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Guide and Walkthrough by 3vrB257A5gq3fg
Bunny Must Die - Chelsea and the 7 Devils Walkthrough (version 1.0) Based on: PS4-version Contents Misc. Items & Abilities Bunny's Quest A01 Chelsea's Quest A02 Trophies - You get four save slots for each of the two quests. - The Trophy set is shared between the PS4 and PSV versions. As such, the official Trophy rates have been skewed due to the prevalence of hacking on the PSV. The actual Platinum rate is likely around 2%. - The game features two versions of the soundtrack: Original and Arranged (plus an option to.choose between the two on a case-by-case basis). I highly recommend Arranged (although I usually just have the music turned pff. so I don't have to put up with the boss music). - The red number next to your save file in the file selection screen indicates the number of saves and deaths. - The game may rarely crash on you. - The original Japanese title of the game is 'Chelsea-san wa 7 [Nana] no Majin Bukkorosaneba naranai.' - If you enjoyed the game, I'd recommend also picking up Gundemoniums, a shoot'em up by the same developer. Story "In the year 1999X, a mewclear weapon utilizing the power of purrmodynamics was launched, enveloping the world in furry flames and causing the outbreak of Feline World War." Er... Okay, I think that's enough for the story section. The Environment - The game map is divided into 7 zones: White | Devil's Dump Lime | Forest of Fools Red | Forbidden Purrmodynamic Power Plant Blue | Palace of Folly Yellow | The Dark King's Dwelling Green | Floating Jade Prison Pink | Septentrion - Secret areas are gray. - The in-game map makes no distinction between different power ups. It only distinguishes power ups and Bunny Dolls / Elixirs. - The game uses a crossfade when moving to another area. This makes it difficult to react quickly to anything in the room. - Areas that didn't scroll horizontally in the original version have been slightly redesigned to accommodate for the new resolution. In the original, a single screen area consisted of 20 by 14 tiles. On the Ps4, they consist of 30 by 17 tiles. The difference in verticality is purely cosmetic. - An area that's 2x2 map tiles is 40 by 32 tiles in size. Going beyond that, it increases by 20x / 15y. - Save points are frequent. Saving the game fully heals you and adds 30 seconds to the in-game play time counter. In Chelsea's Quest, it claims to add 60 seconds, but this is incorrect. It's just 30. - Enemies and torches don't leave behind any health drops. The healing methods are: 1. Saving the game. 2. Picking up a Health upgrade. 3. Beating a boss (excluding mid-bosses). 4. Using Bunny's Recovery ability. 5. Using a Bunny Doll / Elixir. 6. Enabling HP regeneration in the Chronushop. - Defeating enemies and destroying torches produces Time Crystals that are drawn to you automatically. These crystals restore your TP/MP. A single torch gives you 8 Time Crystals. Most enemies give you 12. - In Bunny's Quest, specific torches drop a weapon instead of TC. They do give TC if you already have the weapon in question. - Your character is a typical 1x2 tiles in size. - The two most common enemies are the little, stationary cannon and the pumpkin grunt. The cannon fires three shots with different arcs, while the pumpkin launches bouncing fireballs at a slow pace. You will find that the level design often meticulously maximizes the threat posed by these two seemingly trivial enemies. - Unlike in pretty much all other platformers, your character can't stand beyond the edge of a platform. Until you manage to internalize this, you can expect to mess up a lot of jumps because of it. - The destroyable blocks in the environment can be destroyed with almost any attack. They respawn after 5,5s. - Expect a lot of spikes. Spike damage is 90 HP. Spikes are destroyed on contact and some spikes can be destroyed with your attacks. Either way, they respawn after 5,5s. - There are two kinds of switches: pressure switches that you need to step on and flippable switches that are activated/deactivated by crouching by them. - In Bunny's Quest, there are a few gates that are removed by certain event triggers. - Each quest features 50 items, each giving you 2% towards your item rate. - When a boss is dying, they can still do body contact damage. Chronushop - The Time Crystals you've accumulated can be used to purchase enhanced abilities. The game may feel frustratingly difficult without them. If you just don't have the time and patience to become more familiar with the game, you can always use these to give yourself a boost. - You can freely adjust the levels up to the highest level purchased. - You don't necessarily have to save the game to keep the crystals you've collected. They're also saved when you return to the title screen. Bunny Doll / Elixir: 500 each ATP DFP HP Lv0 | 0 | Lv0 | 0 | Lv0 | 0 | Lv1 | 1440 | 1440 Lv1 | 1980 | 1980 Lv1 | 880 | 880 Lv2 | 4320 | 2880 Lv2 | 5940 | 3960 Lv2 | 7920 | 7040 Lv3 | 8640 | 4320 Lv3 | 11 880 | 5940 Lv3 | 31 680 | 23 760 Lv4 | 14 400 | 5760 Lv4 | 19 800 | 7920 Lv4 | 88 000 | 56 320 Lv5 | 21 600 | 7200 Lv5 | 29 700 | 9900 Lv5 | 198 000 | 110 000 Lv6 | 30 240 | 8640 Lv6 | 41 580 | 11 880 Lv6 | 388 080 | 190 080 Lv7 | 40 320 | 10 080 Lv7 | 55 440 | 13 860 Lv7 | | Lv8 | 51 840 | 11 520 Lv8 | 71 280 | 15 840 Lv8 | | Lv9 | 64 800 | 12 960 Lv9 | 89 100 | 17 820 Lv9 | | Lv10| 79 200 | 14 400 Lv10| 108 900 | 19 800 Lv10| | etc. etc. HP Regen TP Regen MP Regen Lv0 | 0 | Lv0 | 0 | Lv0 | 0 | Lv1 | 1120 | 1120 Lv1 | 1380 | 1380 Lv1 | 1380 | 1380 Lv2 | 5600 | 4480 Lv2 | 6900 | 5520 Lv2 | 6900 | 5520 Lv3 | 15 680 | 10 080 Lv3 | 19 320 | 12 420 Lv3 | 19 320 | 12 420 Lv4 | 33 600 | 17 920 Lv4 | 41 400 | 22 080 Lv4 | 41 400 | 22 080 Lv5 | 61 600 | 28 000 Lv5 | 75 900 | 34 500 Lv5 | 75 900 | 34 500 Lv6 | 101 920 | 40 320 Lv6 | 125 580 | 49 680 Lv6 | 125 580 | 49 680 Lv7 | 156 800 | 54 880 Lv7 | 193 200 | 67 620 Lv7 | 193 200 | 67 620 Lv8 | 228 480 | 71 680 Lv8 | 281 520 | 88 320 Lv8 | 281 520 | 88 320 Lv9 | 319 200 | 90 720 Lv9 | 393 300 | 111 780 Lv9 | 393 300 | 111 780 Lv10| | Lv10| | Lv10| | -------------------------------------------------------------------------- Items & Abilities Bunny Jump - There are two different jumps (by default): a standing jump, performed by pressing jump without pressing left or right, and a spinning jump, performed by pressing jump while you're also pressing left or right. Both jumps give you at most about 4,5 tiles of height and 5 tiles of distance. - If you're not spinning, you can jump on enemies to bounce on them and damage them. Hold Jump to bounce higher. Many projectiles can be jumped on as well, and some of them are destroyed in the process (mainly the smaller ones). - A running jump only gives you about 2,5 tiles of height at most. Max distance is 10 tiles (on an even level). - If you hit the ceiling during a jump, you lose your momentum. - If you land from a fall and aren't pressing left or right, your character will bend her knees to break the fall. You can't attack during this time, although you can easily cancel it by moving or jumping. Turning - Turning has a slight delay that you'll have to get used to. And I'm not talking about the animation or input lag. As soon as the animation begins, you're considered turned. There's just a very brief delay before the animation begins. - You can't turn in the air (unless you wall-jump). - In the original version, you actually had to get a power up in order to be able to turn, and it was technically possible to finish the game without it. This power up does not exist on the PS4. However, there is still an option to disable turning in case you'd like to try this particular challenge. - Chelsea seems to turn a little faster than Bunny. Crouch - Press and hold down to crouch. Crouching takes a bunch of frames. - Crouching is mainly used to place orbs, activate switches and to read signs. - Press Jump while crouching to perform a back dash, which covers 2,5 tiles. There's hardly any use for it. Air Recovery - Press Jump in the air after getting hit to recover and start spinning. Otherwise, you won't regain control until you land. Evade - If you press in any direction right before getting hit, Bunny will evade and avoid damage. Doing it while jumping allows you to jump higher. Sometimes it might not work with certain directions, so try different ones. - Only Bunny has the ability to evade. Normal Attack - Bunny's normal attack depends on which of the five weapons she's carrying. These weapons can be found in specific torches. Picking one up makes you drop your current one. Once on the ground, a weapon despawns after 10s. Knife (Self Shooter) (K) - A rapid, ranged attack that does minimal damage. Hold the d-pad diagonally to shoot at an angle or up to shoot up. Attack while spinning to shoot knives in (roughly) all directions. Sword (Faust Samurai) (S) - A powerful close range weapon with 3 tiles of range. Easily the best weapon in the game, with both superior offensive and defensive capabilities. It does have trouble hitting enemies that are 3 or 4 tiles directly above you, though. - You can interrupt a ground swing by jumping. Boomerang (Black Wing) (B) - A medium range weapon. Fairly underwhelming. Chain Flail (Spiked Hammer) (H) - A slow, but powerful, medium range weapon. You can make the ball spin around you, but it's kind of difficult to control. Missile (Roppongi Missile) (M) - A rapid missile that homes in on a target. Might not be the target you want, though. Empty Essence (Utsuro no Utsuwa) - Aka. Life Up. Increases max HP by 30. Your max HP is 60 by default. With all 8 Life Ups, you'll have 300 HP. Royal Yellow Powder (Yamabukiiro no Kona) - Aka. Time Up. Increases max TP by 30 and grants you a new Time Power. With all 10 Time Ups, you'll have 300 TP. Bunny Doll - Allows you to respawn upon dying, in which case the room is reset and play time reverts back to what it was when you entered the room. You can dismiss the prompt