombs in front of him with a short pause between each one.


PHANTOM Swordsman
-----------------
 Reward: 3 PP
 This enemy wields a huge, thick sword and is extremely overzealous. The
 Swordsman spends most of the time extending the sword in front of him and
 will charge at you without hesitation and won't stop until he hits something
 or falls off a cliff. They are often the cause of their own downfall.


PHANTOM Jetpack Swordsman
-------------------------
 Reward: 5 PP
 The Jetpack Swordsman is a PHANTOM Swordsman equipped with a jetpack,
 allowing him to fly recklessly through the sky. He will attempt to swoop down
 and dive at you with the sword outstretched, making him slightly more
 difficult to dodge.


PHANTOM Rifleman
----------------
 Reward: 3 PP
 This enemy wears a hat and carries a large rifle. Like the Bomber, the
 PHANTOM Rifleman is often found perched on a platform or ledge, and fires a
 round of three projectiles at you. Jump over the trio of shots before
 attacking.


PHANTOM Artilleryman
--------------------
 Reward: 3 PP
 Only found in select stages, PHANTOM Artillerymen are usually first found in
 the background and attack you from beyond using their mortars. They are out
 of reach until you can find a cannon to launch yourself to their location. At
 this point, avoid the cannonballs they fire at you and destroy them with one
 fell swoop.


PHANTOM Pyromaniac
------------------
 Reward: 3 PP
 The Pyromaniac is equipped with a deadly flamethrower and wears a red and
 black suit. He isn't afraid of using his fiery weapon if you get too close.
 You can stun him and render his flamethrower useless with water spray.


PHANTOM Electrician
-------------------
 Reward: 5 PP
 PHANTOM Electricians looks similar to Pyromaniacs, but wear yellow clothes
 and wield a gun that shoots out a stream of electricity. Since electricity
 branches out in multiple directions when sprayed, you are best off using
 physical attacks.


PHANTOM Tank
------------
 Reward: 10 PP (11 w/ pilot)
 The PHANTOM Tank is a common enemy vehicle; a purple tank that can shoot
 thick tank shells at you. They are slow moving and can be avoided by ducking
 or jumping. In addition, it can also accelerate and charge at you, during
 which it is invulnerable and covered in a purple flame. Takes three hits to 
 destroy. Contains a pilot that you must kill afterwards.


PHANTOM Tank (Background)
-------------------------
 Reward: 10 PP
 In rare occasions, you may encounter a PHANTOM Tank in the background (like
 Artillerymen). In this situation, the Tank attacks by shooting bombs at you
 along with the occasional tennis ball (seriously). Dodge the bombs and
 uppercut the tennis ball back at the Tank to damage it. Takes three hits to
 destroy.


PHANTOM Flame Tank
------------------
 Reward: 10 PP (11 w/ pilot)
 This red tank shoots out bouncing fireballs instead of tank shells, those of
 which can be extinguished with water spray. Otherwise it is exactly the same,
 and will also use a flaming charge attack. Takes three hits to destroy.
 Contains a pilot that you must kill afterwards.


PHANTOM Chopper
---------------
 Reward: 10 PP (11 w/ pilot)
 The PHANTOM Chopper is a purple helicopter that acts similarly to a normal
 PHANTOM Tank. The Chopper shoots out large bullets that can move and home in
 on your location. Takes two hits to destroy.


PHANTOM Shock Chopper
---------------------
 Reward: 10 PP (11 w/ pilot)
 
 This yellow helicopter shoots out lightning bolts instead of homing missiles.
 The vehicle shoots out three at a time that form a triangle that descends
 directly below the Shock Chopper. It isn't much harder to dodge than homing
 missiles if you ask me. Takes two hits to destroy.


PHANTOM Boxer
-------------
 Reward: 25 PP (26 w/ pilot)
 A large robot with thick, metal fists. It can stomp the ground to create a
 purple shockwave, or jump in the air to deliver a powerful punch. You must
 slide under the Boxer when it jumps in order to target the robot's weak
 point: its enlarged, naked butt. Takes three hits to destroy. Contains a
 pilot that you must kill afterwards.


PHANTOM Flame Boxer
-------------------
 Reward: 25 PP (26 w/ pilot)
 The PHANTOM Flame Boxer has the same attacks as a regular Boxer, but also
 comes with a cannon strapped to its back. With that, it can shoot out
 fireballs that bounce along the floor; either spray them with water or let
 them bounce over you. Takes three hits to destroy. Contains a pilot that you
 must kill afterwards.


