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FAQ/Strategy Guide by esteban_

Updated: 01/11/07

*************************************************************************
***************  Neo Nectaris FAQ version 2.0 (12.08.03)  ***************
********* By "Esteban"    contact: base.nectaris.usa@gmail.com) *********
*************************************************************************
**** Neo Nectaris (1994) for PC-Engine/DUO (Turbografx-16/TurboDuo) *****
****** Super CD-ROM2 sequel to 1989's Nectaris (Military Madness) *******
*************************************************************************

View the deluxe web version of this FAQ with extensive screenshots
and scanned images of the entire instruction manual (Japanese):
http://nectaris.tg-16.com/

!!! IMPORTANT TIP !!!
Effortlessly navigate through this entire FAQ by using your browser's
"find" function (Explorer users: press CONTROL + "F" to bring up the "Find"
function; otherwise, select "EDIT" from toolbar, then select "Find")

Simply enter the section number, as indicated in the TABLE OF CONTENTS
(i.e. "001", "13.b.1", "14.a"), that you are interested in viewing.
Then click "find next" and you will jump directly to that section.
You may have to indicate whether you want to search "up" or "down."
NOTE: Type in "000" to instantly jump back to the TABLE OF CONTENTS.


GENERIC DISCLAIMER:
Copyright 2003 Esteban (base.nectaris.usa@gmail.com)
This FAQ may be reproduced and distributed provided that:
(1) it is not altered in any way, shape, or form, (2) you
reference the author, source, & URL, and (3) it is not sold for
profit. All trademarks and copyrights contained in this document
are owned by their respective trademark and copyright holders.
Lastly, if you fancy, please drop me an email :)


===========================================================================
---------------------  000. TABLE OF CONTENTS  ----------------------------
===========================================================================

001. Introduction
002. Game Information / Glossary of Terms
003. Hardware/Emulation FAQ (System Requirements & Region Compatibility)
004. Why do a FAQ?
005. Story
006. Nectaris Legacy (1989-1999) (summary of entire Nectaris series)
007. Overview: Neo-Nectaris VS. original Nectaris
008. English Translation Project: 8 new weapons
009. Getting Started, Saving/Continuing & Versus Mode
010. Game Basics: Winning, Losing, etc.
011. Strategy Basics: ZOC, Supporting & Surrounding Effects
012. Controls: I, II, and RUN buttons

013. Command Menu and on-screen info:
       13.a. Map Info (Map #, Name of Map, Turn)
       13.b. Command Menu
              13.b.1. SHIFT
              13.b.2. ATTACK
              13.b.3. GUIDE
              13.b.4. END TURN
       13.c. Attributes of units (Shifting, Offense, Defense)
       13.d. Terrain (0% - 40%)
       13.e. Total units (player 1, player 2)
       13.f. Unit in transport
       13.g. Active unit (Shows "quantity" and "experience" of unit)

014. WEAPON GUIDE (Unit specs, comments, tactics)
       14.a. Tanks (TT-1, S-63, T-79, GS-83, GT-88, PT-6, HMB-4)
       14.b. Moon Buggies (MB-7, MB-8)
       14.c. Long-Range Attack (mobile) (SG-5, MR-23, HA-55)
       14.d. Long-Range Attack (fixed) (SS-80, SR-22)
       14.e. AeroBlasters (FX-1, AX-87, EF-88)
       14.f. Anti-Aircraft (AAG-4, MM107)
       14.g. Infantry (GX-78/88/97)
       14.h. Little-Honda-Scooter (CBX-1)
       14.i. Transport Vehicles (NC-2, C-61)
       14.j. Mines (M-77, KM-55, TB-10)
       14.k. BioHeiki (BioTech weapons!) (BT-90/91/92)

015. Ye Olde Strategy Guide
016. Cinema Scenes
017. Nectaris too easy? Try this!
018. Cheating B'stards (Passwords & Codes)
019. Faq History / My Wish List / Fin
020. QUICK GUIDE for Nectaris veterans
       20.a Navigating the Interface
       20.b New Equipment



===========================================================================
------- 001. Introduction -------------------------------------------------
===========================================================================

Mission Statement: to help everyone enjoy this fantastic game, and
to encourage people who have not played this game to check it out...NOW!

Neo Nectaris (1994, Super CD-ROM2) is a turn-based war strategy game for
the PC-Engine / DUO (known as TurboGrafx-16 / TurboDuo in North America).
Neo Nectaris is a sequel to 1989's "Nectaris" (a.k.a. "Military Madness"
in the U.S.) and both installments were developed by Hudson Soft.

Since Neo Nectaris was released in Japan only, most of the user-interface
is in Japanese.  However, if you use this FAQ to decipher the kana/kanji,
you will find that you do NOT need to know Japanese to play this game.
In fact, you should easily adapt to the interface of Neo Nectaris,
especially if you have played other games in the Nectaris series.

!!! ATTENTION !!!
If you are already familiar with the Nectaris/Military Madness
series and want to play Neo Nectaris immediately, then you should
go directly to section 20 "QUICK GUIDE for Nectaris Veterans".





===========================================================================
------ 002. Game Information / Glossary of Terms --------------------------
===========================================================================

Title:         Neo Nectaris
System:        DUO / PC-Engine (NEC)
Format:        Super CD-ROM2
Country:       Japan

Developer:     Hudson Soft
Publisher:     Hudson Soft
Catalog #:     HCD4062

Release Date:  07.29.1994
Release Price: 6800 YEN (approximately $58 U.S. at current exchange rate)

Genre:         Turn-based war strategy (simulation)
# of Players:  1-2

(source: PCEngine Catalog Project, http://www.pcecp.com )



GLOSSARY
OF TERMS:

MM    = Military Madness (U.S. title for "Nectaris")

NN    = Neo Nectaris (1994 sequel to 1989's "Nectaris")

PCE   = PC-Engine (video game system released by NEC in Japan, 1987)

TG-16 = TurboGrafx-16 (in 1989, NEC began selling the PC-Engine
        in North America as "TurboGrafx-16")

DUO   = TurboDuo (1992), known simply as "DUO" (1991) in Japan,
        was a system that consolidated a PCE/TG-16 and CD-ROM attachment
        into one component, complete with upgraded memory (system 3.0).

CD    = "CD-Rom2", an older format for PCE/TG-16 CD games (System 2.0)

SCD   = "Super CD-Rom2", an upgraded format for CD games (System 3.0)

GB    = Gameboy (Nintendo)

SNES  = Super Nintendo Entertainment System (U.S.)
        known as "Super Famicom" in Japan

PSX   = PlayStation 1 (Sony)





===========================================================================
------ 003. Hardware/Emulation FAQ: System Requirements & Regions ---------
===========================================================================

Yes, you can play Neo Nectaris on a U.S. TurboDuo.

Yes, you can also play Neo Nectaris on a U.S. TurboGrafx-16 + CD, but
the "Super System Card 3.0" (U.S.) upgrade is required.  Why?

Well, System Card 2.0, which originally came with the CD attachment,
can only play "CD-Rom2" format games. Since Neo Nectaris is a "Super
CD-ROM2" format game, it requires the upgraded "Super System Card 3.0".
DUO owners don't have to worry about this, of course, because System 3.0
is built into the DUO.

NOTE: Both a U.S. and Japanese version of "Super System Card 3.0" exists.
They are not interchangeable. So, if you have the Japanese PC-Engine + CD,
you will need the Japanese version of the "Super System Card 3.0" upgrade
in order to play Neo Nectaris.



* Region Compatibility, or, can I play NN on my U.S. system?

  As the discussion above reveals, you DON'T have to worry about regional
  lock-outs with CD and SCD games--there are none.   You can play any region
  CD/SCD games without any problem as long as you have: 1) DUO,  or
  2) PCE/TG-16 + CD with the appropriate Super System Card 3.0.



* Emulation, or, can I play NN on my PC/Mac?

  Of course, it is best to experience the glory of NN on the original
  hardware.

  That said, it is possible to play NN on PC/Mac.  The following account is
  derived from my own (limited) experience with PC:

  MagicEngine (www.magicengine.com) is a reliable PCE emulator--available
  for PC/Mac--that supports most CD/SCD games.  [Note: not all CD/SCD games
  play flawlessly in MagicEngine, and a few CD/SCD games don?t work at all.
  Furthermore, some Mac versions of MagicEngine do NOT support CD games.]

  I have played NN extensively on both original and emulated hardware,
  and there do not appear to be any significant differences between the
  two; Neo Nectaris runs smoothly and faithfully with MagicEngine
  (PC version VO.99 beta 5).  When booting the CD, I found "System Card
  3.0" to be superior to "Magic System 3.0"





===========================================================================
------ 004. Why do a FAQ? -------------------------------------------------
===========================================================================

Folks have already written superb FAQ's for the original "Military Madness"
(TG-16, 1990) and the more recently released "Nectaris: Military Madness"
(PSX, 1999).  So why do a FAQ for Neo Nectaris?
Isn't NN nearly identical to its TG-16, PSX, GB, and PC cousins?

Well, yes & no.  Yes, Nectaris titles share similar gameplay and graphics.
But no, they are not identical games.  In fact, NN is unique in that:

(1) Neo Nectaris features several military units UNAVAILABLE elsewhere.
This FAQ provides an extensive explanation and strategy guide for these
eight new units (see section 20 for a summary of the new units; otherwise,
you can refer to section 14 "Weapon Guide"). Even veteran Nectaris players
will find this useful because the purpose and operation of these new weapons
is not entirely self-evident.

(2) Unless you know Japanese, navigating the kana/kanji-laden menus
can be confusing (see section 13).

These are the two primary justifications for this FAQ.  Even veteran
Nectaris/Military Madness players will need time to adjust to NN...
so this FAQ will aid novices and veterans alike.  And for folks who
are truly obsessed with the Nectaris series:

(3) This FAQ provides a lot of Nectaris-related information and trivia that
is UNAVAILABLE elsewhere--for example:

* Want an English translation for the names and descriptions of the
  eight new weapons exclusive to Neo Nectaris? See section 7.

* Wondering why the enemy is called "Guicy"?  Suspect that the
  North American releases altered the original story? Go go section 5.

* Are you curious about how the weapon specifications have changed since
  the original game?  Every change is documented in section 14.

* Curious about the Japan- & Germany-exclusive Nectaris games (including
  the unique hardware designed for them)? See section 6.

* Ever wonder if the Nectaris game engine was used in other Hudson
  Soft games?  If so, then see section 6.

NOTE: Since there is no need to "reinvent the wheel", I encourage
readers to consult FAQs written by other authors (for starters, look in
"Credits" below).Since all Nectaris titles share a core set of weapons and
game mechanics, you are bound to find something useful in any competent
FAQ--even if it is not specifically covering the installment you are
interested in.  Indeed, these other FAQs contain countless strategies,
hints, and insights that are applicable to Neo Nectaris.





===========================================================================
------ 005. Story ---------------------------------------------------------
===========================================================================

Neo Nectaris follows the basic storyline from the original game:

   Earth?s resources have been exhausted, and as a result, the most
   powerful nations set their eyes upon the Moon--the newest territory
   ripe for conquest.  The moon is quickly colonized and exploited for
   its resources.  Peace, love and harmony for all nations?
   No, of course not.  Imperial wars are about to begin...

   "In September 2099, the Guicy Empire launches an all-out attack--
   capturing most of the moon.  The Guicy army now occupies most of
   the moon's factories where they are continually producing new
   weapons--including the MOA missile" (MOA is one of those ubiquitous
   doomsday weapons so often found in the clutches of the enemy...)

   [PBSaffran notes: "the Empire is called "guy-tchee", which
   could be an attempt at saying "geizig", "greedy" in German.
   "Geiz" means "Greed" and is pronounced "guy-ts", which is
   not that far off.]

   The Guicy secret police have rounded up many members of the
   Union (a.k.a Allies) and imprisoned them. Without their key
   people, the Union stands little chance.  Meanwhile, the Guicy
   Empire draws closer to launching the MOA missile...the weapon
   they will use to destroy the Earth.

   You, as commander of the Union army, must defeat the Guicy forces
   and stop MOA before it is launched from BASE NECTARIS.  The fate of
   planet Earth rests in your hands. . .

THANKFULLY, Neo Nectaris proceeds to introduce some fresh new developments
into this rehashed storyline: At the close of the opening cinema, for
example, we catch a quick glimpse of several mysterious, unfamiliar Guicy
troops...who, or what, are these ominous figures?

!!! Spoiler !!!
The opening cinema in Neo Nectaris adds a twist to the original story by
foreshadowing the existence of a new threat--BioHeiki.  BioHeiki, literally
"Biological Arms/Weapons", are a new class of biotech weapons that have
been developed by the Guicy.  Will you have to face the BioHeiki on the
battlefields of the moon...or elsewhere?
!!! End of Spoiler !!!

For further details on how the story unfolds in Neo Nectaris, please
refer to section 16 "Cinema Scenes".