by pressing Confirm. It'll automatically be dismissed after 10s. - There are 23 dolls to be found in total. Fleetwood Sandals (Idaten Geta) - Allows you to run. While running, you move (roughly) 2,624 times faster than walking. - It's technically possible to beat the game without the sandals. You should probably do that once at some point (such as when getting the Orion trophy) if you really get into the game. It doesn't really complicate things all that much. Flame Kick (Deadly Bird Kick) - Press Attack while running to perform the flame kick, which covers 9 tiles and during which you can press up/down to ascend/descend. The kick is very powerful and quickly kills most normal enemies. When used on bosses, however, you are at high risk of taking body contact damage, which tends to be pretty heavy. - Aside from offense, you can also use the flame kick for movement. An ascending kick allows you to cover a distance of 13 tiles. The height you get is 2 tiles, although if you're actually trying to reach a plat- form that's 2 tiles above, you need to hold Attack to slightly extend the duration of the kick to actually make it. Orb of Brilliance (Red) (Shakunetsu no Houju) Orb of Depths (Purple) (Shin'en no Houju) Orb of Qilin (Yellow) (Kirin no Houju) Orb of Vitality (Green) (Houjou no Houju) - The four orbs are used to open gates of the corresponding color by placing them on a nearby pedestal. - DON'T FORGET TO PICK UP THE ORBS AFTERWARDS! Hyper Heels - The Hyper Heels triple stomping damage and allow you to stomp torches. Hopping Shoes (N Hakase no Kimyou na Kutsu) - Allows you to wall-jump by pressing Jump when facing a wall in mid-air. In some spots, you may want to or need to do consecutive wall jumps. Note, however, that it takes a little while before you can do another wall jump. If the other wall is close enough, you have to wait a little or your input is ignored. - There are two other types of wall-jumps in addition to the basic one. You can perform these by pressing the d-pad either in the direction or the opposite direction of the wall immediately after starting a basic wall-jump. - Pressing towards the wall results in wall-climbing, where Bunny spin jumps back towards the wall, albeit with limited altitude gained. This is more like the wall-jumping you might be accustomed to if you're familiar with the adventures of a certain intergalactic bounty hunter. - Pressing in the opposite direction launches Bunny away from the wall, with almost no increased altitude and while still facing the same direction. This one has *very* little use. Dynamite Body - A mode that increases damage dealt and halves damage received. Your jumps will be limited to 3 tiles in height, but you can still reach normal height if you jump consecutively. - While in Dynamite Body, jumping on destroyable blocks destroys them (stomping damage is still the same, though). - If you're at 0 TP, you won't be able to activate or deactivate Dynamite Body. I'm not sure why this would be intentional, seeing as neither of those actually consumes any TP. The game does claim that Dynamite Mode consumes TP when you obtain it, but this is incorrect. Supersonic Gears (Akuseru Gear) - Removes Dynamite Body's jump limitation. Time Powers 1 - Freeze Lv1 10 TP/s 2 - Rewind 30 TP/s 3 - Recall 4 - Freeze Lv2 30 TP 5 - Booster 22,5 TP/s 6 - Recovery 7,5 TP/s -> 7,5 HP/s 7 - (Nothing) 8 - Expose 9 - Smile Bomb 30 TP 10 - Aurum Call 7,5 TP/s 1 - Freeze Lv1 - Freeze time. Timed gates and some enemies are unaffected. You can't damage enemies while time is frozen, while any hazards can still damage you. Blocks can still be destroyed, but you can't pick up any items. Hitting anything with the flame kick will cause time to unfreeze. 2 - Rewind - Rewind time by holding down the Time button. 3 - Recall - Allows you to use Bunny Dolls. 4 - Freeze Lv2 - Upgrades Freeze so it lasts indefinitely while consuming a fixed amount of TP. 5 - Booster - Slow down time by pressing Time while running. Slows down Bunny as well. 6 - Recovery - Recover HP at a slow rate by pressing and holding Up + Time. Once you start, there's no need to keep holding Up anymore. 7 - Alternative - Triggers the alternate ending, which then unlocks Chelsea's Quest. 8 - Expose - Show points of interest when using Dynamite Body. 9 - Smile Bomb - While in Dynamite Mode, press Down + Attack to drop a bomb that explodes after 5s. The bombs can destroy normal gates. They also have friendly fire, so try to stay at a safe distance. 10 - Aurum Call - Allows you to turn into the Golden Bunny by pressing and holding Down + Time. While in this form, you attack by throwing huge swords and automatically evade all incoming damage. Chelsea - In contrast to Bunny, Chelsea has to manually select an item (called 'experiments') in order to use it. Four of these are used by pressing Up + Attack. Jump - Chelsea has a standing jump and a spinning jump, just like Bunny. The standing jump gives you 4 tiles of height, but the spinning one only gives you 3,5. Accordingly, there are quite a few platforms Chelsea can't reach with the spinning jump. - You can stop spinning by attacking in the air. Technically, any attack will do, but, generally, you'll want to use the downward shot. Float - Hold Jump in mid-air to slowly float down. You can try to reduce or increase your horizontal speed by quickly tapping left or right, In particular, there are situations where you'd want to come to a halt so you'll float straight down. It requires pretty precise input, so you'll need to practice that if you want to get consistent. Normal Attacks Single Shot Double Shot (Pyoa) 3-Way Shot (Catte) Triple Shot (Baron) 5-Way Shot (Alice) - Chelsea's normal attack is a rapid fireball shot. The shot gets upgraded upon defeating certain bosses. - You shoot faster when you're either crouching or on the ladder. - In the air, you can do three attacks: a horizontal shot (d-pad on neutral), a downward shot (hold Down), or an air blast (hold Left or Right when spinning). The air blast is a powerful short range attack, although it can't destroy blocks. Shooting in the air pushes you back slightly due to recoil. Empty Essence (Utsuro no Utsuwa) - Aka. Life Up. Increases max HP by 30. Your max HP is 60 by default. With all 8 Life Ups, you'll have 300 HP. Golden Soul Orb (Koganeiro no Kontama?) - Aka. Mana Up. Increases max MP by one block. There are 10 Mana Ups to be found in total. - Chelsea natively regenerates 1/10 of a block per 1+(1:3(x-1)) seconds, where x is the number of Mana Ups. In other words, with 1 block of MP, she'll regenerate 1 block in 10s, and the time increases by 3 1/3s per block, up to 40s with 10 blocks. When crouching, the rate is increased four fold. If a single block is 100 MP (not sure what it is), then Time Crystals recover 30/(2+x) MP per crystal. Put simply, to recover one block, you need just as many crystals as you need seconds. Elixir - Allows you to respawn immediately on the spot upon dying. - If you actually want to use it, try not to accidentally dismiss the prompt by pressing Confirm (or by waiting 10s). - There are 20 Elixir to be found in total. Ladder (Hashigo) (1 block) - Set a ladder that's 10 tiles long. Jumping from the top allows you to reach platforms that are at most 12 tiles above (you're *this* close to 13, but, no). You can only set one ladder at a time. You can retract the ladder by pressing down while over the ladder or by trying to set another ladder or by activating VL. - The ladder also deals damage to anything in its path when deployed. - To shoot on a ladder, you need to press Left or Right + Attack. Once you've started attacking, you don't need to hold the direction anymore, nor do you need to press the direction again if you stop firing and want to start firing again. You can also change directions without having to hold the d-pad. - If you have 0 blocks of MP, you can set the ladder freely, but you can't retract it from a distance. Orb of Depths (Purple) Orb of Vitality (Green) Orb of Brilliance (Red) Orb of Qilin (Yellow) - The orbs allow you to destroy gates of the corresponding color. You don't need to select these, though. Vermilion Lord (1 block) - Freezes time for a while during which you're invincible, but you can't attack. The bar at the bottom indicates how much time is left until the effect wears off. It goes down when you move or when you're touching a hazard. Grenade (1 block) - A short range attack that can destroy regular gates. Eizen Boots - Wearing these makes you immune to spike damage. They also triple stomping damage and allow you to stomp torches. Eye of Truth (Shinjitsu no Hitomi) - Reveals points of interest. Space Pinwheel (Uchuu Kazaguruma) (1 block) - Space Jump. Almost unusable due to the heavy MP cost. Wrath of God (Kami no Ikari) (3 blocks / 2 block min) - Power Bomb, basically, although not all that powerful. While using it, you're invincible to most damage. Force of Will (Ishi no youna Buttai) - Allows you to perform the Zero Burst by pressing Down + Jump and also reduces damage by half when it's selected. Zero Burst is a quick dash that covers 12 tiles and during which you're invincible to most damage. -------------------------------------------------------------------------- Bunny's Quest A01 White Zone WW90 Life Up: W1 8 Time Up: W2, W11 -W7| Doll: W2 (L) W(B) Upgrade: Dash (W6), Red Orb (W10) (L)12W1-W2-3 | K: W1, W4 M: W12 6W54|W S: W2 1 B: W3, W8, W10 (P)1 H: W3, W11 - W1: You can't go west until you have two Time power ups. - W2: The first Time Power allows you to freeze time. I suggest setting L1 as the Time Power button. - You can get the Bunny Doll once you have dash. - Like I said, the Sword is easily the best weapon in the game. Start getting used to wielding it. - W3: Trophy note: Stand behind the statue and press Start. - W5: [Boss: El Bobonboi]. The first boss shouldn't give you much trouble. - W6: With the Fleetwood Sandals, you're able to dash and also perform the flame kick. - W7: Freeze time to deactivate the beams. - W9: [Boss: Pyoa]. The second boss provides a substantially greater challenge than the first one. Here's my preferred method of dealing with him: Go all the way to the left. Once he gets close, freeze time and jump over him. Now activate a laser and he'll get stuck behind it, allowing you to attack him unopposed for a while. Once the laser is about to deactivate (they last 4s), move forward to activate the next one. - W10: With the Red Orb, you can reach W11. - W11: The second Time Power allows you to rewind time by holding down Time. - W3: Trophy note: Keep placing the orb on the pedestal and picking it up, and a Trophy should be triggered. DON'T FORGET TO PICK UP THE ORB! Lime Zone | Life Up: L2 |S Time Up: Ls1 S2L2L Upgrade: Hyper Heels (Ls2) 1(W) | K: L2 H: L1 (R)| S: L1, Ls1 - Manipulating time in most areas of the Lime Zone will spawn ghost pumpkins. - L2: You can destroy some of the spikes to reach the secret area. When using the sword, face left when jumping for the best results. When coming back, you need to do a jump attack in order to destroy the last set of spikes. Either that or you can just tank it. The second Life Up you get here conveniently allows you to take one spike hit without dying. - Entering L2 removes the gates in W12 and W3. - Ls2: The Hyper Heels increase stomping damage and allow you to destroy torches by falling on them. - Ls1: Careful with the spikes. You can get on the first lift by simply running when it's on the left. - The third Time Power allows you to use Bunny Dolls to respawn upon dying. Red Zone |-R1(L)| Life Up: Rs1 | R Time Up: R6, (Rs2), (R11) | 111 Doll: R1, R2, R4, R6, R10 | 0S2(P) Upgrade: Purple Orb (R8) SR R8|9| 2 R K: R1, R2, R4, R6, R9 | 7 S: R2, R4, R6, R10 | R6 B: R3 3R4R5R6 H: R6 - R1: The beam tank is one of the toughest enemies in the game simply because they have an invincibility period. Thankfully, this is the only one in the entire zone. - R2: The cat girls can also be a nuisance thanks to their evade habit. You need to hit them while they're attacking. - R4: [Boss: Endymion]. This guy should go down pretty easily. Before you kill him, though, you should try to score the Bunny Doll in the ceiling on the left end. You have to use evade-boosted jumps from the boss's fireballs to reach it. If you can't pull it off, then you'll just have to come back with the Wall Jump. In that case, you'll have to use a throwing knife from the fire pit in order to reveal the doll without destroying the torch. - R5: [Boss: Catte de Maron]. The paws mostly use an attack where they shoot two large fireballs. Well-timed jump attacks allow you to avoid them while also dealing damage. You could also use the flame kick. If you deal enough damage to a paw, it will retreat. A quick flame kick will cause it to retreat before it even gets to attack. - R6: The Bunny Doll is hidden from view in the corner of the ceiling left from the lift. Reach it by using a flame kick from either the lone gray block or from the lift. - The fourth Time Power upgrades Freeze to Lv2 so that it always costs 30 TP instead of constantly draining it. This does mean that freezing time for short periods will consume more TP, but all in all, it should do more good than harm. - R8: With the Purple Orb, you can explore the rest of the Lime Zone and also access the Blue Zone. Lime Zone LL10 9 Life Up: Ls3 |-L5L67 Doll: L3, L4, L5, L8, (L1), (Ls4) S3L | Upgrade: Wall Jump (L7), (Dynamite Body (L10)) 4 | || LS K: L2 |S 84 S: L1, L4, L8 S2L2L | B: L4, L5 1(W)W) H: L1, L5 | M: Ls4 (R)|L3 DON'T FORGET TO PICK UP THE ORB! - Ls3: Bounce on the enemy to reach the item. You need to do a limited dash jump to reach the nearest block. - L7: Time to start practicing that wall-climbing. - Ls4: The gate will be gone once you've activated two switches in the Blue Zone. DON'T FORGET TO PICK UP THE ORB! Blue Zone (G)| Life Up: Bs1, B7 | Time Up: (B8) 8B3B4B5B Doll: B2, B3 S|B3 67 B (Y)| K: B3 B: B4 B12(Y) S: B4, B6 H: B2, B3, B6 - B1: There's a hidden gate right of the bottom switch. You can get through that way as well. - B2: This is the first area where you'll find walls that either materialize or dematerialize when you freeze time. - The regular, gray pillars on the left actually have two holes in them, so it's difficult to use them for wall-jumping. - The switch to open the gate to the secret area is hidden from view on the opposite side of the screen. - B3: The Bunny Doll is hidden from view under the mini-tank. - There's a switch near the green gate that you can activate by crouching. The normal gate is fake, so you can go right through it. The switch opens a gate in B6 leading to another switch. - You can't pass through the area or use time powers until you take out the floating rabbit. You can only do so with the chain flail. There's one conveniently right below him. - There's a hidden lift block right of the save point (under a breakable block) and a hidden switch left of the save point that opens the gates just like the switch at the right end. The switch at the bottom on the right just closes the gates. - B4: [Boss: Selena]. The sword doesn't work too well here unless you manage to get on the ledge behind her. It's kind of risky, though. You need to use a flame kick (and possibly also bounce off her) or ride her beam attack. If you fail, you could easily end up in the spikes. Even if you do get there, you could still get knocked into the spikes, so you better make it quick. Do your best to destroy the sickles and don't use jump attacks during her beam attack. - If she's off-screen for a while, she'll regain full health. - Careful when entering the area from B5. If you're running, the bridge won't appear fast enough to prevent you from falling into the spikes. - B5: [Boss: Baron Bramedo]. He'll appear and use a random attack, then disappear for a moment. He has four attacks: 1. Launches a single, big fireball. Heavy damage, but easy to avoid. 2. Launches numerous small fireballs. Minimal damage, but difficult to avoid if you don't move behind him. 3. Summons three pillars of flame from the ground. - His fourth attack is used after attacks 1 and 2 and instantly kills you if you're facing him. It's still safe to use air attacks so long as you were facing the other way when you jumped. - Only his head actually causes collision damage (which is incidentally lethal), so you can safely run through him and stand where he's standing. - B7: Bounce on the torches to reach the Life Up. - B6: You can do the Yellow Zone and Green Zone in any order. I'd recommend the Yellow Zone first. There are two Life Ups there that will likely help you out with the bosses in the Green Zone. - The torches and enemies here don't give you any TC. - There are three beam tanks here. When going down, you can manipulate the tank to get out of your way by staying close to it on its right side. When going up, you should just freeze time. If they're in your way and you need to jump over them, note that their hitbox is smaller than what you might think. - There's a hidden switch at the bottom that you can reach if you hit the switch in B3. This one opens up the gates in two areas: in L1 (allowing you to reach the mailbox and mail the maid's letter that you can find in the Yellow Zone) and Ls4 (Bunny Doll). It also opens up the two small shafts with hidden spikes in this area. If you're crazy enough to skip the wall jump, you'd have to use those shafts to get up this area (by evading the spikes). - Trophy note: Wait a while at the top and a UFO will appear. Stand under it to get abducted (results in a game over). Yellow Zone |Y1 (B)-S5| Life Up: Y4, Ys2 Y12 Time Up: Y12 Y32 Doll: Y3, Y5, Y7, Y10, Ys1, Ys3 4Y3|Y5Y Upgrade: Yellow Orb (Y11), (Supersonic Gears (Ys5)) (W)S 6 S3Y-Y7--| K: Y6, Y7 8 S: Y3, Y6, Y7, Y10 |Y9Y B: Y3, Y8, Y11, Ys2 1 H: Y7, Y10 0 M: Y3 S|11S - Your visibility is limited here. Destroying torches will limit it even further. - The enemies here are very annoying due to their homing projectiles. Trying to kill them without breaking the torches only makes it worse, so don't bother avoiding the torches. - Hit the light switches in Y1, Y2, Y3, and Y5 to open the gate in Y2 (the switch in Y2 is hidden near the top). - Y2: The path to Ys5 will open up once you've been to the Pink Zone. - Y3: A hidden switch opens the gate to Y4. Just nearby the gate is the hidden path up to the Bunny Doll. The path is only a single tile wide, so it could take a while before you manage to squeeze in. - Y5: Either stomp on the rampaging bunnies or play it safe and use Rewind. - When you're passing through the upper level, a time skip occurs. At this point, you can trigger an event in W5 which will open the path to the final boss. The time skip also removes the purple gate in Y6. - The time skip will not occur if you haven't fought El-Bobonboi yet. - Trophy note: You'll find more switches you can activate in Y6, Y7, Y8 and Y10. You'll need to activate them for two trophies. Otherwise, you can ignore them. - Y7: Lots of spikes here. Do be careful. The last gap can barely be cleared with a precise dash jump. You should play it safe and just use a rising flame kick. - The bunny doll is right before the last gap, in the slightly elevated area with destroyable spikes. Flame kick from the right to reach it. - Trophy note: Grab the maid's letter by crouching near the maid's body. No need to get in the spikes. Just get near her. - Ys3: The Bunny Doll is in the ceiling. The sword is barely able to reveal it, but to reach it, you need to either bounce on the beam or use an evade boost. You can't get it while time is frozen. - Ys4: This is a one-way path to the White Zone (one-way for now). - Y11: With the Yellow Orb, you can reach Y12 and L10. - Ys1: Don't try to jump directly on the switch. Instead, jump at the block then wall-climb. - Y10: The Bunny Doll is hidden below the switch near the top. - The gate to Ys2 will open once you've taken out all nearby light sources. - Trophy note: The Leafians will start appearing once you've hit