PHANTOM Shadow Boxer
--------------------
 Reward: 25 PP (26 w/ pilot)
 The Shadow Boxer retains the vintage shockwave attack of the other Boxer
 models, but is fond of teleporting and also uses a new lunging jab attack.
 Due to its ability to teleport, it is increasingly difficult to determine
 when it is about to jump in the air. When you see it reappear in midair, use
 a slide to get under and hit the Shadow Boxer's weak point. Takes three hits 
 to destroy. Contains a pilot that you must kill afterwards.


PHANTOM Defender
----------------
 Reward: 3 PP
 Some enemies like to go on the defensive, such as the PHANTOM Defender. This
 enemy carries around a thick spiked shield for protection. His only attack is
 to walk towards you in hopes that you let him bump into you; jump over the
 Defender and attack him from behind.


PHANTOM Glider
--------------
 Reward: 3 PP
 The PHANTOM Glider skirts around in a paraglider, moving back and forth on a
 fixed route. During his travels, he occasionally drops bombs down below, so
 make sure you aren't in his targeting range.


PHANTOM Rock Launcher
---------------------
 Reward: 10 PP
 This large cannon shoots out one of two objects: boulders that can be
 easily destroyed by Tembo, or spiked balls that are significantly more
 perilous. They are often situated on top of hills and send their products
 rolling down towards you. Smash the rocks, avoid the spiked balls.


PHANTOM Turret
--------------
 Reward: 5 PP
 These stationary Turrets can rotate based on your position and fire a number
 of different projectiles: black Turrets shoot out cannonballs, purple ones
 shoot out bullets, and gray ones fire pink lasers.


PHANTOM Fly
-----------
 Reward: 5 PP
 These flying robots are similar in appearance to the Hornet Bomber boss.
 They float in a stationary position and fire projectiles identical to that of
 the PHANTOM Rifleman. Either attack them with one of your normal moves or
 malfunction it with a water spray.


PHANTOM Porcupine
-----------------
 Reward: 5 PP
 One of the more cunning baddies, PHANTOM Porcupines are two soldiers hiding
 under a spiked shell. You cannot hurt this enemy with conventional methods;
 instead, use a butt stomp in the vicinity to flip it over, then attack while
 the soldiers flail about.


PHANTOM Bouncer
---------------
 Reward: 10 PP
 PHANTOM Bouncers are spherical robotic minions that look like a bubble with
 extremities. They hop up and down like a frog and launch energy balls that
 can bounce and ricochet off walls several times before disappearing. The
 projectiles must be avoided and cannot be tampered with water.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 Bosses                                                                 [0502]
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

----------------
- Scrap Dragon -
----------------

The Scrap Dragon is a large mechanical beast residing on a ledge overlooking a
pit of fire. You cannot destroy it by conventional means, so your goal is to
push the machine off the far edge to send it into the flames. The Scrap Dragon
has a few noteworthy attacks:

Flame Rain
----------
 Three fireballs are shot out from the cannons on the boss's back and rain
 down in a diagonal arc. This attack will be used in conjunction with the
 boss's Fire Spit or Bomb Roll moves.

Fireball
--------
 The Scrap Dragon spits fireballs out of its mouth, similar to the ones of the
 PHANTOM Flame Tank. They bounce, and if you position where you stand, will
 bounce right over you. At first the boss spits out three at a time, but
 increases to six the closer to the edge it gets.

Bomb Roll
---------
 Sometimes the Scrap Dragon coughs up bombs that roll along the floor; this
 will be used in place of the Fireball attack. You must avoid them by jumping
 over each one. The number of bombs rolled out ranges from one to three.

You must use your dash attack repeatedly to nudge the Scrap Dragon backwards.
Don't go full force, because you must spend time avoiding the boss's deadly
attacks. After understanding the trajectory of the Fireball attack, you can
stand completely still and have them bounce over you without using up any
water.

You'll have to resort to water spray when Scrap Dragon uses Bomb Roll. The
Flame Rain projectiles will need to be put out, so jump up and spray them
before hurdling over each bomb. The boss typically alternates between Fire
Spit and Bomb Roll, so you can often predict which move is coming next.