[Note: Since I do not speak Japanese, I cannot provide all of the nuances
in the storyline.  Still, the cinema sequences are fun to watch and it
is relatively easy to surmise the basic elements of the story.  If you can
help translate soundtrack, please contact me.]





===========================================================================
------ 006. Nectaris Legacy (1989-1999) -----------------------------------
===========================================================================

Here is a comprehensive list of all known Nectaris titles.  It is
interesting to note that only two of these games have been released
in North America:  "Military Madness" (TG-16, 1990)
                   "Nectaris: Military Madness" (PSX, 1999)


1989 Nectaris originally released in Japan for NEC?s PC-Engine (HuCard)
     Developed & published by Hudson Soft (HC63O16)

1990 Retitled "Military Madness" and released in USA for TG-16 (HuCard)
     Developed by Hudson Soft & published by NEC (TGX030015)

1992 Nectaris (PCE) ported to PC-9800 (NEC) and X68000 (Sharp) platforms
     Hudson did not do the port themselves, instead allowing SystemSoft
     to handle it. Published on floppy diskettes.

1994 Neo Nectaris released in Japan for PCE/Duo (Super CD-Rom2)
     Developed & published by Hudson Soft (HCD4062)

1995 Nectaris released in GERMANY (PC DOS/Win, floppy diskette)
     Licensed & published by Sunflowers GmbH (Germany)
     Credit for the actual production of this game is a tad complicated:
     This release is unique among all installments because it was
     developed (level design, artwork, programming, etc.) by a
     German team...although Hudson Soft (Japan) is credited with some
     of the programming/computer intelligence (for the core game engine,
     I assume) and Hudson Soft (Europe) is credited as one of the title's
     producers.  As a result, this installment has a somewhat different
     look and feel when compared to the rest of the series (i.e. the maps
     and military units are stylized differently) ... plus, it has the most
     diverse gameplay with 3 worlds, 98 maps, and many unique units you
     won't find in other Nectaris titles: helicopters, paratroopers,
     bunkers, jet-pack infantry, submarines, sea mines, and countless
     watercraft. Naval warfare is atypical of the Nectaris series.

1997 Re-release of Nectaris ('89 original) in Japan as FREEWARE for
     personal computers (PC DOS/Win95/98).  Identical to PCE version,
     except it can be played with a mouse & includes a map editor!
     Was available as a free download from Hudson Soft (Japan) website.

1998 NectarisGB for Gameboy (JP) (cartridge)
     Developed & published by Hudson Soft (DMG-AN5J-JPN)
     Not a straight port of PCE Nectaris, this game features simplistic,
     tiled maps resembling those found in the "Gameboy Wars" series. To
     offset this disappointment, a map editor is included.  Even better,
     you can share your creations with fellow GameboyColor owners via the
     infrared (IR) communication port.  Could it get any better? Yes...
     Hudson also released "GB Kiss Link"--one of the rarest and most
     intriguing peripherals for Gameboy.  GB Kiss Link (available
     exclusively from Hudson of Japan) was a special cable for connecting
     between a PC--with game data downloaded from the web--and a Gameboy.
     This enabled gamers to download new, special maps for NectarisGB.

1998 Nectaris for PSX (JP)
     Developed & published by Hudson Soft (SLPS-01245)

1999 Nectaris: Military Madness for PSX (US)
     Developed by Hudson Soft and published by Jaleco (SLUS-00764)
     Identical to Japanese PSX version, but re-titled for North American
     release (to reveal its lineage to TG-16's "Military Madness", no doubt)

source: I embellished/clarified Almon Tang?s basic list of releases--
http://www.geocities.com/almontang/Nectaris/necgames.html


RELATED GAMES:

1992 "Earth Light" (Japan, Super Famicom)
     Developed & published by Hudson Soft (catalog # ?)

1996 "Earth Light II: Luna Strike" (Japan, Super Famicom)
     Developed and published by Hudson Soft (catalog # ?)

Earth Light is not a direct sequel to Nectaris, but it was written by the
same programmer at Hudson Soft (the company that developed/published both
games), so consider them close cousins.
( source: Lee Pappas http://www.leepappas.com/nectaris_1.html )

Earth Light (1992) possesses similar graphics, gameplay, atmosphere, and
addictiveness of Nectaris, but it takes the battles into space and adds a
neo-medieval twist to the gameplay (i.e. mechs are armed with both swords
and guns; bases resemble hi-tech "castles", etc.). The hand-to-hand melees,
by the way, are an interesting extension of the Nectaris battle system.
The military units, maps, and battle scenes in Earth Light, however, are
far more colorful, cutesy, and "cartoon-like" than the drab & dreary
atmosphere depicted in the Nectaris series.

Luna Strike is an even further departure from the classic Nectaris formula.
In fact, Luna Strike is closer to the RPG/strategy genre: for each map, you
select one of several "commanders"--each with specific attributes--to lead
your troops in battle.  Sounds promising, but the gameplay graphics are
horrid and control is cumbersome.  As a result, Luna Strike lacks the
atmosphere, ease-of-use, and addictiveness of the Nectaris games.

Of the two, I recommend Earth Light (1992) since it is more fun to play
(and more reminiscent of Nectaris).





===========================================================================
------ 007. Overview: Neo-Nectaris VS. original Nectaris ------------------
===========================================================================

Invariably, the question arises: "How does Neo Nectaris compare to the
other Nectaris/Military Madness titles?"

The purpose of this section is to contrast the original Nectaris/Military
Madness with its sequel Neo-Nectaris.  I comment on PSX Nectaris as well--
thereby creating a three-way comparison to illustrate the
similarities/differences amongst the Nectaris games most familiar to
North American audiences.

Of these three games, Neo Nectaris is (surprisingly) the "oddball" that
stands out:  PSX Nectaris is very similar to the original (minus the 3-D
battle scenes, of course), while Neo Nectaris features many novelties that
are absent from its brethren...

Although I am focusing on the differences (nuances) between Nectaris games,
please keep in mind that the SIMILARITIES outweigh the differences--if you
like one Nectaris game, you will most likely enjoy them all!

(a) NN adds 8 brand-new types of military units: AtlasShrugged (SR-22),
    Teknik (GX-97), KanonFodder (HA-55), KrazeeTrigger (KM-55),
    TimeBomb (TB-10), BioBeast (BT-90), DaddyLongLegs (BT-91),
    Rodan-sans-wings (BT-92)
  * These 8 units are ABSENT from the PSX version

(b) Attributes on many units have changed.  For example, GX-88 Kilroy's
    DEFENSE and AIR ATTACK are twice as powerful now, increasing from
    "10" to "20".  And HMB-4 Giant and NC-2 Mule are faster now--their
    SHIFTING increased from "2 -> 3" and "6 -> 7", respectively.  See
    section 15 for a chart of military units & their attributes: a "+"
    denotes a change in specifications from the original game.
  * PSX maintains original attributes

(c) You can now turn on/off battle scenes (turning battle scenes "off"
    speeds up flow of game)
  * PSX allows this as well

(d) NN?s battle scenes have been revamped: now a 3/4 perspective is used;
    all vehicles have been given a facelift and new animation.
  * PSX offers 3-D rendered battle scenes. Personally, I think these 3-D
    scenes suffer from choppy/awkward camera angles and end up being a
    gratuitous use of polygons.

(e) NN has CD soundtrack (a really impressive & dramatic score featuring
    new compositions).
  * PSX rehashes the original soundtrack.  Granted, the new renditions are
    nicely done and sound great--but it would have been more interesting to
    hear more diverse arrangements and remixes of these familiar tunes.

(f) In NN, midway through your campaign, the battle relocates to Mars.
    The change of venue is mostly superficial--geography and level design
    adhere to the same formula--but the rusty-blood tinged battlefields
    complement the evolving storyline and create an appropriate atmosphere
    for the BioHeiki.
  * PSX, like the original, takes place on Moon only.

(g) NN has three cinema sequences throughout game. In fact, developments
    in the storyline correspond with developments in gameplay (i.e. Mars).
  * PSX has intro/ending cinemas, but lacks cinema midway through the game.

(h) NN?s user-interface is similar to original, but rearranged and
    slightly redesigned.  (A MAJOR improvement. A unit's attributes are
    now displayed at all times, thereby eliminating the extra step of
    selecting "GUIDE" every time you want to see this info.)
  * PSX maintains the (more cumbersome) interface of the original.

(i) As a bonus, NN includes the original 1989 Nectaris game on the same
    disc (plays identical to HuCard!).
  * PSX also allows you to play the original 1989 campaign--but you play
    these classic maps in the updated PSX game environment (CD music,
    3-D graphics)

(j) Unlike the original Nectaris, NN provides 5 special "VS" (versus)
    maps for 2 player competition.  Weapons are evenly distributed between
    both players on these 5 maps--allowing for a "fair" competition. This
    is a nice feature because 2-player mode with the regular maps handicaps
    player 1 (player 1 controls the Union forces, who are outnumbered by
    the Guicy arsenal under player 2's command).
  * PSX supports 2-player competition, but the feature must be "unlocked"
    first (by defeating both "Original" and "Main" campaigns).  PSX does
    not provide maps specifically designed for 2-player competition,
    unfortunately, but offers a PLETHORA of bonus maps instead--this fact
    alone makes the PSX version a worthy addition to your library.





===========================================================================
------ 008. English Translation Project -----------------------------------
===========================================================================

Neo Nectaris features eight new weapons and I wanted English translations
for both the names and descriptions of each new unit.  Below you will
find an earnest attempt to complete this translation project. Thank You's
go out to sokaku, PBSaffran, elusivepotato, DingoEnderZOE2, & vilaeth for
helping out.  Sokaku, PBSaffran, & elusivepotato get an extra big "thank
you!" for their diligent work. This is a work-in-progress so please
contact me if you can clarify and/or improve upon these translations.

Note: "Guicy" is Anglicized as "Gaichi."  "BioHeiki" are "Biological
Arms/Weapons." Also, PBSaffran suggests that some of the weapons in
Neo Nectaris were given German names.

----------
1. BT-90
----------
(Japanese -> English)
(Gaadin?  -> Guardian?)

ROMANJI: Gaichi-gun no saishuuheiki to shi'te kaihatsu sareta bougyokei
no baio heiki. Keitaihenka ni yori bougyoryoku ga seichou shi'te iku to
omowareru.

ENGLISH: "Developed to be the Gaichi army's ultimate defensive bio-weapon.
It seems that its defensive strength continually increases through
metamorphosis."

----------
2. BT-91
----------
(Majuu -> "magic/demonic creature" )
Is "demon" too generic as a translation?

ROMANJI: Gaichi-gun no saishuuheiki to shi'te kaihatsu sareta kougekikei
no baio heiki. Keitaihenki ni yori kougekiryoku ga seichou shi'te iku to
omowareru.

ENGLISH: "Developed to be the Gaichi army's ultimate attack bio-weapon. It
seems that its attack power continually increases through metamorphosis."

----------
3. BT-92
----------
(Burenaa? / Bulena? -> Brenner?)
Bulena could be Brenner--German for "burner".

ROMANJI: Gaichigun no saishuuheiki to shi'te kaihatsu sareta kousokukei
no baio heiki. Keitaihenki ni yori idouryoku ga seichou shi'te iku to
omowareru.

ENGLISH: "Developed to be the Gaichi army's ultimate high-speed bio-weapon.
It seems that its movement speed continually increases through
metamorphosis."

----------
4. SR-22
----------
(Girumoa -> Gilmore?)

ROMANJI: Taichitaikuuryouyou no 75mm sokushakeikikanhou wo soubi shi'ta
tokushuyahou. Ichi-do ni ni-kai no hougeki ga kanou. Shinki ni kaihatsu
sareta yunitto.

ENGLISH: "A special field gun equipped with dual 75mm anti-ground anti-air
rapid-fire machine guns. Capable of two strikes at once. A newly-developed
unit."

----------
5. GX-97
----------
(fakuta --> factor?)
GX-97 can repair units, much like factories.
Perhaps it should be translated as "factory"?

ROMANJI: Ripeapaatsu wo keikou shi'te iru gijutsuhohei de, rinsetsu shi'ta
butai no shuuri ga okonaeru. Shinki ni kaihatsu sareta yunitto.

ENGLISH: "A state-of-the-art infantryman carrying repair parts and able to
mend adjacent forces. A newly-developed unit."

----------
6. TB-10
----------
(maito2  -> might2)

ROMANJI: Secchi kara 2 taan ato ni shuuhen wo makikomu bakuhatsu wo okosu.
Jigenbakuhajikichirai.

ENGLISH: "Causes an explosion enveloping the surrounding area two turns
after placement. A land-mine with a time-delayed explosion system.
A newly-developed unit."

-----------
7.  KM-55
-----------
(rappuru? / labulu?  -> Rappel?)
Rappuru is probably Rappel--German word for "explosion"

ENGLISH: "A lighter version of the "yamaarashi" [a.k.a. Trigger in the
U.S. release; yamaarashi literally translates as "mountain tempest"],
mobility was added to this version, hence turning them into a new kind
of moveable floating mines.  This new model of flying units is used in
battle as a support or as a surrounding unit."