all the switches and the screen is fully illuminated. You need to kill 64 of them. These guys self-destruct when they get close to you, so you need to be a little careful. - Y12: The gate closes if you take a hit. Freezing time will only slow down the dolphin things, but you need them to get across anyway. Using Rewind is of course an option. If you get hit while beyond the gate, quickly use Rewind to avoid being trapped. If that happens, you'll have to reset the game. - The fifth Time Power allows you to slow down time by pressing Time while running. From now on, if you want to freeze time while running, you'll have to press Time while jumping. DON'T FORGET TO PICK UP THE ORB! Green Zone 0-G9| Time Up: Gs1 G Doll: G2, G4 |78 Upgrade: Green Orb (G10) G 65| K: G2, G4 S G S: G2, G4, G8 |34 B: G2, G4, G9 G H: G8, G9 21 M: G4 - G2: You'll immediately face off with a bunny girl knight, the toughest enemy in the game. Their swords give you a taste of your own medicine should you get too close, and you're not safe at a distance either, since their sword swings also generate a shockwave that travels on the ground and off any possible ledges. They're immune to Freeze and, like the beam tank, they have hit invincibility. - The first one starts off facing away from you and attacks once in that direction. Use this opportunity to run and jump over her. The second one can be safely taken out with jump attacks once she reaches the edge and is above you. - There's a hidden lift after the conveyor belt on the level where the second bunny knight was. Go down the hole to find the Bunny Doll. - G3: [Boss: Pope Cucurbita]. Nothing special here. Watch the breakable floor. - In the original version, it was possible to skip the bosses in G3, G5 and G7 by using Rewind. If you try to do it now, you'll just get auto-fragged (or pushed back by the gate if you're not running). - G2: Grab the knife here after the first boss. - G5: [Boss: King Pumpquiche]. Wall-climb up to the hole on the left and just fire away with your knife (you'll get hit by some of the pumpkins in the right hole). If you're using the sword, this becomes one of the hardest bosses in the game. Learning to avoid the pumpkins consistently takes quite a bit of practice. If you want to spare yourself from the chore, just use the knife method. - Trophy note: Freeze time in the boss room to get killed. - G4: Grab the sword again after the second boss. - G6: Another potentially annoying area. You can start by taking out the bunny knight, but it's not strictly necessary. Either way, freeze time as you start your climb, so you don't have to worry about the spinning beam cannons. There are two mini-cannons on the right. If you keep time frozen, you can just jump over and take a hit. If you'd prefer to avoid getting hit, do a flame kick. - Gs1: Don't try this one unless you've just saved your game. When you fall down from G6, you're supposed to use a wall launch to reach the item, but the crossfade makes it rather difficult to get the timing right. A safer method involves just taking a spike hit (which you can always try to evade), then jumping to the left and wall-climbing up. - The sixth Time Power allows you to slowly recover HP by pressing Up + Time. - G7: [Boss: Choker Joker]. I'd say the sword is optimal here. This guy's pretty tough in any case, though. You're looking at a lot of small fire- balls. They don't do much damage, but they can easily push you into the spike pits. The boss moves in a similar way as the previous one, so you need to time your attacks well to avoid body contact damage. The second phase features large fireballs going horizontally, but they still deal only minimal damage. When a fireball is on the ground level, attack the boss as you're bouncing off the fireball. The third phase is similar to the first one, but this time it's a bit more intense. Stay focused and avoid anything too risky. Once you reach phase four, the boss descends and unleashes a massive hail of fireballs. The only (relatively) safe place is above him, so it's time to start stomping. So long as you have the Hyper Heels and manage to carefully ride him without hitting the fireballs flying upwards, this phase should be over quickly. If you get knocked down, you should probably try to end it with a quick jump attack instead of trying to resume stomping. - G8: If you grab the hammer from one of the torches, no need to panic. You can grab the sword again at the top. - You need to ride the second beam on the left to reach the top. - G9: [Boss: Halloween Alice]. In phase 1, the boss's attack mode depends on your vertical position. If you're at the bottom, she'll bob around tossing fireballs while waves of fireballs also come out of the floor and the ceiling. In the second part of the attack, she'll warp around and spawn pumpkin goons that shoot fireballs horizontally. Her top attack mode is pretty much the same, only she bobs around near the ceiling instead of the ground. Her middle attack mode has her moving back and forth while shooting four fireballs, the fireballs alternating between cardinal directions and diagonals. At the end, she shoots small fireballs in a 360 spread. After finishing an attack pattern, she'll start another one, and it's once again be based on your vertical position. - The middle attack is the one that lets you stay on top of things most easily so long as you can consistently avoid the fireballs, as they do hurt a lot. Also, if you use jump attacks when the attack ends, you need to watch that you're not too close to the ceiling so you don't trigger the top attack. - You'll enter phase 2 once she's at 1/8 health, although she has to finish her current attack pattern first, and she won't take any further damage until phase 2 actually begins. Phase 2 is pretty much just the two phase 1 attacks combined (minus the goons). Things are going to be hectic, and she moves around quickly and erratically. She's no longer affected by Freeze in phase 2, but you could use Booster instead. - As soon as phase 2 begins, she moves up and to the left. A well-timed jump attack can take out most of her remaining health, at which point one more hit should be enough to end it. - G10: With the Green Orb, you can (1) get the Time Up in the Blue Zone, (2) fight Golem XV (for a Time Up) in the Red Zone, and (3) access the Pink Zone. - B8: The seventh Time Power is... nothing, really. DON'T FORGET TO PICK UP THE ORB! Pink Zone + Clean up PP1 Time Up: P5 (R)| 2 Doll: Ps1, Ps2 S |P3P 1 45 K: P7, Ps2 M: P7 |S2PP6| S: P7 7 B: P7 |P8-9 H: P7, Ps2 - P1: Entering this area will (1) remove the gate in Rs2, (2) allow you to enter the Blue Zone without using the Purple Orb, and (3) allow you to access the Force Gear chamber (Ys5). - Trophy note: The switch here should be the last one (if you haven't missed anything). - P2: Trophy note: As the elevator moves, the sections of the shaft that you've passed will be closed off. Get trapped in one of these sections to get fried. - Don't try to skip ahead of the elevator when going down. There's an invisible barrier that won't disappear until the elevator is all the way down. - P3: Another annoying room unless you freeze time. - P4: Don't go to P5 right away. Go save your game in P6 first. - P6: You need to have enough TP to freeze time three times to get through. - P5: Freeze time then flame kick to the first platform. Wall-jump up to the second platform then do a rising flame kick to the Time Up. You don't necessarily have to freeze time, but it's highly difficult without it. - The eighth Time Power allows you to see breakable blocks and other secrets when using Dynamite Body. - P7: If you fall down and need to get back up, flame kick to the gray block then just wall-climb / wall jump. - Grab the Bunny Dolls in Ps2 and Ps1, then head all the way back while recovering all the orbs. The doll in Ps1 is near the gray block. - Ls4: The gate should be open if you activated the two switches in the Blue Zone. - L10: When in Dynamite Mode, you deal more damage and take half damage. Your jumps are limited to 3 tiles, although you can still reach normal height by jumping consecutively. - Don't forget: The purple gate in L1 hasn't gone anywhere (in case you went up L8 to get here). - L1: Trophy note: Likewise, activating the Blue Zone switches allows you to reach the mailbox and mail the maid's letter. - Rs2: The ninth Time Power allows you to use bombs by pressing Down + Square while in Dynamite Mode. You can destroy normal gates with these bombs. - R11: [Boss: Golem XV]. A pretty tricky boss. When he's up high, it's difficult to damage him. It's still possible with evade-boosted jump attacks or by freezing time when he's next to either wall and then doing a precise jump attack just as you unfreeze. He'll come down after a while or after taking a good bit of damage. When he does, you should break the floor and stand in the fire, from where you can attack him without taking heavy body contact damage. If you have enough health, you can probably just tank it and end it with a couple of quick jump attacks instead. - The tenth Time Power allows you to turn into the mighty Golden Bunny. - Ys5: [Boss: Force Gear]. Place all four orbs to initiate the fight. This can be a very tough battle, as you need to beat all four without dying. The order in which you place the orbs determines the order of the bosses, like so: Green Yellow Red Purple Reiki Ouryuu Houou Shin Kirin (aka. Genbu Seiryuu Suzaku Byakko) - Shin Kirin: This guy runs back and forth and jumps off the walls while shooting fireballs. It's simply impossible to avoid taking damage (without ridiculous evading skills), so there's no room for finesse here. Take a hit and use a quick jump attack. It should die right away. Some parts of his body deal massive damage, though. - Houou: This guy stays still for 5 seconds while shooting fireballs. Then it'll fly off and try to ram you. You'll want to kill it before that happens. Just stand below it and keep swinging. - Sometimes killing Houou ends the battle prematurely, but this doesn't cause the power up to appear, and you can re-trigger the fight by placing the orbs again. If the orbs are already in place when you enter the room, you have to run to pass the gate; otherwise, you'll get killed. - Ouryuu: This is the hardest one by far. This guy squirms around while occasionally breathing fire. Until you get more familiar with his movement patterns, your odds are rather low. To spare yourself from the trouble, you can just use Golden Bunny. - Reiki: This guy bounces about while shooting small fireballs. After a little while, it'll try to ram you before continuing the bouncing. He takes massive damage from the sword, and a single jump attack is enough to take him out. - For your efforts, you will obtain the Supersonic Gears. - P8: [Boss: Chelsea]. Chelsea has seven 'forms,' so to speak. Using a Bunny Doll allows you to retry from the last form you've reached. This also gives you a chance to return to P7 and switch weapons. 