If you let up too much, Scrap Dragon begins rolling back away from the ledge.
You can't give it too much breathing room, so standing under its head is often
the best course of action. There is a water cooler back at the entrance of the
boss room, but traversing all the way back there is too counterproductive.
Attack right after the Fireball, then wait and prepare for the Bomb Roll
before going back on the offensive. Once Scrap Dragon begins teetering on the
edge, it'll topple over and all 500 PP will be yours.


-----------------
- Hornet Bomber -
-----------------

The PHANTOM leader residing over Greenville Peaks is Hornet Bomber, a large
robotic wasp with powerful propellers and a nasty array of missiles. It has a
handful of attacks and one other, more annoying move.

Missile Barrage
---------------
 The Hornet Bomber shoots out four missiles that slowly home in on your
 position. Steer them into the metal platform or the ground in order to get
 them off your trail. As the battle progresses, that number increases to
 seven.

Propeller Blast
---------------
 The boss turns up its propellers and creates a wind tunnel that blows away
 any seeds and gives route to its Hornet Bomb attack.

Hornet Bomb
-----------
 After blowing out the seeds, the Hornet Bomber floats back and forth across
 the room, dropping fat bombs that arc slightly as they plummet. They are very
 easy to dodge if you stay between the row of bombs.

Wind Cutter
-----------
 Late in the fight, the Hornet Bomber uses Wind Cutter after Missile Barrage.
 With this move, it glows and fires away sharp arcs of wind that travel in a
 circle around the boss. Find a gap between the projectiles and let them pass
 right by.

In order to defeat the Hornet Bomber, you must reach the platforms high above
it and butt stomp the red spot on its head. In order to do this, you must have
a constant supply of water (assisted by the water cooler in the corner of the
room) and spray the seeds in the room: one brown seed in the middle of the
arena and one of the two pink seeds to create a giant bouncy plant.

Once you get up to a bouncy plant, bounce above the Hornet Bomber and either
land on a platform, or butt stomp in midair as the insect strafes back and
forth.

Of course, it'll be attacking Tembo during your quest, so you'll have to watch
out for homing missiles. After almost every successful butt stomp, the Hornet
Bomber removes the seeds and uses its Hornet Bomb attack. This move is really
easy to avoid, so long as you find one safe spot and stay put until the
bombing ends.

After taking enough hits, the Hornet Bomber uses Missile Barrage and Wind
Cutter in succession. Let it use both attacks while you spray the seeds, then
make your move during the short pause. After six noogies, the Hornet Bomber
will submit.


-----------
- M.E.G.U -
-----------

M.E.G.U, a fierce disco robot, fits the fun-filled, electric theme of Zappo
Land. The boss is a large disco ball with thick legs and employs the use of
bubble shields to protect it from harm. In the background, the PHANTOM
employees of Zappo Land have a dance-off. M.E.G.U's attacks are as follows:

Energy Ball
-----------
 The boss launches the same bouncing energy balls seen from PHANTOM Bouncers.
 These orange projectiles bounce off of any surface a couple times before
 permanently disappearing.

Bubble Shield
-------------
 Not an attack per se, but M.E.G.U has a shield surrounding its body at all
 times. The key to winning the battle is disarming the shield.

Purple Shockwave
----------------
 Every time you damage the boss, it retaliates by sending out purple
 shockwaves, just like the ones used by PHANTOM Boxers.

Laser Beam
----------
 As the battle progresses, M.E.G.U begins shooting out thin laser beams that
 can also ricochet off surfaces. It often uses them alongside the Energy
 Balls, which gives you plenty of things to dodge.

Green Orb
---------
 M.E.G.U's last resort is firing groups of fat green orbs that - surprise
 surprise - bounce off walls. 

The dancing robot casually bounces up and down across the boss room, pulling
its limbs back inside its body during so. In this short moment is resembles a
disco ball once more, and can then be tampered just like a bowling ball. When
the boss is in ball form, you can knock it around and uppercut it to your
heart's delight.

The only way to lower M.E.G.U's shield is to knock it into the exposed wiring
at the top of the room. Since both the boss and the plug is in constant
movement, you may have to try a few times in order to score a bullseye. Once
the boss has been shocked, the shield flickers off and you can attack.

Once you damage M.E.G.U, get ready to avoid the ground waves and repeat the
process. The boss then begins alternating between Energy Balls and Laser
Beams, which take up more space and can be more problematic.

Once M.E.G.U is on its last legs, it begins firing out large green orbs. They
are about three times the size of the Energy Balls and also ricochet off
walls. These are the most difficult of the projectiles, and may be used two
times in a row.