-----------
8.  HA-55
-----------
(Kanon [german] -> Cannon)

ENGLISH: "A new model of tank, equipped with 4 automatic cannons of 20mm.
They can't fire when soldiers are [not] staying just beside them, but they
can attack after having moved."





===========================================================================
------ 009. Getting Started, Saving/Continuing & Versus Mode --------------
===========================================================================

On the title screen, the main menu options are--thankfully--in English.
They are self-explanatory, but just in case:

1. Start (Begin a new campaign)
2. Load (load a campaign saved in one of the 4 memory slots available)
3. VS. & Password (VS. = 5 special maps for 2 player) (Password = map name)
4. Nectaris 1 (play the HuCard classic!)
5. Sound Mode (listen to songs from the game)

NOTE:
Selecting "VS. & Password" will provide the following options...
1. 1P Password (Password = map name)
2. 2P Password (2 players compete against each other: 1P = Union
                                                      2P = Guicy)
3. VS Mode (5 unique maps; both players evenly matched in terms of weapons)
4. Exit

TIP: To add variety to your 2-player games, see section 18 for the
passwords to all maps.


SAVING YOUR GAME:
After you complete a stage, you are asked (in Japanese) if you want to
save your game.  Conveniently, your options ("Yes" or "No") are in English.
Press "I" to confirm your answer.  If you selected "Yes", simply select
1 of the 4 memory slots to save your game. Press "I" to confirm.  If you
are unable to save, your memory back-up is probably already full from
saving other games.  Don?t panic if you are unable or forget to save your
game.  Why?

CONTINUE (Password):
While saving is nice, it is not necessary, since you can manually enter
in a password to continue where you left off.  The password is simply the
name of the map (i.e. Map 1 = "Shekel").  Select "VS. & Password" from
title screen, then choose either "1P" or "2P Password" to manually enter
a password and continue playing.  Go to section 19 "Cheating B'stards"
for a complete list of all maps.

CONTINUE (Memory Backup):
Select "LOAD" from title screen, a new screen appears displaying
the following information:

NECTARIS BACKUP DATA LOAD

     1. NECTARIS01
     2. NO DATA
     3. NO DATA
     4. NO DATA

Press "I" to confirm your selection.





===========================================================================
------ 010. Game Basics: Winning, Losing, Etc. ----------------------------
===========================================================================

WINNING: destroy all enemies -OR- capture enemy prison camp
(only GX-78 Charlie, GX-88 Kilroy, GX-97 Teknik, and CBX-1 Panther can
capture prison camps).

Players take turns, like chess.  NN is not a "real time" war simulation;
you can take as long as you like, per turn, to devise your strategy.
You lose, by default, however, if you don?t win in 50 turns.

HEXES (hexagons) are the basic unit of measurement in Neo Nectaris.
Hexes are used to measure distance.
 _   _   _
/3\_/3\_/ \
\_/2\_/3\_/    In this diagram, "*" represents a military unit under
/2\_/2\_/3\    your command and the numbers indicate distances.
\_/1\_/2\_/
/1\_/1\_/3\    SHIFTING refers to the number of hexes a unit can move
\_/*\_/2\_/    per turn. LAND/AIR ATTACK RANGE refers to the range
/ \_/1\_/3\    of hexes that a weapon can reach.  See "ATTRIBUTES" in
\_/ \_/ \_/    section 14 for more info on weapon range and shifting.


Each turn typically consists of:
1. Shifting troops
2. Attacking enemies
3. Sending/Removing troops from FACTORY / TEKNIK (when appropriate)
4. Capturing factories (when appropriate)
5. Ending your turn

  SHIFTING TROOPS
    a. Place cursor on the unit you want to move and press "I"--you are
       now in the "COMMAND MENU"
    b. Select "SHIFT" (top left button) and press "I"...
    c. The movement range of the unit you've selected will be displayed
    d. Move the cursor to desired destination and press "I", then press
       "I" once more to confirm (press "II" to cancel).

  TRANSPORTING TROOPS
    a. Some units can be loaded onto transport vehicles (C-61 Pelican or
       NC-2 Mule) to be moved.  A unit CANNOT be loaded and unloaded in
       a single turn.
    b. Place cursor on the unit to be moved and press "I"
    c. Move the cursor on top of the transport vehicle and press "I"
       to load the unit on the transport
    d. Now you can SHIFT THE TRANSPORT VEHICLE to a desired location.
    e. After shifting, transport vehicles attempt to unload their cargo:
       Press "I" to unload, otherwise press "II" to keep cargo onboard.
    f. Cargo can ONLY be unloaded onto pavement (0%), flat ground (5%),
       or a factory (0%).

  ATTACKING ENEMIES
    There are two ways of attacking your opponent: "Direct Attack" and
    "Indirect Attack."  Direct Attack is used to attack an enemy unit in
    a hex directly next to yours (adjacent).  Indirect attack is used to
    attack an enemy in a hex not located next to you (long range attack).
    Few units possess both Direct and Indirect capabilities.  See
    sections 14 and 15 for an explanation of the different methods of
    attack available to each unit.

    Military units earn EXPERIENCE (1-8 stars) from their battlefield
    confrontations.  In genderal, a full star of experience (8) produces
    the most pronounced benefit, so nurturing--not sacrificing--your
    troops is rewarded.

    The OUTCOME of a battle is determined by: the offensive/defensive
    attributes of each unit, the "quantity" and "experience" of these
    units, the terrain (rough terrain boosts defense), and the proximity
    of both comrades and enemies (proximity affects both offensive and
    defensive capabilities).

    See section 14 for step-by-step instructions on attacking enemies.


  CAPTURING FACTORIES
    You can capture Neutral (yellow) or Guicy (green) factories with
    CX-78 Charlie, CX-88 Kilroy, CX-97 Teknik, and CBX-1 Panther.  You
    need to capture factories because: (1) any equipment stockpiled in a
    factory becomes YOUR property upon capture, and (2) factories can
    replenish damaged troops.  If you can't capture a factory, at least
    try to prevent your opponent from getting it.

  FACTORIES
    Send war-torn troops to your factory to be replenished. By next turn,
    they can be deployed from factory at full-strength.

  REMOVING TROOPS FROM FACTORY
    a. Place cursor on factory and press "I"; the inventory is displayed
    b. Move cursor to the unit you wish to remove from factory; press "I"
    c. Deploy unit onto road (0%), flat ground (5%), or transport vehicle
       (NC-2 Mule, C-61 Pelican) adjacent to factory.
    d. You CANNOT send and remove troops from a factory in a single turn.

  CX-97 TEKNIK
    Place war-torn troops adjacent to Teknik.  Every unit ADJACENT
    to TEKNIK will increase by a quantity of "2" pieces per turn. Up to
    six different units can surround TEKNIK, for a maximum of 12 pieces
    replenished per turn.  Teknik are invaluable for repairing IMMOBILE
    units (i.e. SS-80 Atlus) and SLOW MOVING UNITS (i.e. HMB-4 Giant).

  DEFEND YOUR PRISON CAMP
    Don?t let your opponent capture your home turf. The computer often
    loads infantry into C-61 PELICAN transport planes and attempts to
    slip past you. . .

  ENDING YOUR TURN
    a. Press "I" to enter the COMMAND MENU
    b. Select "END TURN" (bottom right button) and press "I"





===========================================================================
------ 011. Strategy Basics: ZOC, Supporting & Surrounding Effects --------
===========================================================================

It is crucial that you understand how the Zone Of Control (ZOC) works in
order to maximize your offense and defense.  However, if you are new to
the Nectaris series, the ZOC may seem confusing at first.  The main lesson
is simply this: your troops will be slaughtered unless you coordinate
your units to fight as a team.  An isolated unit on a solo mission cannot
attack at its full potential and risks being overwhelmed by a team of
enemies (i.e. even a heavilly armored unit loses its defensive advantage
when it fights solo against a team of enemies).  Of course, there are
times when it is prudent to send units on solo missions--but in general
your offensive and defensive strategy should focus on teamwork.

If this section is confusing, skip ahead and read the rest of the FAQ.
Just be certain that you revisit this section at some point--it's that
important.


A.  ZONE OF CONTROL:

The Zone of Control (ZOC) is an area of 6 hexagons surrounding each unit.
A unit has "force" in this area.  An opposing unit can go no further than
the first hexagon in an enemy?s ZOC.  You may not pass through an enemy's
ZOC in a single turn and must wait until the next turn to proceed.

/ \_
\_/5\_     In this diagram, hexes numbered 1-6 represent unit G's ZOC.
/6\_/4\
\_/G\_/    Suppose an enemy occupies hex 5. This enemy cannot simply
/1\_/3\    ignore G and shift through hex 4, 3, and 2 in one turn.
\_/2\_/    It can only advance to hex 4 (or 6) in one turn since
/ \_/      its mobility is constrained by being in G's ZOC.

Constraining your opponent's ability to move has tremendous advantages--
you can prevent your opponent from moving into a better offensive and/or
defensive position during a battle.  Also, by coordinating your units as a
team, you can create a defensive "wall" to prevent opponents from advancing
too quickly (i.e. when you need to stop an enemy from capturing a factory).

HINT: You can "expand" your ZOC by incorporating NATURAL, GEOGRAPHIC
OBSTACLES into your overall strategy! Natural obstacles (i.e. mountains,
valleys) also inhibit your opponent's mobility (except aircraft), so your
opponent will always try to advance down the "path of least resistance"
(i.e. roads 0%, flat ground 5%, etc.)  Very often, you can block this
"path of least resistance" with 1 or 2 well-placed units.  Your unit's ZOC,
combined with the natural obstacles, creates a veritable "wall" to slow
down your opponent's advance.



B.  SUPPORTING EFFECT:

The offensive attack power and defensive capacities of your unit will
increase if your other units are in close proximity.  This is called
the "support effect."  You may gain a strategic advantage over your
enemy by using this tactic:

  (1.) Defensive Supporting Effect:  when your unit is under attack, you
       may obtain additional support by having your other units within
       the front line of your ZOC.  The defensive capacity of the unit
       under attack will be increased with this support. For example:
/ \_
\_/G\_
/1\_/3\  G attacks 1; 1 supported by 2; defense of 1 is increased
\_/2\_/  G attacks 2; 2 supported by 1 & 3; 2's defense boosted EVEN MORE
/ \_/


  (2.) Offensive Support Effect:  when attacking an enemy unit you may
       obtain greater attack power by having your other units within the
       front line of your ZOC.  The offensive capacity of the attacking
       unit will be increased with this support.  For example:
/ \_
\_/G\_
/1\_/3\  1 attacks G; 1 supported by 2; offense of 1 is increased
\_/2\_/  2 attacks G; 2 supported by 1 & 3; 2's offense boosted EVEN MORE
/ \_/



C.  SURROUNDING EFFECT:

When attacking an enemy, you strengthen your offensive power and
weaken enemy's defensive capacity by SURROUNDING your opponent.
/ \_
\_/5\_
/6\_/4\  To cut G?s defense in HALF, simply flank G on
\_/G\_/  OPPOSITE sides: 1 & 4  or  2 & 5  or  3 & 6
/1\_/3\
\_/2\_/  Tough enemies: try to completely encircle G by occupying 1-6
/ \_/

HINT: By combining the Supporting and Surrounding effect, you gain the
ultimate advantage!  Use this combined effect to defeat the most
formidable enemies.

HINT: The terrain also effects a unit's defense! See section 14
for further discussion of TERRAIN EFFECTS.


    SHORTCUTS: where do you want to go from here?

(a) If you are already familiar with the Nectaris series and
    want to play Neo Nectaris immediately, then go directly to
    section 20 "QUICK GUIDE for Nectaris veterans"

(b) Goto section 14 "Weapon Guide" to quickly and easily reference
    specifications and explanations of the different weapons in this game.
    An evaluation of the eight new units is included there as well.

(c) Goto section 15 "Ye Olde Strategy Guide" for advice, hints, and tips
    on the best tactics (and COUNTER-tactics) to use when playing.

(d) See below (sections 12 & 13) for help deciphering the kana/kanji,
    navigating the various menus, and understanding all the info
    displayed throughout the game.





===========================================================================
------ 012. Controls: I, II, and RUN buttons ------------------------------
===========================================================================

  A. In general, press "I" to SELECT.  Press "II" to CANCEL.


  B. "II" Button

     On the battlefield map, pressing "II" will automatically jump the
     cursor to each active unit under your command.

     TIP: Using button "II" really speeds up the game, since the cursor
     instantly jumps to the units you can manipulate. Plus, sometimes you
     may inadvertently forget to use a unit because it is away from the
     action; pressing "II" will prevent you from forgetting about such
     units.

     TRIVIA: This wonderful feature is not found in other Nectaris games!


  C. "I" Button

    * On the main battle map, press "I" to access the COMMAND MENU
      (4 options: SHIFT, ATTACK, GUIDE, END TURN).
      See section 15 for further details.