1. In the first form, Chelsea uses her regular fireball shot. Once below 50% health, she'll start using Undine Stream, which doesn't really do all that much damage (15), but it does trap you and hit you multiple times (up to 7). It can also bend and home in on you a little if you're not in her direct line of sight. Chelsea will interrupt the attack if she's hit after she's started firing. - The best way to manage this one is to keep her close the left wall. When the battle begins, run all the way to the left. When Chelsea reaches the first platform, wall jump up to the first platform and she should end up on your left side. Jump down from the right when she jumps up to the platform. Move a little closer while staying on her right side. When she jumps down, it's generally safe to approach her and attack once. It varies depending on your timing and distance, so you'll likely need to practice to get a feel for it. In any case, a single jump attack with the Sword will do about 24% damage After attacking, walk away and wall jump off the second platform to get back up on the first platform. Now you just repeat the process until she's below 50%. At that point, quickly get right in front of her so you can jump on and ride the Undine Stream. Once it's over, do a few more jump attacks to quickly end the round. If you're hit with US, rapidly press Jump to escape from it. 2. In this form, Chelsea tries to crush you with a huge hammer thing. If she lands in one of the gaps, fireballs will rise up from the ground while Chelsea herself also shoots spreadshots of fireballs. If she lands on one of the platforms, four fireballs will shoot down from the bottom of the platform. There's just enough room between the fireballs to avoid damage, but it's tricky to position yourself correctly. Once below 1/3 health, she'll start bringing down additional hammers. If you stay below one of the platforms, you can stop the additional ones from coming. - If you're standing on the hammer as it rises all the way up, you'll die (yet another way to get the Inside a rock Trophy). - This form is skipped if you have fewer than 7 Time Power ups. - This one shouldn't give you much trouble. Just have her aim at one of the gaps, then quickly wall-jump up to the platform before she comes down. It's harder to get an opening in the second phase, but you can just skip it. Get her close to 1/3 health, then just wait for the next cycle, so you can finish her off. Although if you attack her with good timing and avoid getting hit, you can take her out in a single cycle. - It's possible to damage her slightly even when she lands on one of the platforms. The bottom of the hammer isn't actually solid, although the middle part does damage you. You need to wall-jump inside the hammer, then do a well-timed jump from there. You may need to resort to this if you were unable to skip phase 2. 3. In this form, Chelsea throws exploding Dr. Mario pills at you while two plasma clouds circle around her. You'll also be regularly shot at by a sniper (about every 2 seconds), who aims at your head and will instantly kill you with a successful headshot (you get a Trophy for it). If it doesn't hit you in the head, you'll just take some damage. Once below 30% health or so, Chelsea calls in another sniper. You can't skip this phase, as her health is restored to the threshold point when the second sniper becomes active. - Chelsea stays on the ground level, so you're relatively safe up on the platforms. Once again, the goal is to keep her against the left wall. Getting on her right side can be a little tricky, though, what with the constant threat of instant death. The best way is to do a dash jump when she jumps forward. In any case, once she's next to the wall, you need to jump down and attack with fairly good timing so you don't get a pill in the back of your head. The goal is to hit her when she's at the height of her jump, as she can't attack until she's on the ground, and hitting her suspends her for a moment. You should get the best results if you jump down just as Chelsea's landing from one of her jumps. It doesn't have to be all *that* precise, though. So long as she doesn't immediately attack you, that's good enough. If your timing is bad, then you indeed need to make a run for it. And do watch out for those plasma clouds. If everything goes smooth, you can just walk away and wall-jump off the second platform to get back up and repeat the process. However, wall-jumping leaves you vulnerable to sniper fire. To avoid issues with the sniper(s), jump down just as the sniper is about to fire so that the crosshair doesn't move. If it moves a good bit, then you're setting yourself up for likely getting shot during the wall-jump. - If you can keep the rhythm and stay on her right side, then nothing really changes in phase 2. - The quick kill method involves pinning her against the wall and then just attacking her non-stop. It's fairly easy to pull off until the second sniper comes along. - Better not use the Golden Bunny here. The headshots can still kill you, and if they do, you won't be able to use a bunny doll. 4. Chelsea floats in the air and shoots bursts of fireballs in your general direction. She's surrounded by numerous plasma clouds, but these don't do any damage this time. However, she'll periodically send them to the ground, where they'll cause small explosions that deal massive damage. You can either stand between the clouds or quickly destroy one to prevent the explosion. You can avoid the fireballs by running past Chelsea in the same direction she's moving. That's also your time to attack. - As if this form wasn't easy enough, you can make it even easier by continuing to attack Chelsea when form 3 ends. You can get a good amount of damage in before she takes flight. Try not to be in her way when she does. 5. Chelsea flies in the air, surrounded by swords. There are also 12 swords standing up from the ground. When Chelsea is right above you, she'll try to crush you. Afterwards, she'll move in the opposite direction from you. The swords on the ground will damage you if you touch the blades. There are also exploding snowballs slowly coming down. Take them out with your sword. - You can't damage Chelsea directly here. Instead, you're supposed to stomp on each of the swords three times to push them in the ground. You can't do it while in Dynamite Mode, though. 6. This is Chelsea's bullet hell form, and it might seem pretty over- whelming at first, but it's really not that bad. She has five different attacks:
1. A rotating fireball sprinkler. Rotates 180 degrees in either direction. 2. A rotating beam cross. Rotates 360 degrees in either direction. 3. A 360 spread shot. Just stand in either corner and swing your sword to erase the shots. 4. Chelsea shoots large fireballs downwards while small fireballs rain down. Again, stay in a corner. 5. A 270 degree spread shot aimed away from you. The spread shot then stops, and she shoots a load of fireballs at you. She does this three times. It's usually possible to erase the shots with the sword, but it would be safer to just avoid them. Assuming you're in the corner, as soon as the attack begins, dash towards the middle. then dash back to avoid the second shot, then dash to the middle again to avoid the third shot, then back to the corner as the next attack begins. - What you want is attacks 1 and 2, as these allow you to ride up and attack her (without fancy evade jumps). You can only really do it with the sprinkler if the rotation is favorable to your position: clockwise on the left, counter-clockwise on the right. Also, instead of going up in the gap you start off at, you should erase some of the approaching shots so you can get in the next gap. This way, when you ride the shots up, you can continue stomping on Chelsea as the attack ends and the next one begins. At best, you'll end up taking her out. If you don't optimize it like this and ride up in the first gap, you can still do a good amount of damage (by doing some stomping and finishing off with a spin attack), but you're more likely to get hit. Either way, the damage will be minimal (at least from a single hit). - The beam cross is pretty quick, so you can't really do more than a few of stomps if you just follow it along. The sword doesn't erase the beams, so a spin attack will result in getting hit (not that the damage is much). However, if you evade some of the beams at the beginning, you can be at the top just as the attack ends and then continue stomping on her, just like with the optimal sprinkler. - This form is also skipped if you have fewer than 7 Time Power ups. 7. In her last form, Chelsea uses four attacks: a jumping rapid fire- ball launch, a slightly different jumping rapid fireball launch, Undine Stream, and Hammer. She may also use Vermillion Lord before either of the jump attacks to create a time skip. This is what she always starts off with. You've also got snowballs. - You know what to expect from Undine Stream, although this time