This boss fight is more about picking your spots and avoiding attacks rather
than going all out. M.E.G.U's only form of attack is the projectiles it
releases, so as long as you can stay out of trouble you can take your time
and wait for it to line up with the electrical socket on the ceiling. Stick to
using uppercuts for a more accurate shot, or else you'll send the boss
pin-balling across the arena.

M.E.G.U can withstand eight hits before calling it quits.


---------------------
- PHANTOM Commander -
---------------------

Nothing stands between Tembo and the PHANTOM Commander here at the top of the
PHANTOM Fortress. The PHANTOM Commander resides in a large robot resembling
the statues you've been destroying at the end of each stage. It towers over
you and has some devastating techniques you should watch out for.

Fireball
--------
 The PHANTOM Commander shoots out five bouncing fireballs from the palm of his
 hand. Identical to the fireballs seen by most flame-based enemies in the
 game.
 
Green Orb
---------
 The boss uses the same fat bouncing orbs seen in the M.E.G.U fight. He also
 releases a row of them from his hands.

Fist Pound
----------
 After using a combination of Fireball and Green Orb, the boss balls up one of
 his hands and pounds the ground, releasing a shockwave. Now is the time to
 strike!

Headbutt
--------
 Once you destroy one of the boss's hands, he retaliates by headbutting the
 platform. The attack is identical to the Fist Pound, and attacking his head
 triggers the next phase of attacks.

Eye Blast
---------
 The robot's eyes begin to glow pink in preparation of blasting your current
 position. When you see the glimmer in the eyes, make sure to step aside so
 you aren't struck by lasers.

Missile Barrage
---------------
 Like the Hornet Bomber, the final boss shoots out an array of missiles that
 home in on your location. The number starts off at six but increases the
 longer the battle goes on.

Tennis Ball/Bomb Combo
----------------------
 The only way to damage the PHANTOM Commander in this form is with this
 attack. Typically seen in the rare PHANTOM Tank (Background) fights, the
 commander spits out two bombs and a tennis ball (in a random order);
 uppercut the tennis ball back at him to knock him senseless. In the final
 phase of the fight, he spits out four bombs instead of two.

Rapid Eye Blast
---------------
 The PHANTOM Commander uses Eye Blast at an incredibly fast pace, up to five
 times in succession. Try to move only an inch at a time when dodging each
 laser, or else you'll get cornered and trapped on an edge before you know it.

This boss battle has a few different phases and can be taxing at times. The
first stage is very simple and only features the Fireball, Green Orb, and
Fist Pound attacks. The PHANTOM Commander usually uses three attacks in a row
(any combination of the two projectiles) before using Fist Pound. Make sure to
avoid the fist itself, as well as the ensuing shockwave. While the fist is in
place, hit it to cause some damage.

Each fist must be hit three times before the robot's arm gets completely torn
off, so you'll have to endure some repetition. Once the PHANTOM Commander
loses an arm, he'll use his Headbutt attack: this is identical to Fist Pound,
but hitting his head causes his mask to fall off and partly begins the next
phase of the fight.

Once the PHANTOM Commander ultimately loses both his arms, he becomes
(surprisingly) much more dangerous. His Eye Blast attack is easy to avoid, but
the Missile Barrage is what you need to watch out for. Like before, he uses
three attacks before setting himself up for an attack of your own. He spits
out three projectiles: two bombs and a tennis ball, and knocking the tennis
ball back at him is the only way to damage him.

Again, the Missile Barrage is far and away the more dangerous of the two main
attacks, especially if he uses them multiple times in a row. Try to stand your
ground and bait them close to the floor so they collide with the ground when
you dodge. If the boss uses Missile Barrage twice in a row, don't even bother
trying to hurt the boss and instead focus on getting rid of all the missiles.

Once you hit PHANTOM Commander's head three times, his head becomes detached
and enters a frenzied state. He begins using Eye Blast up to five times in
rapid succession. Since you are forced to run in one direction, try to move
somewhat slowly and take small steps so you aren't trapped on the edge of the
rooftop.

Like before, the boss uses three attacks prior to shooting out tennis balls.
The missiles are even harder to dodge now with the increased aggressiveness
from the commander. At this point it's all about survival, so don't go out of
your way to hit a tennis ball if you still have missiles following you.

Spotting and deflecting the tennis ball isn't any more difficult than it was
despite the higher amount of bombs. Luck sometimes plays a part in this
battle, because him using Rapid Eye Blast three times in a row is the best
possible outcome. Hit the PHANTOM Commander's head three more times to finally
put an end to his tyranny.