    * If you are on a factory, press "I" to view contents of factory
      (don't confuse prison camps w/ factories).

    * How to Remove units from Factories:  Place the cursor on factory and
      press "I".  The screen will display all units in stock.  Place cursor
      on the unit you wish to remove and press "I".  The screen will return
      to the battle map with highlighted hexagons indicating where you may
      unload troops.  You can unload onto PAVEMENT (0%), FLAT GROUND (5%)
      or TRANSPORT VEHICLE (NC-2 Mule, C-61 Pelican) only.

      NOTE: a unit may not be sent to a factory and put back on the
      battlefield in one turn.  Repair service takes a full turn to
      complete.



   D. "RUN" Button

      On the battle map, press "RUN" to PAUSE the game, a small
      green window pops up with 3 options (in kana/kanji):

      1. Return to game (Continue Fighting)
      2. Quit game (Surrender)
      3. Turn battle scenes ON/OFF  (OFF speeds-up flow of game)

      NOTE: Press RUN + SELECT to reset the game.





===========================================================================
------ 013. Command Menu and on-screen info -------------------------------
===========================================================================

During play, lots of info is on the screen.  What do all the kana/kanji,
symbols and numbers represent?  From the bottom-left corner of the
screen, going COUNTER-clockwise:

   a.  MAP INFO (Map #, Name of Map, Turn)
   b.  COMMAND MENU (Shift, Attack, Guide, End Turn)
   c.  ATTRIBUTES of military units (Shifting, Land Attack,
       Land Range, Defense, Air Attack, Air Range)
   d.  TERRAIN (0% - 40%)
   e.  TOTAL UNITS (player 1, player 2)
   f.  UNIT BEING TRANSPORTED (Shows "quantity" of unit
       being transported by NC-2 MULE or C-61 PELICAN)
   g.  ACTIVE UNIT  Shows "quantity" (1-8) and "experience" (1-8) of unit



   -----------------------------
   ------ 13.a.  MAP INFO ------
   -----------------------------
Name of Map = Password.

You cannot exceed 50 turns--else you LOSE.

TRIVIA:  Believe it or not, it IS possible for a game to last 50 turns...
but this rarely ever occurs.  So what happens if you are unable to vanquish
your opponent in 50 turns? Game over.

In the original game, however, the screen faded black and the following
message was displayed:

"Your soldiers are worn out from the excesses of war.
They have committed mutiny and you have lost the battle."

I like it when a game rubs my defeat in my face.  Unfortunately,
this text is absent from Neo Nectaris.


CAMPAIGN           MAP #
------------------------
Normal   (Moon)    01-12
Normal   (Mars)    13-24

Advanced (Moon)    25-36
Advanced (Mars)    37-48

NOTE: The Advanced campaign recycles all the maps from the first campaign,
but completely changes the type, quantity, and placement of weapons.
Unfortunately, the cinema scenes are recycled as well.  See section 18
for passwords to all levels.





   ---------------------------------
   ------ 13.b.  COMMAND MENU ------
   ---------------------------------
Confused by kana/kanji?  No sweat:
_______________________
|           |           |
|   SHIFT   |  ATTACK   |
|___________|___________|
|           |           |
|   GUIDE   | END TURN  |
|___________|___________|

To access the command menu, press "I" when you are on the main battle map.
By default, you will be on SHIFT (the top left button should be blinking
red).

Use the direction pad to highlight 1 of the 4 commands.  Press "I" to
confirm. Press "II" to cancel.

NOTE: If you?ve played the original Nectaris, you should be
familiar with these commands, but now the layout is different
(2 X 2 instead of 4 X 1 menu command menu).


           13.b.1. SHIFT (top left command)
           --------------------------------
   This command allows you to move all of your units. First, place cursor
   on one of your (blue) units.  Press "I"; a hexagonal grid pops up
   indicating how far you can move your unit.  Move cursor to desired
   hexagon and press "I"; to confirm, press "I" once more.  Otherwise,
   press "II" to cancel.

   NOTE: Some units, once deployed, can never be moved again, such as:
   SS-80 Atlus, SR-22 AtlusShrugged, M-77 Trigger, and TB-10 TimeBomb.

   MANY UNITS CAN IMMEDIATELY ATTACK after SHIFTING:  If you move a unit
   within range of an enemy, all available targets are highlighted by
   hexagons.  If you do NOT want to ATTACK, press "II" to cancel.
   Otherwise, move cursor onto the enemy unit you wish to ATTACK and
   press "I".  Battle ensues.  When a unit finishes moving/attacking, it
   will fade from "blue" to "gray" and cannot be manipulated until next
   round.

   NOTE: SG-5 Hadrian, MR-23 Octopus, & MM-107 Hawkeye
         cannot SHIFT & ATTACK in the same turn.



          13.b.2. ATTACK (top right command)
          ----------------------------------
   If a unit is already in a position to ATTACK, you can choose the
   command "ATTACK".  Hexagons will highlight all available targets.
   Place cursor on the enemy unit you wish to attack and press "I";
   Press "II" to cancel, otherwise press "I" to confirm (battle ensues).
   When a unit finishes moving/attacking, it will fade from "blue" to
   "gray" and cannot be  manipulated until next round.

   INDIRECT ATTACK: Certain units (any unit w/ RANGE of 2-6 hexes, i.e.
   MB-7 LYNX) have the ability to attack from a distant hexagon .
   Place cursor on unit, press "I" to enter COMMAND MENU.  Use direction
   pad to highlight "Attack" (top right button) and press "I".  All enemy
   targets within range will be highlighted.  Place cursor on the enemy
   unit you wish to attack and press "I".  Press "I" once more to confirm;
   battle will ensue automatically.

   NOTE: SG-5 Hadrian, MR-23 Octopus, SS-80 Atlas, SR-22 AtlasShrugged,
         HA-55 KanonFodder and MB-7 Lynx can all launch indirect attacks
         against GROUND units.

         MM-107 Hawkeye, HA-55 KanonFodder and SR-22 AtlasShrugged can
         launch indirect attacks against AIR units.



          13.b.3. GUIDE (bottom left command)
          ----------------------------------
   Place cursor on any unit (blue or green) on battle map.  Press "I".
   Select the bottom left button in the command menu (GUIDE).  A new
   screen appears with the *attributes*, *description* and *picture*
   of unit selected.  Unfortunately, for non-Japanese gamers, this option
   is redundant: the ATTRIBUTES for a unit are already displayed on the
   main screen (see below) and the "description" of the unit is entirely
   in kana/kanji.

   Thus, the only reason for non-Japanese players to use GUIDE is to see
   a picture of the unit (...but the same sprite is used in the battle
   scenes, so there really isn't anything worthwhile in the GUIDE).

   REQUEST: Please send me English translations of the descriptions of
   units provided in the GUIDE--top priority on the eight new units :)



          13.b.4. END TURN (bottom right)
          -------------------------------
   Before ending your turn, be certain you haven?t forgotten about any
   units (i.e. sending/receiving units from factory).

   HINT: Pressing "II" will automatically move the cursor to all active
   units on the battlefield--this is an easy way to make sure you haven?t
   forgotten about any units.




   ------------------------
   --- 13.c. ATTRIBUTES ---
   ------------------------
Place cursor on any unit (blue or green) on battle map, and the unit's
attributes will be displayed instantly.  This is a crucial source of
information and you should refer to these specs as you develop your
offensive/defensive strategies.  Compare your troop's attributes to those
of your opponent's before going to battle, otherwise you might be sending
your soldiers to the slaughterhouse.

What do those six odd symbols represent?  Here?s the scoop:
______________________________________
|           |             |            |
| SHIFTING  | LAND ATTACK | LAND RANGE |
|___________|_____________|____________|
|           |             |            |
|  DEFENSE  | AIR ATTACK  | AIR RANGE  |
|___________|_____________|____________|

Look closely, and you should be able to distinguish these symbols
(they are identical to those used in the original Nectaris, by the way):

1. "X" denotes shifting (speed of vehicle: 0-12 hexes per turn)
2. "blob of black pudding" (?) denotes defensive strength (0-90)
3. "tank turrent" for Land Attack (offensive strength 0-90)
4. "plane" for Air Attack (offensive strength 0-90)
5. "arrow" for Land Attack Range (0-6 hexes)
6. "arrow" for Air Attack Range (0-6 hexes)

NOTE: Battle performance is NOT determined by these attributes ALONE.
      These attributes interact with terrain, # of units, experience of
      units, proximity of ally and/or enemy units, etc. to determine the
      outcome of a battle.
 _   _   _
/3\_/3\_/4\
\_/2\_/3\_/    In this diagram, "*" represents a military unit under
/2\_/2\_/3\    your command and the numbers indicate distances.
\_/1\_/2\_/
/1\_/1\_/3\    LAND/AIR ATTACK RANGE refers to the range of hexes
\_/*\_/2\_/    that a weapon can reach.
/1\_/1\_/3\
\_/ \_/ \_/

LAND RANGE:
"1"  = in order to attack, you must be adjacent to enemy.
"2+" = MB-7 Lynx, SG-5 Hadrian, MR-23 Octopus, SS-80 Atlas,
       SR-22 AtlasShrugged, and HA-55 KanonFodder can ONLY attack
       ground units that are at least 2 hexes away.  They CANNOT
       attack a GROUND unit adjacent to them.

AIR RANGE:
"1"  = in order to attack, you must be adjacent to enemy.
"2+" = MM-107 Hawkeye & SR-22 AtlasShrugged can ONLY attack AIRBORNE
       enemies that are at least 2 hexes away.  They CANNOT attack an
       AIRBORNE enemy adjacent to them.

SPECIAL SHIFTING:
MB-8 Rabbits and MB-7 Lynxes are the ONLY vehicles that can
SHIFT, ATTACK, and then SHIFT AGAIN in one turn.  This capability
is not indicated in the attributes.

STATIONARY UNITS:
Once deployed, SS-80 Atlas, SR-22 AtlasShrugged, TB-10 Timebomb, and
M-77 Trigger have NO shifting abilities (SHIFTING = 0 hexes).



   ---------------------
   --- 13.d. TERRAIN ---
   ---------------------
Terrain affects MOBILITY and DEFENSE of ground units.
However, terrain has NO effect on aircraft.

(1) The MOBILITY of all GROUND units is hampered by
    rough terrain.  Furthermore,
     (a) Panthers (CBX-1) & Mules (NC-2) cannot traverse 30%+ terrain
         since they have tires, unlike tanks who have treads.
     (b) Even on flat ground (5%), Panthers and Mules suffer decreased
         mobility (again, the tires).
     (c) Only infantry and aircraft can traverse 40% terrain (Mountain).
     (d) Paved roads and Bridge offer full mobility.
     (e) Only Infantry & Aircraft can traverse a VALLEY. But, Infantry
         can only go as far as the valley's edge in a single turn and
         must wait until the next turn to actually pass through.

    EXCEPTION: you have full mobility on prison camps; the 35% terrain
    is for defensive purposes only (see below)!


(2) Terrain affects the DEFENSIVE STRENGTH of unit under attack.
    The rougher the terrain, the greater the defensive benefit:
     (a) Paved roads (0%)
     (b) Bridge (0%)
     (c) Valley (0%)
     (d) Flat Ground (5%)
     (e) Hills (20%)
     (f) Harsh Land (30%)
     (g) Prison Camp (35%)
     (h) Mountain (40%)

HINT: Always use geography to your advantage!  Trap enemy on flat ground
(5%) and pavement (0%) while attacking from rougher terrain. Pin an
opponent against mountains (40%), thereby restricting its escape.  Use
mountains as a protective "wall", behind which you can safely bombard
enemy with long range attacks.  Mountains can be a safe haven for infantry
and aircraft, since they are the only units that can traverse this rough
terrain. Etc., etc.



   -------------------------
   --- 13.e. TOTAL UNITS ---
   -------------------------
"Total Units" provides a rough estimate of "how well" you are doing
against your opponent.  It is not too useful, however, because the TYPE
(not the quantity) of units is a more appropriate gauge of your
"military strength."

For example: 2 Union Hunters VS. 15 Guicy Bison...in this scenario, the
Union Hunters will inevitably emerge victorious. VERDICT: Since Guicy Bison
are totally vulnerable to Union Hunters, "Total Units" was NOT an accurate
measure of Union military strength.



   ------------------------------------
   --- 13.f. UNIT BEING TRANSPORTED ---
   ------------------------------------
This box provides the "nickname" and "quantity" (1-8)  of units being
transported in NC-2 MULE or C-61 PELICAN.  To find out what you or your
opponent is transporting, simply place cursor on Mule or Pelican.

NOTE: A single Mule/Pelican can fully transport up to eight (8) items.
So a Pelican (X 1) can carry Bison (X 8).  Yes, this defies logic, but
it doesn't detract from the fun.



   -------------------------
   --- 13.g. ACTIVE UNIT ---
   -------------------------
This box reveals the "quantity" (1-8) and "experience" (1-8 stars) of the
unit highlighted by the cursor.  You will constantly refer to this
information when deciding your offensive and defensive strategy.