it can't bend. She tends to jump in place before using it, but not always. She may use the move at any time, but she'll always use it after VL. If you interrupt the move by attacking her, she'll move forward a little, although not when she's close to either wall. - The time skip attack might be confusing at first, but it really is just a time skip where time moves forward a bit in an instant. That means, if you're moving to the right, you'll skip to the right. If you're moving to the left, you'll skip to the left. This really wouldn't be dangerous at all if she didn't always follow it up with Undine Stream. If you're inside the arc of her jump, you need to quickly take out the fireballs above you with a sword swing to stand any chance of avoiding the stream. Being smack in the middle of the arc is the worst possible spot, so don't be there. - When VL is not involved, you can easily erase the fireballs from her jump attacks with your sword. - The Hammer will cause fireballs to shoot up from the ground. Once it's down, the bottom part has no collision and does no damage. Try not to let her drop the hammer right next to the wall, as she might end up jumping at the wall and then using VL while on top of the hammer. This results in the fireballs being higher than usual, making it harder to avoid the US. - It's possible to get on top of the left wall if you ride the hammer, but it doesn't really help you much. While you're there, Chelsea can only hit you with the hammer, but that could happen at any time. - Chelsea's final form can easily feel completely overwhelming, since she moves around a lot while also attacking relentlessly. Without intimate knowledge of her attack patterns, you will likely struggle to attack her without getting hit in the process. I can't really blame you if you just opt for Golden Bunny or Chronushop abilities. - If you're determined not to lower the bar, then it's time to start practicing. Undine Stream, especially when used after VL, is what's going to do you in more often than not. If you don't react to it quickly enough, you're toast (unless you manage to escape). Her other attacks are rather mild in comparison. - Undine Stream does, however, also present you with the best opportunity to attack, as it's the only time she actually stays still. You could get her during the pre-stream jump if you're actually next to her when she does it. If you have the space, one way to do it is to run ahead of her when she does a jump attack. Generally, though, you'll want to attack her during the stream as you're bouncing on it. If she's not close to the wall, you'll want to move towards her as you attack in order to avoid a body contact hit. - If you're next to the wall and she does a jump attack from the right distance, you could try jumping on her as she lands. If she does US with a jump, you'll end up doing a lot of stomping damage. The risk is, of course, that she'll end up doing the Hammer instead, in which case you'll take a hit. - And that's about it. If you can just capitalize on those Undine Streams, the battle should be over quickly. - Completing Bunny's Quest with at least 7 Time Ups unlocks Chelsea's Quest. In Chelsea's Quest, the game world is slightly different, and the character abilities are completely different. -------------------------------------------------------------------------- Chelsea's Quest A02 White Zone |W90 SW 8W7| Life Up: W1, Ws1 (L) W(B) Mana Up: W2, (W11) (L)12W1-W2-3 Elixir: W2, W3, (W12) | Upgrade: Ladder (W6), Purple Orb (W10) 6W54|W 1 (P)1 - W1: Start getting used to Chelsea's moves (especially her jumps and the lack of the Sword). - W5: [Boss: El Bobonboi]. Once she comes down, hit her with air blasts for massive damage. - W6: The Ladder is... a ladder. Chelsea's Quest has no lifts, and Chelsea has no wall jump, so this'll have to do. In some ways, it is better, though (eg. it does good damage to enemies above you). It does consume 1 block of MP per use, though, so mind your MP. - W3: The Elixir is in one of the lone gray blocks at the top. - Don't forget that you can regenerate MP faster by crouching. - W7: Use the ladder to get on top of the ceiling. Use a downward shot to break the block at the other end. - W8: Don't miss the secret area on the left. - Ws1: Check the floor. - W9: [Boss: Pyoa]. Once the first two lasers deactivate, get to the left end and start shooting at it while crouching. Getting shot slows it down, so you can easily rack up damage this way. - Defeating certain bosses will upgrade Chelsea's shot. Defeating this one gives you the double shot. - W10: Having the Purple Orb allows you to destroy purple gates with your normal attacks. Blue Zone (G)| S | Life Up: B2, B7 8B3B4B5B Mana Up: (Bs2) S|B3 67 Elixir: (B6) B (Y)| Upgrade: Vermilion Lord (Bs1), (Yellow Orb (B8)) B12(Y) - B2: Careful when jumping over the spike pit. Don't forget that you can cancel a spin jump by attacking. - B4: Set a ladder next to the left wall to reach the secret area above. - Bs1: Use your shot to find the invisible block, so you can reach Vermilion Lord. VL is similar to Bunny's Time Freeze. It costs 1 block of MP and wears off after you've moved a certain amount. - The bosses aren't here yet. - B7: Just tank a spike hit so you can set a ladder. Yellow Zone |Y1 | Y12 Y32 4Y3|Y5Y Mana Up: Y11 (W)S 6 Elixir: Y8, Y5, Y4, Ys2 S3Y-Y7--| Upgrade: Grenade (Ys1), (Space Jump (Y12)) 8 |Y9Y S1 0 S|11 - There are few spots where you can set the ladder here, since the ground is apparently not level enough. - You know the deal. Hit the four switches to open the gate in Y2. - Y5: Either set the ladder in the one spot you can or use VL to deal with the bunnies. - Y7: Careful with your jumps. - Y8: Set the ladder in the one spot you can to get the Elixir. - Y9: [Boss: 13 Sages]. Nothing special here. The eyes will appear in random spots and shoot fireballs at you. Just set a ladder and fire away. - Y10: Destroy all sources of light to open the gate at the bottom. The gate will not open if you haven't picked up a single Mana Up yet. - Ys1: The Grenade allows you to destroy normal gates (takes 1 block of MP), although you can't use it in the air. You have to use L1 and R1 to select the item you want to use. - Ys2: There's no MP regeneration here, so you can't get the Elixir until you have 4 blocks of MP. - I'd get the Elixirs in Y4 and Y5 later, but, hey, it's your call. - W12: There's an Elixir in the ceiling. Lime Zone LL10 9 |-L5L67 L S | Life Up: Ls1 4 | Mana Up: L2, L5, L8 || L Elixir: (L1) S| 8 Upgrade: Eizen Boots (L7), Eye of Truth (Ls2), L2L | (Force of Will (L10)) 1(W)W) | (R)|L3(R) - L1: You can't get the Elixir until you've got the Green Orb. - L4: Check the floor to reach the secret room. - L6: The way to L8 is one-way only. - L7: When you equip the Eizen Boots, you won't be damaged by spikes. They also triple stomping damage. - L5: Check the spikes to find the second secret room. - Ls2: You'll have to feel your way through here. There's a hidden gate you need to destroy at the end. - L3: Don't miss the hidden Life Up. - Chelsea can access the Pink Zone through the back entrance before she's able to use the main entrance. Pink Zone PP1 (R)| 2 S |P3P Elixir: P4, P3, P2 1 45 Upgrade: Green Orb (P5) |S2PP6| 7 |P8-9 - P4: Use a ladder near the lift at the bottom. - P5: If you didn't get the Eizen Boots yet, make sure you have enough health to tank one spike hit. With the Green Orb, you can fight Golem XV and get the Yellow Orb in the Blue Zone. - Forget about the Elixir in P3 for now. You'll most likely just die trying to get it. - Ps1: Climbing the shaft can be tricky. There's no way to destroy the little cannons, so you'll just have to persevere. Red Zone |-R1(L)| | R | 111 Life Up: R11, R6 | 0S(P) Mana Up: Rs1, R8 R R8|9| Elixir: R9, R2, R1 2 R Upgrade: Red Orb (R2) | 7 | R6 3R4R5R6 - R11: [Boss: Golem XV]. You can take him out with two grenades. Once he comes down, take a hit then use a grenade during your invincibility. The damage varies depending on how clean the hit is. The first grenade may damage him enough to take him to phase 2, in which case you need to wait a while before he comes down again. - R7: Use a ladder here to reach the Elixir in R9. - R8: The actual item is hidden in the ceiling. - R6: You can shoot the beam cannon from the left. Afterwards, use a ladder below where it used to be. - R5: [Boss: Catte de Maron]. Beating Catte upgrades your shot to a 3-way shot. - R4: [Boss: Endymion] - R2: Break the gray block on the right side to reach the Elixir. - The Red Orb allows you to access the Green Zone. This also activates the bosses in the Blue Zone. - R1: Another ceiling item. - Bs2: Grab the Mana Up here if you already haven't. - B8: With the Yellow Orb, you can get Space Jump. And don't forget about the two switches in B3 and B7 (if you want the Elixirs in L1 and B6). - B4: [Boss: Selena]. Set the ladder just behind the third platform, so you can use it as cover. Alternatively, you can use the boots to take out the spikes and then hit her with ladders. - B5: [Boss: Baron]. Try to get behind him so you can set a ladder and shoot him in the head at point blank range. - Beating the Baron upgrades your shot to the triple shot. - Y12: As I've already mentioned, the Space Jump is not very useful because of the heavy MP cost. Oh, well... - Go grab the Elixirs in Y4, Y5, Ys2, P2 and P3 while you're in the neighborhood. Maybe Force of Will too (and the mailbox Elixir)? - P2: The Elixir is at the bottom. When the lift starts going up, get off and you can get to it. - P3: The Elixir is in the little alcove below the right door. Green Zone + rest 0-G9| | G | |78 | G Mana Up: G4 S 65| Elixir: G2, G6, Gs1, Gs3, Gs2 1 G Upgrade: Wrath of God (G10) | |34 S3|| G S 21 2 - G2: Just avoid the bunny knights (although it is a little easier to take them out with Chelsea). - Shoot the bunny to make the wall de-materialize. - G3: [Boss: Pope Cucurbita]. Ladder shots make quick work of this guy. - G5: [Boss: King Pumpquiche]. Just use the