______________________________________________________________________________
==============================================================================

[6] TROPHIES                                                            [0600]

==============================================================================

-------------------
- Bronze Trophies -
-------------------

Corporal
--------
 You destroyed the first PHANTOM Dome.
 - Simply complete the stage to unlock this Trophy.


Lock Smasher
------------
 You smashed the PHANTOM Lock.
 - PHANTOM Locks secure each zone's PHANTOM Dome, and earning enough PP will
   break the lock. In other words, progress through the game to automatically
   unlock it.


Major
-----
 You obliterated the third PHANTOM Dome.
 - Beat the corresponding stage to get the Trophy.


Peanut Butter Cache
-------------------
 You currently hold 10 Peanut Butter Jars.
 - You get a jar of peanut butter for every 300 peanuts you collect in the
   game. And since dying costs one jar, you have to collect peanuts while
   being generally mindful of dying. The first zone is the least dangerous and
   contains many giant peanuts (worth 50), so replay those stages to
   eventually get 10.


Peanut Butter Horde
-------------------
 You currently hold 99 Peanut Butter Jars. I mean, that's a lot of Peanut
 Butter.
 - This is an annoying Trophy that requires a lot of free time and repetition.
   Collecting enough peanuts for 99 damn jars will take a while, and playing
   the later stages may put you in risk of using your current supply. So
   again, try replaying Zone 1 (Into the Inferno in particular has quite a few
   giant peanuts) until you meet your goal.


People's Champion
-----------------
 You rescued all the civilians in a zone.
 - As long as you follow my guide, you'll get every single civilian in the
   game.


People's Hero
-------------
 You rescued all the civilians in a stage.
 - As long as you follow my guide, you'll get every single civilian in the
   game.


People's Legend
---------------
 You rescued all the civilians in or around this island.
 - As long as you follow my guide, you'll get every single civilian in the
   game.


PHANTOM Battered!
-----------------
 You destroyed all the PHANTOM enemies in a zone.
 - As long as you follow my guide, you'll get every single PHANTOM Point in
   the game.



PHANTOM Damaged!
----------------
 You destroyed all the PHANTOM enemies in a stage.
 - As long as you follow my guide, you'll get every single PHANTOM Point in
   the game.


PHANTOM Vanquished!
-------------------
 You obliterated every last PHANTOM enemy in or around this fair island!
 - As long as you follow my guide, you'll get every single PHANTOM Point in
   the game.


Private
-------
 Your training is complete.
 - Complete the first stage of the game, Training, for the Trophy.


Sergeant
--------
 You demolished the second PHANTOM Dome.
 - Complete the stage to obtain the Trophy.


-------------------
- Silver Trophies -
-------------------

Colonel
-------
 You defeated the PHANTOM Commander and thwarted the PHANTOM invasion!
 - Beating the game's final boss earns you this Trophy. 


-----------------
- Gold Trophies -
-----------------

General
-------
 You accomplished all of your Missions. You did it all. You are a supreme
 soldier. WE SALUTE YOU!
 - You unlock this Trophy for beating the game, rescuing all civilians, and
   obtaining all PHANTOM Points.


______________________________________________________________________________
==============================================================================

[7] THANKS/CREDITS                                                      [0700]

==============================================================================

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
 LEGAL
------------------------------------------------------------------------------

This document is copyright (c) DomZ Ninja 2015. 

This document may be found on the following sites:

 * GameFAQs     - http://www.gamefaqs.com
 * GameSpot     - http://www.gamespot.com
 * IGN          - http://faqs.ign.com
 * Super Cheats - http://www.supercheats.com
 * Neoseeker    - http://www.neoseeker.com
 * HonestGamers - http://www.honestgamers.com

The latest update of this document can always be found on GameFAQs.

Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
alter this document in any way. Do not steal anything from this document. Do
not host or distribute this document for profit. That is plagiarism, and it is
against the law.

If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
game in the title. Lastly, thanks for reading and using this FAQ. If you like
this FAQ, then please recommend it to others by clicking the "recommend"
button at the top of the guide. :]

 http://www.gamefaqs.com/features/recognition/52173.html


"I feel it in my fingertips, and the edges of my lips. Are you listening, are
you listening, listen to me."
- Leo Kalyan
______________________________________________________________________________
                                                               END OF DOCUMENT

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