NOTE: A single, giant star is used to represent maximum experience (8).





***************************************************************************
***************************************************************************
**********   014. WEAPON GUIDE (unit stats & descriptions)   **************
***************************************************************************
***************************************************************************

        a. Tanks (TT-1, S-63, T-79, GS-83, GT-88, PT-6, HMB-4)
        b. Moon Buggies (MB-7, MB-8)
        c. Long-Range Attack (mobile) (SG-5, MR-23, HA-55)
        d. Long-Range Attack (fixed) (SS-80, SR-22)
        e. AeroBlasters (FX-1, AX-87, EF-88)
        f. Anti-Aircraft (AAG-4, MM-107)
        g. Infantry (GX-78/88/97)
        h. Little-Honda-Scooter (CBX-1)
        i. Transport Vehicles (NC-2, C-61)
        j. Mines (M-77, KM-55, TB-10)
        k. BioHeiki (BioTech Weapons) (BT-90/91/92)

        KEY:

   SH = Shifting (0-12 hexes)    DF = Defensive strength (0-90)
   LA = Land Attack (0-90)       LR = LAND attack RANGE (0-6 hexes)
   AA = Air Attack (0-90)        AR = AIR attack RANGE (0-6 hexes)

  ID# = when playing Neo Nectaris, nicknames are in kana/kanji.  As a
        result, perhaps the easiest way to use these charts is by
        referring to a unit?s "ID #"

  "+" = indicates a change in attributes from original game. The game
        designers were meticulous, and to maintain consistency between
        Nectaris installments, they updated ID#'s to reflect the change
        in attributes. For example, in the original game, Giant (HMB-2)
        is really slow and can only shift TWO hexes per turn.
        But Neo Nectaris has a faster Giant (HMB-4) that can shift
        THREE hexes per turn.

*new* = eight brand new units were introduced in Neo Nectaris. I made up
        my own English nicknames for these units.  Earnest guesses of the
        actual Japanese names for these new units are also provided.

nick-
names = In the translation of nicknames, there are discrepancies
        between North American and Japanese versions of Nectaris.
        These discrepancies are listed in parantheses.



14.a. TANKS:
---------------------------------------------------------------------------
ID #     SH    DF      LA      LR      AA     AR    Nickname
                                                    (Japanese)
---------------------------------------------------------------------------
TT-1     5     30      45       1       0      0    Lenet

S-63     6     40      55       1       0      0    Bison +

GS-83    7     50      55       1       0      0    Slagger +
                                                    (Slugger)

GT-88    5     50      65       1       0      0    Titan +
                                                    (Monster)

T-79     4     50      70       1       0      0    Grizzly

PT-6     4     60      60       1       0      0    Polar
                                                    (Arumajiro -> Armadillo)

HMB-4    3     80      90       1      40      1    Giant +
                                                    (Gigant)
---------------------------------------------------------------------------

OVERVIEW: HMB-4 Giant is the only tank that can attack aircraft. The
remaining tanks lack air offense, so they are utterly helpless against
EF-88 Hunters and AX-87 Eagles.

HINT: Use C-61 Pelican to swiftly transport the slower moving tanks
(T-79 Grizzly, PT-6 Polar, HMB-4 Giant).

HINT: Unless a factory is nearby, the slower moving tanks (T-79 Grizzly,
PT-6 Polar, HMB-4 Giant) are best repaired by GX-97 Teknik.


UNIT DESCRIPTIONS:

TT-1 Lenet:
"This twin turret tank has two guns of 95mm and 75mm.  Only a small number
of these tanks were made for trial purposes so its performance has been
below satisfactory."  Yes, Lenet is horrible and a few of them are
scattered throughout the game.  And yet, it would have been neat if Lenet
appeared more frequently--it is more challenging (and thus satisfying) to
conquer your opponent with inferior equipment.


S-63 Bison (+5 LA compared to S-61):
"The bison is a main battle tank with a 105mm turret gun and a durable
armor plating.  This mass production tank is the primary force of front
line battles.  Good mobility."  Bison are the most common unit in your
entire arsenal, so you will quickly appreciate it's versatility.  You can
compensate for Bison's weak armor by teaming-up with other units and
making strategic use of terrain (remember, the rougher the terrain, the
greater the defensive benefit).


GS-83 Slagger (+5 LA compared to GS-81):
"The Slagger is a main battle tank with good mobility.  It can quickly
enter a front line battle and has a good defense capacity.  Equipped
with a 105mm class gun."  Slagger's exceptional speed comes in handy for
many situations: send GS-83 on a "sucicide solo mission" ahead of slower
troops when you want to be the first to occupy strategic territory
(i.e. when you are attempting to capture a factory). Sometimes it is
worth sacrificing a unit to prevent Guicy troops from entrenching in
a strategic position--and only the fastest units can get there first.
ASIDE: "Slagger" is actually a much kooler name than the insipid "Slugger"
translation found in other Nectaris games.


GT-88 Titan (+5 LA compared to GT-86):
"This heavy tank is equipped with a 120mm heavy cannon.  It has fair
mobility and its heavy armor is good defense. Use to support the Slagger
and other front line units."  Titan is a powerful tank and can boost the
offense and defense of weaker units when it "supports" them (see section 11
for an explanation of "support effects").
ASIDE: Again, as far as names go, "Titan" is superior to the lackluster
nickname "Monster".


T-79 Grizzly:
"This heavy batttle tank is armed with a 120mm recoiless cannon.  Its
heavy defense armor makes it durable but slow.  Best used as support for
front line battles."  Since Grizzly is slow, consider using C-61 Pelican
for rapid transport and GX-97 Teknik for repairs if a factory is not close
at hand.  Grizzly, as the name suggests, is a solid performer and should
be used to assist wimpier units (i.e. Bison) during battle.


PT-6 Polar:
"This medium-sized heavy tank is equipped with a 105mm turret gun.
Its limited mobility is compensated by its high armor plating and
defense capacity."  Be sure to support weaker units with Polar's impressive
offensive/defensive abilities.  Again, slow tanks such as the Polar can be
swiftly transported by C-61 Pelican and repaired by GX-97 Teknik if a
factory isn't available.
ASIDE: Since PT-6 has superb armor, the nickname "Armadillo" is appropriate.
So why was the name changed to "Polar"?  "Armadillo" is too long, I reckon.
Only a shorter name with fewer letters could fit in the space allotted for
nicknames.


HMB-4 (+1 SH compared to HMB-2):
"The Giant fortress tank has supreme firepower with a 180mm surface
gun and a 35mm anti-air turrent.  Has heavy armor but is slow.  Can
only be transported by Pelican."

Although the Giant is the most powerful ground unit, don't get cocky and
use it thoughtlessly--you still need to be careful.  Safely build up
experience points by crushing much weaker opponents, because a Giant with
a "full star" of experience is a force to be reckoned with.  Be careful
if you send out Giant on a solo mission: even the mighty Giant can be
quickly dispatched if it is surrounded by a team of enemies.

If you do not use C-61 Pelican to quickly transport Giant, then you should
carefully plan out the route HMB-4 will travel.  Roads and flat ground are
your best bet, since Giant will limp over anything else.  Just be
thankful you are not stuck with the older variant of the Giant (HMB-2),
which could only shift TWO hexes per turn...that truly was a giant sloth.

As previously stated, damaged Giants are best repaired by GX-97 Teknik,
if available, since it usually takes too long to use a factory with this
sloth-like unit.





14.b. MOON BUGGIES:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR    Nickname
---------------------------------------------------------------------------
MB-7     6       20      40       2      20     1     Lynx +
MB-8     8       20      70       1      20     1     Rabbit +
---------------------------------------------------------------------------

OVERVIEW: These buggies are described as "anti-tank vehicles" in the
Japanese game manual, but they prove far more versatile than this...
Buggies are the ONLY units that can shift, attack, and SHIFT AGAIN in
one turn--take this special ability into consideration when planning
your offensive/defensive strategy.

HINT: After attacking, especially if you suffer high losses, try to retreat
to a FACTORY or GX-97 TEKNIK for repairs (thereby squeezing four moves into
a single turn: shift, attack, shift again, repair!)  This technique allows
you to make bold offensive strikes that would otherwise be too costly to
make.  Since moon buggies are so fast, it is easy to use factories for
repairs.


UNIT DESCRIPTIONS:

MB-7 Lynx (+10 AA compared to MB-4):
"This buggy is equipped with indirect attack missiles. It has the ability
to move after attacking but it has a weak defense and is not as mobile as
the MB-8."  LYNX cannot attack adjacent ground units (ground targets must
be two hexes away). For airborne enemies, however, LYNX must be adjacent
in order to attack.

MB-8 Rabbit (+10 AA compared to MB-5):
"This buggy has great mobility and a capacity to move after attack.
Has powerful anti-surface missiles and a small anti-air gun.  Its thin
armor gives it minimal defense."  The Rabbit's powerful ground attack
and phenomenal speed makes it quite versatile...but if you aren't savvy
you'll lose them (their armor is pitiful, after all) after a few
skirmishes.


SPECIAL SHIFTING:
The Rabbit and Lynx are the only vehicles that can SHIFT, ATTACK, and then
SHIFT AGAIN in one turn.  So you get to race in, attack your opponent, and
then run away.  Your ability to run away, however, is constrained by terrain
and the position of other units...so sometimes you won't be able to "run
away."  After attacking, you should opt to "run away", because Lynx and
Rabbit have pitiful defense. This "running away" capability is not
indicated in ATTRIBTUTES.

HINT: Since Rabbit and Lynx have negligible armor, be sure to use TERRAIN
and SUPPORT from other units (see section 11) to boost their defense!

HINT: Don't forget that rough terrain (20%+) and natural obstacles
(i.e. valley) severely restrict mobility and your ability to "run away."





14.c. Long-Range Attack (MOBILE):
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR    Nickname
                                                      (Japanese -> English)
---------------------------------------------------------------------------
SG-5     4       40      45      2-5      0      0    Hadrian +
                                                      (Nashorn)

MR-23    4       40      60      2-4      0      0    Octopus +
                                                      (Estool)

HA-55    6       20      40       2      40      2    KanonFodder *new*
                                                      (Kanon -> Cannon)
---------------------------------------------------------------------------

OVERVIEW: The ability to strike an opponent indirectly is invaluable
because there is no risk to the aggressor--you can bomb the enemy from
a safe distance.  Since these units are mobile, they can advance as
your front line advances, unlike fixed artillery (see next section).
Be sure to protect Hadrian, Octopus, and KanonFodder behind your front
lines, however, because they have no means of defending themselves from a
direct attack (they CANNOT attack adjacent units).  Don't forget to use
the terrain to boost your defense!

KanonFodder is rarely encountered in the game.  Due to its short attack
range, and other quirks (its sole purpose is infantry support), it is not
nearly as useful as Hadrian and Octopus.

IMPORTANT: Hadrian and Octopus may either attack OR shift per turn, but
they CANNOT do both.  This means that you always have to be thinking
"one turn ahead" when devising your strategy.  For example, you will often
be faced with the following situation: "Should I attack this turn (thus
leaving me vulnerable for attack next turn), or should I shift the unit to
a safer place (and essentially forfeit my chance to attack this turn)."


UNIT DESCRIPTIONS:

SG-5 Hadrian (+10 DF compared to SG-4):
"This self-propelled gun has a precise 155mm indirect attack cannon.
Because of no direct attack ability, it must have additional support
from other units to survive."  Hadrian can either 1) attack or 2) shift
per turn, but it CANNOT do both. Select ATTACK and all available targets
will be highlighted by a hexagon.  Remember, Hadrian CANNOT attack
adjacent enemies, so it should NOT be on the front lines.

HINT: Since Hadrian has a range of 2-5 hexes, use it to safely destroy
MR-23 Octopus and SR-22 AtlusShrugged (both of which have a range
of only 4 hexes).


MR-23 Octopus (+10 DF compared to MR-22):
"This self-propelled gun has 24 connected 6mm rockets for indirect attacks.
It has good firepower but lacks precision.  Support is needed because of
its light armor."  Again, Octopus can either 1) attack or 2) shift
per turn, but it CANNOT do both.  Select ATTACK and all available targets
will be highlighted by a hexagon.  Remember, Octopus CANNOT attack
adjacent enemies, so it should NOT be on the front lines.

HINT: Don't allow Octopus to get too close to SS-80 Atlus or SG-5 Hadrian,
since they have greater attack range and can strike Octopus first.


HA-55 KanonFodder (new):
O.K., initially I was totally stumped by this unit...it was supposed to
have decent offensive abilities, but in battle I just couldn?t get it to
attack (even after extensive trial-and-error). "What is this piece of ****
good for?", I asked.  "Absolutely nothing," I answered myself, "except as
target practice and an easy means for my opponent to gain experience."
Hence HA-55?s nickname--"cannon fodder."  Little did I know, at the time,
that this was quite an appropriate nickname...