ladder or space jump into the left alcove, where you're perfectly safe. - G6: Get to the left side and take out the bunny knight, then destroy the lower beam cannon with ladder shots. Alternatively, if you went back to save, then you'll have enough MP to space jump your way through. - You need to use a ladder on the left side to reach the Elixir. - G7: [Boss: Choker Joker]. More ladder fodder. The last phase shouldn't be an issue so long as you have the Eizen Boots. Even then, you should probably be careful and take it slow. If you're having trouble stomping him, you could instead set a ladder on the left end of the platform. Climb all the way up and you're largely safe from the fireballs. When the boss moves right, you can descend and shoot him for a while or maybe try and pull off an air blast. Even before the last phase, you could use ladder shots. At the right height, you can shoot at him without getting bumped, although you do have to spend some time shooting down the fireballs. - G9: [Boss: Halloween Alice]. If you set a ladder between the lower platforms and climb as high as you can, you should be able to fire at her without getting hit by the cardinal direction fireballs. You may need to climb down a little to avoid the diagonal fireball, and she might also just fly into you. I like to set the ladder right between the second and third lower platforms. - Defeating Alice upgrades your shot to the 5-way shot (still a triple shot when crouching or on the ladder). - If you're going for 100% items, go save the game after the boss. - G10: The Wrath of God (or power bomb, if you prefer) allows you to reach the final boss. - Gs1: This is a long, vertical, downward only shaft with floating fire traps in the upper half (well, technically, they're not floating, but rather they're attached to the grid you see in the background, but either way). There's an Elixir below the very first fire pit. You can reach it either by carefully floating there or by using Space Jump. Getting there by floating is a little tricky. You can safely bump the side of the fire pit when it's not shooting out a pillar of flame. - Gs3: Either use Space Jump or jump on the torches to reach the Elixir without getting hit. - Gs2: There's an Elixir hidden on the right, on the second ledge. - The way to B3 is one-way only, so if you missed anything, you'll have to go through the entire Green Zone again. - B6: The Elixir is at the top, on the right. You need to use a ladder, wait for the blocks to respawn, use a power bomb, then space-jump up. - L1: You should now be able to reach the Elixir behind the mailbox. - L10: Use your MP sparingly to reach the Force of Will. You need at least 5 blocks of MP, and there's no MP regeneration here. If the last bunny knight gets too close to the gate, you'll have to set up a ladder so you can shoot her through the little gap at the bottom of the gate. In any case, don't expect to get much use out of the item, not even if you got it earlier. - P8: [Boss: Subaru & Bunny]. - The final battle starts off with Force Gear, who you probably already fought in Bunny's Quest (their names are different for some reason). 1. Suzaku (Vermilion Bird): This guy stays still for 5 seconds while shooting fireballs. Then it'll fly off and try to ram you while leaving behind a trail of snowballs. After that, it'll rise up from the ground, and the pattern repeats. - Start with ladder shots. Once it flies off, jump and float without getting too close to the ceiling. Hopefully, the boss will come in from the right. You're supposed to hit it with a ladder as it flies over you. A good hit will kill it. If the boss flies in from the left, you have to be much faster. If it survives, do your best to take it out before it flies off again. 2. Genbu (Black Tortoise): This guy bounces about while shooting small fireballs. After a little while, it'll try to ram you before continuing the bouncing. Stay near the right wall and shoot at it. Crouching allows you to do more damage, but you should do some standing shots as well so you can take out the fireballs. When it rams you, jump and hit it with a ladder when it bounces off the wall. That should finish it off. 3. Byakko (White Tiger): This guy runs back and forth and jumps off the walls while shooting fireballs. Set a ladder in the middle (the middle point is just a little over two Zero Bursts away from the wall) and just shoot at it. Killing him on the left should result in Seiryuu giving you the good pattern right away. 4. Seiryuu (Azure Dragon): This guy is much less trouble with Chelsea. You're looking for the pattern where it flies high and to the right and then turns to approach you low and stops to breathe fire. Fill its face with fireballs, then as it flies over you afterwards, hit the fat part with a well-timed ladder to finish it off. 5. Kirin (Giraffe): This one slowly approaches you while shooting fireballs at you. Fireballs also shoot up from the ground. So long as you start off with enough space, this one is nothing to worry about. Shooting it will make it back away, so that helps. Do pick your side quickly, though, at the beginning. If you don't, you might end up behind it, at which point it'll dash backwards before turning. - If you're on the right side, jump and float left when the boss dies. This allows you to start the next round in the optimal position. Not a big deal if you don't do it. - You're fully healed after the battle. 6. Possessed Bunny - Phase 1: First off, if you didn't do the trick above, move all the way left. This is the position you want to stay at, and you should only move what little is needed to avoid incoming attacks. - Bunny does jump attacks with the five weapons from Bunny's Quest: knife, sword, boomerang, missile and hammer. She'll use one for a varying amount of time, then switch to a random one (hopefully not the hammer or missile, since they're the most dangerous ones). She can also do her trusty flame kick. When she does, crouch and shoot until you're close to getting a heel in the face. Jump, but don't move forward until she hits the wall, as this results in her wall- climbing. If you move forward too early, she won't wall-climb, thus leaving her dangerously close to you. Avoiding a body contact hit after the flame kick is a little tricky. Start moving forward as soon as you can and float a little and you should be ok. You'll usually stomp her once in the process. - How quickly she jumps off a wall when wall-climbing of course varies. If she's high enough (ie. above the halfway point), she'll reach the bottom of the opposing wall when she jumps. If she's jumping right at you, then, yeah, you're going to have to move. You can either jump over her or move forward and let her jump over you. If she lands right in front of you instead, she's going to jump at the wall. In this case, you can just stay put, although you may need to crouch. - Sometimes a knife will approach you from such an angle that you won't be able to shoot it. Crouching usually allows you to avoid it, though. - Aside from just shooting at her, feel free to hit her with some ladders when she's wall-climbing. Save a couple of blocks of MP for the last phase, though. - Phase 2 (40%): Bunny moves in a very similar way here, but her only only attack is dropping bombs when she jumps. You mostly just have to worry about avoiding Bunny herself rather than the bombs. Once again, you can jump over her or let her jump over you with either the wall jump or the subsequent jump. Whenever you move forward to avoid her, you should crouch in case she wall-jumps immediately, although if she's low enough, it won't help (these cases are pretty rare, though). - Whenever a bomb goes off, your ladder, if deployed, will be destroyed regardless of distance. - Her speed after wall-jumping now varies, and she can jump from wall- to-wall even below the halfway point. Accordingly, learning to predict her jump trajectories takes quite a bit of practice. Unless you're planning on doing a 14% run, you really don't need to bother. - There are two (uncommon) situations that are noteworthy. One involves her wall-jumping from pretty much the highest possible spot. In this case, if she wall-jumps from the other wall immediately, you'll end up 'boxed in' by the bombs. A well-timed ladder might save you from a hit. The other situation involves an unusually short wall jump after which she'll drop a single bomb right next to the wall on the subsequent jump. - Using an Elixir in this phase may result in a bug where Bunny reverts back to her phase 1 attacks. - Phase 3 (20%): Bunny jumps around and shoots 12 swords in a 360 spread. Coming in contact with either Bunny or one of the swords will result in instant death. Avoiding the swords shouldn't be much of an issue, but predicting Bunny's trajectory can be difficult. If you're lucky, she won't do anything too dangerous. - You're fully healed again after the battle. - P9: [Boss: DeChronus]. DeChronus slowly approaches you while shooting large, indestructible fireballs at you. His rate of fire is slow at first but increases as you damage him. After moving for a while, he'll jump and launch some homing missiles at you. When he hits the ground, he'll create a quake that will hit you if you're anywhere on the ground (occasionally might miss even if you're on the ground) and also destroy the ladder. If you end up behind him, he'll turn around, launching a few missiles and creating a quake while doing so. There are also snowballs coming down the whole time. You might be tempted to take them out with a power bomb, but more will come so quickly it's not really worth it. If you damage him enough before he jumps, you'll force him to retreat a little and cancel the jump. When he retreats, he does still launch some missiles and also create a quake. If you can't damage him enough to make him retreat, you'll soon run out of space. Instead of using a ladder and jumping over him (which can be tricky, because of the snowballs), wait for him to jump and then move so he'll jump over you. And watch out for those quakes. Taking a missile hit is very much preferable to a quake hit. - I suggest you start off with the ladder, then switch to air blasts or normal shots once his rate of fire goes up. - After taking out his health, he'll power up and become seemingly unbeatable. After he takes out Chelsea, Bunny shows up to finish the job. -------------------------------------------------------------------------- Trophies 49 Trophies (38 B, 7 S, 3 G, 1 P) | 1350 TP P| 1,5% | Ptolemaeus Proof that one has conquered all the stars. You're B | 13,6% | Lepus something special! Completed Bunny Must Die mode. B | 2,8% | Canis Minor Completed Bunny Must Die mode in under 2 hours. S | 2,5% | Canis Major Completed Bunny Must Die mode in under 1 hour. *B | 4,2% | Crater Completed Bunny Must Die mode with 100% of the items. * S | 2,4% | Centaurus Completed Bunny Must Die mode in under 2 hours with * G | 1,6% | Corona Austrina 100% of the items. Completed Bunny Must Die mode with 15% of the items or fewer. B | 9,1% | Bootes Completed Chelsea and the 7 Devils mode. B | 2,5% | Ursa Minor Completed Chelsea and the 7 Devils mode in under 2 hours. S | 2,2% | Ursa Major Completed Chelsea and the 7 Devils mode in under 1 hours. *B | 3,6% | Triangulum Completed Chelsea and the 7 Devils mode with 100% of the * S | 2,2% | Hercules items. Completed Chelsea and the 7 Devils mode in under 2 hours with * G | 1,7% | Corona Borealis 100% of the items. Completed Chelsea and the 7 Devils mode with 15% of the B | 18,1% | Pegasus items or fewer. Got abducted by a UFO. B | 31,7% | Perseus Took a commemorative photo at the Macho Sign. B | 8,2% | Auriga Mailed the Maid's Letter. B | 14,5% | Sagitta Died instantly from a head shot. B | 20,0% | Andromeda *** Oops! You are in rock! *** B | 10,6% | Eridanus Used a microwave as a sterilizer. B | 19,0% | Serpens Died a hundred whole times. B | 29,1% | Lupus Tried out all the weapons. B | 21,0% | Equuleus Stomped 4 enemies to death in a row. B | 4,2% | Cassiopeia Collected 100,000 Time Gems. B | 8,8% | Ophiuchus Slaughtered 64 Leafians. B | 7,2% | Lyra Acquired every kind of item. B | 18,7% | Cygnus Manually warded off a 100 attacks. B | 15,6% | Aquila Made sure to close up. B | 13,3% | Piscis Austrinus Turned every switch on. B | 59,9% | Aries Made El-Bonbonboi, the First Devil, understand. [sic] B | 52,1% | Taurus Neatly disassembled Pyoa-ahawa, the Second Devil. B | 38,1% | Gemini Smashed Endymion, Moon's Shadow into space dust. B | 36,3% | Leo Got your fill of Catte de Maron, the Third Devil's warm B | 27,2% | Sagittarius Purrmodynamic Power Plant. Danced with the Grim Reaper, Selena Millfall, in the pale B | 26,3% | Capricornus moonlight. Reported Baron Bramedo, the Fourth Devil, to the authorities. B | 11,2% | Libra Spoke at length with the Thirteen Sages' Eyes, the Fifth B | 22,2% | Ara Devil. Received a baptism from Pope Cucurbita, Crimson Papa. B | 20,1% | Cepheus Was granted an audience with King Pumpquiche, Lord of Gourds. B | 18,5% | Delphinus Made Choker Joker, Clown of Ages, laugh. B | 17,6% | Virgo Played together with Halloween Alice, the Sixth Devil. B | 15,6% | Argo Navis Destroyed GOLEM XIV, Almighty Braincore. [sic] S | 9,2% | Aquarius Had a chance meeting at the end of time with Septentrion S | 13,7% | Pisces Subaru, the Last Devil. Floored Chelsea Mamange, fairy king-in-waiting. S | 9,1% | Scorpius Saved Bunny the Honeywhite. G | 9,1% | Cancer Sealed away Nomos DeChronus, the ancient demon of calamity. *B | 3,8% | Orion Slaughtered an ornery, unordinated Devil known as B | 11,6% | Cetus El-Bonbonboi. [sic] Defeated Force Gear: Gui. [Reiki] B | 11,3% | Draco Defeated Force Gear: Fenghuang. [Ouryuu] B | 11,4% | Corvus Defeated Force Gear: Yinglong. [Houou] B | 11,7% | Hydra Defeated Force Gear: Qilin. [Shin Kirin] - I've removed what I've estimated to be the amount of hacked Trophies at the time of making the list (19,2%) from the official Trophy rates. *: Can't be obtained when Chronushop abilities are enabled. Perseus - Took a commemorative photo at the Macho Sign - Stand behind the macho statue in the white zone and press Start. Equuleus - Stomped 4 enemies to death in a row - That's four in a row without hitting the ground. If you get the Hyper Heels, you're quite likely to get this unintentionally at some point. If not, you can just use the rampaging bunnies in Y5 or any enemy or torch anywhere if you rewind time after stomping it. - For some reason, you may also get this if you kill Pyoa with a flame kick. Cassiopeia - Collected 100,000 Time Gems. - You don't need to have 100 000 currently. You just need to collect 100 000 in total. You'll get about 10k in a single playthrough. If you're going for Plat, you could very well hit 100k organically. If not, you can always farm. It's possible to auto-farm by killing the mudmen in the blue zone, but they're only worth 3 each, so it's really slow. You'll only get about 1500 in 10 minutes. I'd say the best place to farm is in the upper left part of the Lime Zone (L4 & L5) in Chelsea's Quest. Keep going back and forth between L4 and L5 and taking out the nearby enemies with a power bomb. In L5, you don't really have to move, but in L4 you should first shoot the two pumpkins and then float down to use a power bomb. There are two sets of steps with cannons. I'd say you should use the bomb on the third or fourth step on the lower set. Getting there without getting hit requires some precise maneuvering, although it's not the damage that is an issue (you've got your Elixirs), but rather the fact that it costs time. Either way, this method will net you about 7500 crystals in 10 minutes. Andromeda - Oops! You are in rock! - There are a few different ways to get this one: 1. Rewind time at the beginning of a boss fight and run to the other side of the gate that traps you in the room. 2. Freeze time in the area where you fight the second pumpkin boss in the green zone (G5). Can be gotten even after killing the boss. 3. When fighting Chelsea, stand on top of one of the hammers as it rises up. - All of these result in a game over. Pegasus - Got abducted by a UFO - The UFO appears in the last vertical area in the blue zone (B6). (Bunny's Quest only) (Results in a game over.) Ophiuchus - Slaughtered 64 Leafians - These guys appear in the yellow zone when the screen is fully illuminated. They self-destruct when they get close to you, so you need to be a little careful. Auriga - Mailed the Maid's Letter - You'll find the maid's body along with the letter in the long horizontal area full of spikes in the yellow zone. You can examine the body from the safe spot nearby, so there's no need to get hit by the spikes. The mailbox is in the lime zone. You need to go up a hidden path to reach it. The path will be blocked, though, if you haven't activated the two switches in the blue zone. Piscis Austrinus - Turned every switch on - Blue Zone: 2. Yellow Zone: 8. Pink Zone: 1. Eridanus - Used a microwave as a sterilizer - Get trapped in one of the sections that closes off when taking an elevator down in the pink zone. (Results in a game over.) Argo Navis - Destroyed GOLEM XIV, Almighty Braincore - You can fight this guy in the red zone once you have the Green Orb. Aquila - Made sure to close up - Open and close an orb gate repeatedly. Sagitta - Died instantly from a head shot - Stand still for a while in the final boss's third phase in Bunny's Quest. (Results in a game over.) Canis Major - Completed Bunny Must Die mode in under 1 hour Ursa Major - Completed Chelsea and the 7 Devils mode in under 1 hours - A one hour limit is *very* lenient. A moderate level of competence is all you need. Chelsea is the harder one, so that one *might* take two attempts instead of just one. - While the speedrun Trophies require little effort, I do highly recommend speedrunning the game somewhat seriously if you're confident enough in your abilities. Here are my best times (real time): Bunny | 26:25 Chelsea | 34:24 Orion - Defeated Enraged El-Bonbonboi - To fight this version of El-Bo(n)bonboi, you need to use a damage boost from the small tank's laser shots to get to the second devil without fighting El-Bobonboi. You can then continue making progress as normal, and you should, since Enraged El-Bobonboi is brutally tough with only 90 HP. Like I said, skipping dash doesn't really make things that difficult. You can use back dash jumps, evades and wall-climbing to compensate. - Once you've gotten all the Life Ups except the two in the Yellow Zone, it's time to fight El-Bobonboi. Her attacks are still largely the same, but her speed is *drastically* increased. Her ground attack still leaves her vulnerable, but you'll likely need to freeze time to capitalize on it. Corona Austrina - Completed Bunny Must Die with <15% items Corona Borealis - Completed Chelsea and the 7 Devils with <15% items - And, finally, we have the only two, real obstacles to the Platinum Trophy: the low% runs. Beating the final boss in either quest with only 14% items is an arduous task, one that will likely require hours of practice. In my case, I spent maybe 10-15 hours on each of them, and I was *this* close to giving up on each of them. I did eventually pull through, and while I don't really regret putting all that time and effort into it, this is not something I'd ever like to do again. I'm a slow learner, though, so maybe you'll have an easier time with it. - So, if you think you're up for it, here are the 7 items you should get: Bunny Chelsea Time Up Mana Up Dash Ladder Red Orb Purple Orb Time Up Grenade Purple Orb Mana Up Wall Jump Red Orb Green Orb Wrath of God - And, yeah, there's really not much else to say. You just practice, practice and practice, until you get the results you want. You should practice the final bosses in a normal save file so you don't die so easily. Even after getting enough practice, you still need some luck. "Into the caverns of space and time." Written by 3vrB257A5gq3fg. This work is public domain.