Well, it turns out that HA-55 functions as "infantry support" and can
only attack when it is adjacent to infantry (GX-78 Charlie, GX-88 Kilroy,
or GX-97 Teknik) who are required to operate KanonFodder manually.
HA-55 CANNOT attack adjacent enemies; only targets 2 hexes away can be
attacked.  With the ability to strike both ground AND air targets,
HA-55's offensive abilities seem promising--but be certain to stay behind
the front lines of battle: HA-55 has thin armor (and thus a pitiful
defenses)--much like the Infantry that must operate it.  The nickname
"KanonFodder" well suits HA-55.

HINT: Unlike Hadrian and Octopus, HA-55 can SHIFT and ATTACK in the same
turn.  Just keep in mind that you may only attack enemies that are
precisely two hexes away from your final destination.

TRIVIA: HA-55 is the ONLY unit in the entire game that must team up
with another unit in order to attack.





14.d. Long-Range Attack (FIXED):
---------------------------------------------------------------------------
ID #     SH     DF     LA     LR      AA     AR    Nickname
                                                   (Japanese -> English)
---------------------------------------------------------------------------
SS-80    0      20     90     2-6      0      0    Atlas
                                                   (Monokerosu ->Monoceros)

SR-22    0      20     45     2-4     40     2-4   AtlasShrugged *new*
                                                   (Girumoa -> Gilmore?)
---------------------------------------------------------------------------

OVERVIEW: SS-80 and SR-22 are stationary artillery.  When removing these
units from a factory, load them into NC-2 Mule or C-61 Pelican.  Once
deployed, these units CANNOT be moved, so be sure to place them
strategically (i.e. behind a geographic barrier--such as mountains--to act
as a natural buffer against ground troops; near the route your opponent
would most likely want to travel; just behind your front lines, etc.).

SS-80 and SR-22 CANNOT attack adjacent units, so be sure they are
adequately defended by other units when an enemy is within striking
distance.

HINT: The ONLY way to repair damaged SS-80 and SR-22 is with GX-97 Teknik.


UNIT DESCRIPTIONS:

SS-80 Atlus:
"The ultimate battle gun with long range and awesome power--a great
performer.  Needs transport for mobility and can only move once.
No anti-air ability."  The Atlus rules, especially when it gets a full
star for experience (it can take out entire ground units in a single turn).
Thus, Atlus has immense value as a DETERRENT TO GROUND TROOPS--it's just
not worth enduring the high losses inflicted by an Atlus safely tucked
behind the front line.
HINT: Atlas, of course, are helpless against AX-87 Eagle and EF-88 Hunter.
Also, on difficult maps, if you are unable to capture a factory, you may
shift your strategy to preventing your opponent from capturing the
factory...a well-positioned Atlus can (hopefully) destroy any infantry
that attempt to capture said factory.


SR-22 AtlasShrugged (new):
This is a more versatile, though less powerful, variation of the Atlas.
AtlasShrugged is effective for attacking both land AND air units. Plus, it
is the ONLY unit in the entire game that can attack TWICE per turn!!
You can attack two different targets in a single turn, or you may attack
the same unit twice.

HINT: Watch out for SG-5 Hadrian and SS-80 Atlus--their attack range is
greater than SR-22's and allows them to safely bomb SR-22 without risk of
reprisal.

HINT: Don?t forget to use both attacks.  It is easy to forget, since no
other weapon in the game can do this.





14.e. AeroBlasters:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR     Nickname  (Japanese)
---------------------------------------------------------------------------
FX-1     12      30       0       0      90      1     Falcon
AX-87    10      30      70       1      20      1     Eagle     (Jabee)
EF-88    11      50      70       1      70      1     Hunter
---------------------------------------------------------------------------

OVERVIEW:  This class of weapons should actually be called "Space Battle
Craft"... Anyway, aircraft (including the C-61 Pelican transport plane)
are incredibly versatile, due to their high mobility, and can be used in
many creative ways (i.e. for SUPPORTING your other troops and SURROUNDING
your opponents).  As a result, your opponent will prioritize the
destruction of your airforce--be careful!

HINT:  Eagles are great for attacking tanks and other ground units that
lack air offense. Be careful with both Falcons and Eagles: due to their
poor armor, they can be quite vulnerable.  Hunters, on the other hand,
have great armor and can devastate both ground and air forces.


UNIT DESCRIPTIONS:

FX-1 Falcon:
"The fighter has the ultimate in anti-air attack power and mobility but
has no surface atack power and low defense abilities.  Keep away from the
Hunter and the Hawkeye."  You better keep Falcon away from AAG-4 Seeker as
well since it will easilly slice through Falcon's thin armor as well.
Falcon can easilly eradicate Eagles, but the only "safe" way to attack
Hunters is to SURROUND them and cut their defense in half (see section
13 for an explanation of Surround Effects).
HINT: If you eliminate your opponent's airforce, the Falcon can still be
used to SUPPORT your other troops and SURROUND your enemies.

AX-87 Eagle:
"This attack plane is armed with light Stinger anti-air missiles and
heavy surface bombs.  It has high mobility but a weak defense so watch
out for anti-air missiles."  Since Eagle has pitiful armor, you better
stay away from FX-1 Falcon and EF-88 Hunter in addition to anti-air MM-107
Hawkeye and AAG-4 Seeker.  Use Eagle to eradicate vulnerable ground units
(i.e. SS-80 Atlus, tanks, infantry, etc.).
HINT:  Sometimes you should keep Eagle safely tucked-away in a FACTORY
until you eliminate all major threats it faces (i.e. Falcons and Hunters)
on the battlefield...otherwise, your Eagle may not last more than a few
rounds.


EF-88 Hunter:
"This fighter-bomber is armed with heavy air missiles and heavy surface
bombs.  It is the supreme aircraft with paramount power, mobility and
defense."  Hunters are the ultimate death machine.  Fear them.  In fact,
destroying your opponent's Hunters should be your #1 priority--even a
single Hunter can wreak havoc on your forces.  That said, the Hunters under
your command are not immune to poor strategy--so don't get overly cocky and
needlessly sacrifice them.




14.f. Anti-Aircraft:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR     Nickname
---------------------------------------------------------------------------
AAG-4    6       30      30       1      65      1     Seeker
MM-107   5       30       0       0      85     2-5    Hawkeye
---------------------------------------------------------------------------

OVERVIEW:  Annhilating your opponent's airforce is often a top priority;
Seeker and Hawkeye are invaluable assets in this endeavor.  AX-87 Eagles
and FX-1 Falcons, due to their low defense, make easy targets for Seeker
and Hawkeye.  EF-88 Hunters, on the other hand, are stalwart fighters--even
against the mighty Hawkeye--and are one of the most difficult enemies to
eliminate.


UNIT DESCRIPTIONS:

AAG-4 Seeker:
"The Seeker is a high power anti-air vehicle with fair surface missiles
as well.  It has 4 connected 20mm machine guns and has good mobility but
is weak in defense."  Seekers can attack FX-1 Falcon without worry, but
be extremely careful when attacking AX-87 Eagle or EF-88 Hunter (these
aircraft decimate ground units).  In fact, the best strategy for
attacking Eagles and Hunters is to SURROUND them: use two of your units
to flank your opponent on opposite sides.  This way, Seeker is less likely
to suffer high losses.  Seeker isn't so bad attacking ground forces--just
don't expect it to be like a tank.  Initiate ground assaults with tanks
and save Seeker for "clean up" (follow-up assaults).


MM-107 Hawkeye:
"The Hawkeye has enormous indirect anti-air attack power but no surface
attack and little defense.  Best if used behind the front line to shoot
down incoming air."

* Hawkeye CANNOT attack adjacent aircraft.  Thus, your opponent can place
  their aircraft directly next to your Hawkeye without fear of reprisal.

* Always strike enemy aircraft with Hawkeye first--indirect attacks allow
  you to weaken your opponent without risk--then send in other units to
  finish the job.

Hawkeye acts as a DETERRENT AGAINST AIRCRAFT--your opponent will take great
pains to keep all aircraft out of range.  Simply put, it's not worth
worth sufferring the high losses inflicted by a Hawkeye tucked behind
enemy lines.

TIP: Hawkeye CANNOT shift and attack in a single turn.  As a result, you
should always be thinking "one turn ahead" when devising a strategy.  For
example, you will often be faced with the following situation--should I
attack this turn (thus leaving my Hawkeye vulnerable for attack), or should
I shift Hawkeye to a safe place (thus forfeiting a chance to attack).

TIP: Since Hawkeye deters aircraft, you might try to "lure" enemy aircraft
into MM-107's range with "bait" (i.e. infantry, transport vehicles w/ cargo,
AX-87 Eagle, etc.).  If your opponent takes the bait, first attack with
Hawkeye (and any other long-range anti-air units), then surround opponent
(to prevent its escape).  This is a risky maneuver, of course, and
shouldn't be attempted unless you can afford to lose the "bait."

TIP: Regardless of what the specs indicate, Hawkeye seems to possess decent
defense.  So when Hawkeye outlives its intended use (destroying aircraft),
you SHOULD place Hawkeye on the frontlines to SUPPORT your troops
defensively.  In this situation, MM-107 functions as an "obstacle" (akin to
M-77 Trigger) that hinders your opponents advance.  When placed on rough
terrain, the ostensibly "helpless" Hawkeye can withstand many assaults.





14.g. Infantry:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR    Nickname
                                                      (Japanese -> English)
---------------------------------------------------------------------------
GX-78    3       4       15       1      10      1     Charlie+
                                                       (Munks)

GX-88    2       20      40       1      20      1     Kilroy+
                                                       (Darbeck)

GX-97    3       4       8        1       5      1     Teknik *new*
                                                       (Fakuta -> Factory?)
---------------------------------------------------------------------------

OVERVIEW: Only infantry and CBX-1 Panther (next entry) can CAPTURE a
Factory or Prison Camp.  They are crucial in this respect.  Load infantry
into NC-2 MULE or C-61 PELICAN to quickly get them to factories / prison
camps.  Teknik must avoid battle at all costs. Charlie should also avoid
battle (although it can handle light skirmishes if you're savvy).
Kilroy can handle (limited) heavy combat if used intelligently.

Infantry are the ONLY ground units that can traverse VALLEYS (0%) and
MOUNTAINS (40% terrain).  However, Infantry can only go as far as the
valley's edge in a single turn and must wait until the next turn to
actually pass through.

HA-55 KanonFodder only becomes fully operational when it is adjacent
to an infantry unit (otherwise, HA-55 cannot attack).

TIP: As with any unit possessing pitiful armor, infantry must use the
terrain to boost their defense.  Defense can also be boosted via
"Support Effects" (see section 11).


UNIT DESCRIPTIONS:

GX-78 Charlie (+5 LA compared to GX-77):
"Charlie can capture and occupy factories and prisons but has minimal
attack and defense power.  Movement is slow so it is best to use
transporters to get close."  Charlie is the most common infantry you'll
encounter in the game and are more versatile than you might think.  When
opponent is within striking distance, move Charlie off roads/flat ground
and into rough terrain.  When GX-78 is no longer needed to capture
factories and prisons, they are useful for SUPPORTING and SURROUNDING
your troops defensively.


GX-88 Kilroy (+10 DF and +10 AA compared to GX-87):
"The heavy infantry has some surface attack and a small air attack.
They can capture and ocupy factories and camps but movement is slow
and defense is low."  Kilroy has really been improved from the original
game!  True, it's still the slowest unit in the game.  But now its defense
is five times better than other infantry (still, that isn't saying much).
Also...behold Kilroy's Land Attack of 40!  For wimpy infantry, Kilroy can
cause some serious damage to ground units.  Of course, infantry shouldn't
be used to initiate a battle.  Let other (stronger) units strike first,
thus weakening the enemy before bringing in Kilroy for clean-up.


GX-97 Teknik (new):
Ahh, GX-97 was a mystery for awhile--I couldn?t figure out its purpose.
I kept asking myself, "Why introduce WEAKER infantry when GX-78 Charlie
are already so weak?"

Well, GX-97 is a TECHNICIAN that can REPAIR other units (a mobile factory,
of sorts)!  Any unit adjacent to Teknik will increase by a quantity of "2"
per turn.  Since you can surround Teknik with up to 6 units, a lone Teknik
can replenish up to 12 pieces of equipment per turn.  Yay!  On the other
hand, Teknik should AVOID BATTLE AT ALL COSTS (its' offense is anemic and
its' defense is non-existant).

TIP: GX-97 Teknik is invaluable for repairing STATIONARY units
(i.e. SS-80 Atlas, SR-22 AtlasShrugged, M-77 Trigger) that cannot
otherwise be replenished, as well as SLOW MOVING units (i.e. HMB-4 Giant)
that cannot access factories as swiftly and conveniently as other units.

NOTE: BioHeiki (BT-90/91/92) can ONLY be repaired by Teknik!  Sending
BioHeiki to a factory will NOT repair them (but it does provide a sanctuary
from the battlefield).


TEKNIK vs. FACTORY:
What is the best method for repairing your damaged forces? While factories
can repair units to 100% in the shortest period of time, your units are
unavailable during the process (2 turns: 1 entering + 1 exiting).
One advantage of Teknik, then, is that the units being repaired are still
available for battle, if the need arises.  Furthermore, Teknik is mobile,
so it might be more convenient to access than a distant factory: can you
afford to send troops across the battlefield--and then wait for them to
journey back to the frontlines--just to use the factory?

Speedy vehicles may not have a problem accessing factories, but slow-moving
units might opt for Teknik.

Unlike factories, though, Teknik has a limited capacity to repair damaged
troops (two pieces per turn for up to six units), so it will take several
turns for heavilly damaged troops to be fully replenished.

In addition, units being repaired by Teknik are still VULNERABLE to attack!
Factories, on the other hand, provide a safe haven for units as they are
being repaired.  Well, a factory is nearly a safe haven: there is the risk
that your factory could be captured and your opponent commandeers all your
equipment!

Remember, only Teknik can repair BioHeiki (BT-90/91/92) and STATIONARY
units.





14.h. Little-Honda-Scooter:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR    Nickname   (Japanese)
---------------------------------------------------------------------------
CBX-1    9       8       10       1      10      1    Panther    (Dreiper)

CBX-1 Panther:
"These motorcycle troops can capture and occupy factories and camps but
have only a machine gun for attack and defense is minimal.  Speed and
mobility are very good."

Panthers are quite fast (especially on paved roads), so they are great
for quickly capturing factories/prison camps.  However, Panthers CANNOT
traverse 30%+ terrain--so plan your route accordingly.

Panther, like infantry, make good "bait" to lure opponents into battle.
While Panther doesn't fare well in battle, it can still be used defensively
to SUPPORT your troops and SURROUND your enemy.





14.i. Transport Vehicles:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR     Nickname
---------------------------------------------------------------------------
NC-2     7       10      10       1      10      1     Mule +
C-61     9       10       0       0       0      0     Pelican
---------------------------------------------------------------------------

OVERVIEW: Transport vehicles are great for swiftly moving troops across
great distances--but Mule and Pelican are absolutely invaluable for
transporting STATIONARY (i.e. SS-80 Atlus) and SLOW MOVING (i.e. GX-88
Kilroy) units.  Transport vehicles have WEAK defense, so avoid battle at
all costs when carrying cargo.  Thankfully, the cargo itslef CANNOT be
damaged in transport--unless, of course, the entire Mule/Pelican unit is
destroyed.

* A unit CANNOT be loaded and unloaded in a single turn.

* When cargo is unloaded, it must wait until the next turn before
  it can perform any operations.

* Cargo can ONLY be unloaded on PAVEMENT (0%), FLAT GROUND (5%), or
  into a FACTORY already under your control.  You CANNOT unload cargo
  directly onto a prison camp! (This prevents you, and your opponent,
  from getting "cheap" victories!)

TIP: A single Mule/Pelican can fully transport up to eight (8) items.
So Bison (X 8) can be loaded and transported by Pelican (X 1). Does this
defy logic? Of course! But this only adds fun and a sense of urgency to the
game, because you know that unless you can destroy ALL EIGHT Mules/Pelicans
in a unit, your opponent will be able to deploy the FULL, original cargo as
if nothing happened!


UNIT DESCRIPTIONS:

NC-2 Mule (+1 shifting compared to NC-1):
"The Mule transports mines, infantry, motorcycles and field guns.
Vulnerable to attack during transportation so support is needed.
Fair mobility and limited attack."
Neo Nectaris offers an improved, faster version of the Mule--unfortunately,
it still suffers from thin armor and weak offense.  Mules are fastest on
paved roads, but be careful--roads offer no defensive advantage.


C-61 Pelican:
"This transport plane can air lift all units except other aircraft.
There is no attack ability and defense is small but mobility is great.
Watch for other attack aircraft."  Watch out for anti-aircraft MM-107
Hawkeye and AAG-4 Seeker (in addition to FX-1 Falcon and EF-88 Hunter
aircraft) because all of these units can eradicate Pelican in the blink
of an eye.


STRATEGY FOR TRANSPORT VEHICLES:
Success in capturing a factory/camp is often determined by who gets there
FIRST--so load infantry in transport vehicles to swiftly move them to
factories and prison camps.

Stationary equipment such as SS-80 Atlas, SR-22 AtlasShrugged, TB-10
TimeBomb, and MM-7 Trigger cannot move by themselves and must be shifted
with transport vehicles. Once these units are deployed they cannot be
moved again (so be strategic in your placement).

Slow-moving units (i.e. GX-88 Kilroy, T-79 Grizzly, PT-6 Polar, HMB-4
Giant, etc.) should be transported in these units as well.  Take note
that INFANTRY are the only slow-moving units that MULE can carry.  You
will need PELICAN to transport tanks and other heavier items.


INSTRUCTIONS FOR LOADING/UNLOADING:
You CANNOT load & unload units in a single turn (a minimum of 2 turns is
required).

(a) LOADING a unit onto Pelican/Mule:
To move a unit by means of a transport vehicle, place the cursor on the
unit you wish to transport and press "I".  Select "Shift" command by
pressing "I" once more--a hex grid is displayed revealing the unit's shift
range. Place the cursor on the hexagon of the PELICAN or MULE and press "I".
Press "I" once more to confirm; your unit is now loaded on the transport
vehicle.

(b) UNLOADING unit from Pelican/Mule:
Place cursor on transport vehicle, press "I". Select "Shift" command.
A hex grid will display the shift range of the transport vehicle.  When you
are finished moving PELICAN/MULE, the transport vehicle will automatically
try to UNLOAD the cargo.  Hexagons will highlight where cargo may be
unloaded. Choose a hex and press "I" to unload (press "II" to keep the
cargo aboard).  Remember, cargo can only be deployed on PAVEMENT (0%)
or FLAT LAND (5%).





14.j. Mines:
---------------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR    Nickname
                                                      (Japanese)
---------------------------------------------------------------------------
M-77     0       80       0       0       0      0    Trigger
                                                      (Yamaarashi?)
                                                      (Maito?)

KM-55    9       40       0       0       0      0    KrazeeTrigger *new*
                                                      (Rappuru?)
                                                      (Labulu?)

TB-10    0       90      80      1-2      0      0    TimeBomb *new*
                                                      (Maito2 -> Might2)
---------------------------------------------------------------------------

OVERVIEW: Mines are often underutilized in Nectaris games, but when
deployed strategically (using NC-2 MULE or C-61 PELICAN), they can be
incredibly useful.  Actually, KM-55 doesn't need to be transported since
it can fly and has tremendous speed.

STRATEGY: Use mines to block access through a narrow route. Or, use mines
as a "decoy": the computer priortizes the destruction of mines and is often
distracted by them.  These assaults would otherwise be levelled at your
more important troops, so be grateful the mines are bearing the brunt
of the attack. Use GX-97 Teknik to repair mines!

SUPPORT EFFECT:
Triggers & TimeBombs have very high defense (80 & 90, respectively) that
is rarely matched by other equipment.  You can TAP INTO this defense by
placing your other troops adjacent to M-77 and TB-10 (thereby boosting
your other troops? defense significantly). See section 11 "support effects"
for more info.


UNIT DESCRIPTIONS:

M-77 Trigger:
"The land mines are used to interupt enemy advancement.  Movement is only
possible by truck or air transporter and can only be moved once.  High
defense capacity. No attack."


KM-55 KrazeeTrigger (new):
A great addition to the game, they are airborne and highly mobile mines--
consider them "flying Triggers."
TIP: KrazeeTrigger are highly effective at blocking units lacking air attack
(i.e. tanks).  Even more important: think of KM-55 as part of your AIRFORCE
and use it in coordination with your aircraft to get rid of those pesky
Guicy Hunters.  Due to their high mobility, KM-55 are well-suited for
SUPPORTING your troops and SURROUNDING your enemy (section 11).


TB-10 TimeBomb (new):
Interesting addition, but not nearly as versatile as the KrazeeTrigger.
Once deployed, a TB-10 cannot be moved.  After 2 turns, the TimeBomb is
"armed" and detonates, destroying everything in a 2-hex radius.
For example, if TimeBomb is deployed in round 1, it will be armed for
turn 3 and detonate if adjacent hexagons are occupied.

When TB-10 detonates, it has a BLAST RADIUS OF 2 HEXES...so be sure to
keep your troops out of range, otherwise they will be destroyed by
TimeBomb's devastating explosion.

TIP:  It is possible to attack a TimeBomb, but to overcome its daunting
defense, you must SURROUND TB-10 (thereby cutting its defense in half)...
and you had better be quick.

TIP:  Since all ground-units within a 2 hex radius of an exploding
TimeBomb will suffer high losses, try to TRAP your opponent within TB-10's
blast radius.  This tactic is difficult to execute, but very
satisfying when accomplished.

TRIVIA: TB-10 TimeBomb is unique for its breadth of attack.  Upon
        detonationn, no less than 18 hexes surrounding TB-10 are
        affected.  All other weapons in the game affect no more
        than a SINGLE hex at a time.





14.k. BioHeiki (BioTech weapons):
-----------------------------------------------------------------------
ID #     SH      DF      LA      LR      AA     AR    Nickname
                                                      (Japanese -> English)
-----------------------------------------------------------------------
BT-90     4      60      50       1      40      1    DaddyLongLegs *new*
                                                      (Gaadin -> Guardian)
          "      70      ""       "      ""      "
(Mature)  "      90      ""       "      ""      "


BT-91     3      50      60       1      60      1    BioBeast *new*
                                                      (Majuu -> demon?)
          "      ""      70       "      70      "
(Mature)  "      ""      90       "      90      "


BT-92     5      40      60       1      40      1    Rodan-sans-wings *new*
                                                      (Burenaa -> Brenner?)
         10      ""      ""       "      ""      "    (Bulena?)
(Mature) 14      ""      ""       "      ""      "
-----------------------------------------------------------------------

OVERVIEW:  BioHeiki (literally "Biological Weapons/Arms") are a fantastic
addition to Neo Nectaris. Unlike all other weapons in the series--in which
a unit is comprised of eight individual tanks, planes, etc.--BioHeiki are
singular, gargantuan opponents.  They are the strongest, most fearsome
opponents you will encounter in the entire series of Nectaris games.

!!! Spoiler !!!
After victory on the moon (map 12), the Union sends a fleet to Mars,
where the Guicy have developed BioTech weapons.  When BioHeiki are
"born" they are not fully mature and are therefore less powerful.
The maturation process occurs over five turns, with the BioHeiki gradually
gaining strength each turn until they are fully mature (and omnipotent)
by the fifth turn.  Of course, each type of BioHeiki has a particular
strength--so each of the three BioHeiki mature in their own unique manner.
!!! End of Spoiler !!!

ARE BIOHEIKI INDESTRUCTIBLE?
So, you've sent your troops to battle BioHeiki--but even your most
powerful units couldn't make a dent (and subsequently got slaughtered)...
And to add to the frustration, you've noticed that during the battle
scenes, text reading "NO DATA" is displayed in place of BioHeiki's hit
points.  Similarly, when you are on the main map (or in the "GUIDE") and
inspect the attributes of BioHeiki, a question mark ("?") is displayed
instead of hit points (a.k.a. quantity).  How should "NO DATA" and "?" be
interpreted?

BioHeiki are not indestructible, of course, but they behave unlike any
other units in the game.

"NO DATA" and "?" simply means the BioHeiki are at 100% "full strength."
So, if "NO DATA" and "?" remain after a battle, your attack was futile
and the BioHeiki survived the assault unscathed.  Your offensive strikes
are simply too weak and a more thoughtful and resoureful offensive strategy
is necessary (see below).  When you are able to inflict serious damage
on BioHeiki, the "NO DATA" and "?" will disappear and revert back to
numerals (but it will most likely revert to a quantity of "8", which, for
normal units, is considered "full strength").

STRATEGY:  First, some general (but pertinent) advice for battling
BioHeiki. It is ideal to attack BioHeiki when they are in their weakest
state (turns 1-4).  For most maps, however, such a strategy is rarely
feasible.  All BioHeiki--even those in factories--reach maturation on the
fifth turn, so don't be caught off-guard. To avoid heavy losses when
fighting tough opponents, it is always wise to flank enemies on opposite
sides (thereby cutting their offense & defense in half--see section 11 on
"surround effect").  However, since BioHeiki are so powerful, you must
combine both SURROUND and SUPPORT strategies when attacking BioHeiki...
and then only attack with the most offensively powerful units at your
disposal.  It is O.K. to use wimpy units to surround BioHeiki, but don't
initiate battle with them--they will be destroyed in a single turn.
Thankfully, BioHeiki CANNOT be repaired in factories, but GX-97 Teknik
does have the ability to heal injuries.


UNIT DESCRIPTIONS:

BT-90 DaddyLongLegs? (new):
BT-90 is a ground-based unit that is pretty slow (shift = 4), so it's
only slightly more agile than Infantry, HMB-4 Giant, and  BT-91 (below).
It's a good thing that BT-90 is relatively slow, though, because when
it matures it's exoskeleton armor is nearly impenetrable (the only other
unit in the game with a defense of "90" is TB-10 TimeBomb).  Most of the
troops under your command lack the offensive strength to breach armor
this strong, so be careful.  The other BioHeiki are powerful, but since
they have weaker defense, you have a decent chance of breaching their
armor and causing at least some damage.  BT-90, on the other hand, will
frequently emerge from such battles unscathed.

Turn  Defense
-------------
1-2     60      BT-90's armor matures into an impenetrable defense.
3-4     70      Due to the unique features of BioHeiki, BT-90's defense
 5      90      is technically stronger than that of TB-10 TimeBomb.




BT-91 BioBeast? (new):
Like BT-90 (above), BT-91 is a ground-based unit with sloth-like
shifting abilities.  The only unit slower than BT-90 is GX-97
Teknik (shift = 2). You will be grateful that this BioHeiki is
so slow, however, because BT-91 matures into a brutal offensive
slaughterhouse.  BT-90 is similar to HMB-4 Giant, so apply the same
offensive and defensive strategies you use with Giant to BT-91.

Turn  Land/Air Attack
---------------------   BT-91 matures into a brutal offensive
1-2        60           slaughterhouse.  It combines FX-1's
3-4        70           superior air offense with the superior
 5         90           ground offense of SS-80 Atlus/HMB-4 Giant.




BT-92 Rodan-sans-wings? (new):
BT-92 is an airborne enemy that attacks with a single, powerful missile.
It's offensive strength lies in attacking ground units--not battling
FX-1 Falcons or EF-88 Hunters.  If you recall, AX-87 Eagle is similar to
BT-92 in this respect ... so think of BT-92 as an Eagle-on-steroids and
apply the same offensive/defensive strategies to BT-92.

Turn  Shifting
--------------
1-2      5       When BT-92 is fully mature, it is the fastest unit
3-4     10       in the entire game.  Even the swift FX-1 Falcon
 5      14       (shift = 12 hexes) pales in comparison.






===========================================================================
------ 015. Ye Olde Strategy Guide ----------------------------------------
===========================================================================

Advice, hints, and strategies are peppered throughout this FAQ.  If
you can't find what you're looking for in the present section (15),
try looking through other parts of this FAQ.  I tried to be as thorough
as possible in this FAQ, but I encourage you to check out other FAQs
for additional insights (there's no need to "reinvent the wheel", right?).
Finally, keep in mind that your OPPONENT will utilize the following
tactics as well, so you have to devise a strategy to counter all of
the strategies listed below (my suggestions are listed as COUNTER-measure).


(a.)  PRIORITZE THREATS!

When playing against the computer, the "Artificial Intelligence" prioritizes
threats and then attempts to destroy those threats in order of significance:
(1) infantry (the ability to capture factory/prison camp is a threat,
     especially when infantry are in the vicinity of factory/prison camp)
(2) aircraft (their high mobility and versatility is a threat)
(3) units w/ long range attack (Hadrian, Octopus, Atlas, AtlasShrugged,
     Lynx & Hawkeye are a threat because they can strike first, from a
     distance).
(4) MULE/PELICAN (especially if they are transporting a threatening unit)
(5) Trigger, KrazeeTrigger, and TimeBomb--often, the computer seems to be
     totally distracted by these units and wastes several turns in an
     effort to destroy them (use this to your advantage).

COUNTER: Keep #1-4 in mind for devising your OWN strategy.  You want to
neutralize enemy's Infantry, Airforce, Transport Vehicles and Long Range
Attack. If you can relocate a battle away from enemy mines, then you may
be able to avoid the pitfalls of #5.

COUNTER: In general, destroying HUNTERS is a top priority.  This is
especially true when the Guicy have *several* HUNTERS.  Since the computer
will send weakened HUNTERS to a factory, cut HUNTER's mobility by SURROUNDING
it, and be prepared to COMPLETELY destroy Hunters one-by-one.  The computer
prioritizes the destruction of your airforce, you may as well return the
favor.

COUNTER: Eliminating opponent's transport vehicles will severely hamper
their options for offense/defense.  Since PELICAN/MULE have weak defense,
you should destroy them when they are transporting threats (i.e. GIANT,
Atlas, Infantry, etc.) You will be killing two birds with one stone, as well
as avoiding a potentially costly battle in the future (would you rather
attack a PELICAN or a GIANT?)  If you can't destroy PELICAN/MULE, at least
BLOCK the transport vehicle in an effort to thwart opponent's plan.



(b.) BOMB FROM AFAR!

Learning how to use long-range attack is crucial--you don?t risk losses when
you bomb from afar.  Of course, be sure to adequately defend your long-range
units (i.e. don't put them on the front line, as the computer tries to
eliminate them first).

COUNTER: There are three ways to deal with GUICY's Long Range Attack:
1. Stay away! Always make sure your units are out of enemy's range.
2. Rush in and attack pesky unit directly (this is most easily done with
    an EAGLE or HUNTER).  Remember, units with Long Range Attack CAN'T attack
    adjacent hexes!  So, although Hawkeye is deadly to aircraft 2-5 hexes
    away from it, you'll be safe if you are right next to it.  The same
    logic applies for attacking Hadrian, Octopus, Atlas, AtlasShrugged.
3. Pit your Hadrian against enemy Octopus and AtlasShrugged: Hadrian has
    range of 5 hexes and can safely attack Octopus & AtlasShrugged (who
    have a range of only 4 hexes).



(c.) LYNX & RABBIT.

Lynx and rabbit do not actually possess long range offense comparable to
Octopus, Hadrian, Atlas, etc.  However, their "special shifting" allows them
to function AS IF they had long range attack--as long as you RETREAT behind
front lines after attacking.  And you SHOULD run away, because Lynx and
Rabbit have pitiful defense.  If possible, retreat to a FACTORY or TEKNIK
for repairs (thereby squeezing four moves into a single turn: shift, attack,
shift again, repair!)



(d.) REPAIRING TROOPS: Factory Vs. Teknik

For advice on how best to repair your battle-weary troops, see commentary
on "Teknik" in CHART #7 (above).  The advantages and disadvantages of the
two methods for replenishing troops boil down to this:
  1. only TEKNIK can repair immobile units (i.e. Atlas, Trigger)
  2. TEKNIK is more convenient for slow-moving units if factory is far away
  3. TEKNIK can repair up to 6 units per turn by quantity of "2"
  4. FACTORY can repair 100%, but unit is unavailable for 2 turns
  5. TEKNIK and troops being repaired are always vulnerable to attack
  6. FACTORY can be captured, but barring this, the units inside are safe

COUNTER: Prevent damaged units from accessing Teknik/Factory. Due to their
mobility, aircraft (including KM-55 Krazee Trigger) are great for blocking
the escape of damaged troops when they attempt to flee.  The high
mobility of RABBITS also makes them good "blockers".  Hopefully, once you
prevent an enemy from fleeing, you'll be able to destroy them.



(e.) NEUTRALIZING FACTORIES.

Controlling factories is always a strategic advantage.  Even if you don't
use the factory, at least you are preventing your opponent from using it.

(f.) If you can?t capture a factory, shift your strategy to PREVENTING the
enemy from capturing the factory (i.e. surround factory with your units).
If you can?t prevent Guicy from capturing a factory, strategically place
units with long-range attacks near their factory--this will enable you to
bomb opponents as soon as they are removed from the factory.

(g.) For your opponent, factories are most useful when they can add/remove
troops.  But if you strategically place your troops on the FLAT GROUND (5%)
and ROAD (0%) adjacent to enemy factory, your opponent will NOT be able to
remove their troops!  You have effectively trapped all enemy units in
the factory!



(h.) USE ALL THE INFO DISPLAYED ON MAIN SCREEN!

The information is provided to aid you, why not use it before going into
battle?  Remember, the outcome of a battle is determined by:
(1) unit's offense/defense attributes (comparing specs will reveal which
     unit has "baseline" advantage.  This baseline is further influenced
     by the following factors)
(2) Terrain (the rougher the terrain, the greater the defensive advantage;
     Don?t forget that your prison camp provides 35% terrain defense boost!)
(3) Experience [1-8 stars, see (j.) below for details]
(4) the Quantity (1-8) of units
(5) the extent to which you SURROUND your enemy and SUPPORT your troops
     [see (l.) below for explanations; the surround/support effect is
     calculated and displayed during the battle scenes only--if you blink
     you'll miss it).

Also, don't forget to keep track of what your opponent is transporting with
his/her MULE/PELICAN.  Simply move the cursor on top of MULE/PELICAN to
see if there is a threatening enemy (i.e. GIANT, Atlas, Infantry, etc.)
in transport.  Remember, destroying a transport vehicle does NOT reduce the
number of units being transported--UNLESS all transport vehicles are
obliterated.



(i.) USE GEOGRAPHY TO YOUR ADVANTAGE!

Trap enemy on flat ground while attacking from rougher terrain.
Pin enemy against mountains, thereby restricting its escape.  Use
mountains as a protective "wall", behind which you can safely bombard enemy
with long range attacks.  Mountains (40%) can be a haven for Infantry and
Aircraft, since they are the only units that can traverse this rough terrain.
Etc., etc.



(j.) EXPERIENCE COUNTS!

Experience DOES effect the outcome of battles, although the benefit is
most pronounced when a unit earns a "full star" (8 stars).  Experience is
awarded as follows: 1 star for surviving an attack; 1 star for destroying
one or more enemies in any given turn; 2 stars for completely destroying
enemy unit.  Beware the HUNTER, Atlas, GIANT, etc. that has gained full
experience.

(k.) Do not provide your opponent with "free" experience points.  Only
attack when you are likely to have success (you must destroy at least one
enemy to earn a star), otherwise you'll be digging your own grave (the
enemy EARNS A STAR for every attack they survive).  For example,  attacking
Trigger (X8) with Charlie (X4) only makes the Trigger more experienced,
and thus TOUGHER to defeat.



(l.) SURROUND ENEMY; SUPPORT YOUR TROOPS!

In fact, the only way to effectively attack enemies with high defense
is to surround them and "cut their offense/defense in half" (see
"xv. Strategy: ZOC - SURROUND EFFECT" for details).  GIANTs, TRIGGERs,
TimeBombs, BioBeasts, HUNTERS, etc. must be surrounded and strangled,
otherwise they will earn "free" experience points.

(m.) Due to their high mobility, aircraft (including KM-55 KrazeeTrigger)
are PERFECT for surrounding enemies and "cutting them in half".  Rabbits
are similarly mobile, and thus handy for outflanking opponents, but
remember they have weak defense [see (c.) for more on Rabbits].

(n.) If you cannot "cut an enemy in half" by flanking them on opposite
sides, you can still "double-team" your enemy.  By coordinating two or more
units together, you can boost BOTH your offensive AND defensive abilities.
See "xv. Strategy: ZOC - SUPPORT EFFECT" for details.

(o.) So, weak units get a BOOST by teaming up with powerful units (i.e.
GIANT, HUNTER).  For example, TRIGGER?s have exceptional defense (80)
in the game--so use this to your advantage and team up with them!  Deploy
Trigger (and KrazeeTrigger) wherever you anticipate an ongoing battle.
Not only will you boost your defense, but the computer is often distracted
into destroying Triggers first (sparing your other units from attack for a
turn or two).


(p.) NO UNIT IS REDUNDANT!

Following from the previous discussion, it should be evident that there is
no such thing as a "redundant" or "useless" unit--you can always use "extra"
units to SUPPORT your troops or SURROUND an enemy! For example, Hawkeye &
Falcon can only attack aircraft.  If you eliminate the Guicy airforce,
Hawkeye & Falcon can still SUPPORT or SURROUND.  Same goes for a PELICAN or
KanonFodder that has outlived its original purpose.



(q.) FORMIDABLE FOES: All-or-nothing

When attacking tough enemies (i.e. HUNTERs, GIANTs, TITANs, BioTechBaddies,
etc.), your strategy should be "all or nothing"--only attack if you think
you can destroy them completely.  Otherwise, they will most likely flee,
repair themselves, and then come back with a vengeance (now they have
experience points).





===========================================================================
------ 016. Cinema Scenes -------------------------------------------------
===========================================================================

OPENING CINEMA:
The intro cinema, as far as I can tell, closely follows the story of the
original Nectaris.  It is essentially an updated and and animated version
of 1989's original intro (the old intro was simply a series of still images
accompanied by text)...BUT, there is a twist: at the end of the opening
cinema, we catch a quick glimpse of some mysterious figures. These figures,
unlike any other enemies appearing in the Nectaris series, foreshadows a
menacing new opponent in the Guicy arsenal...

MIDPOINT CINEMA:
Halfway through the game you are treated to a cinema that introduces a
new development in the Guicy/Union War: After winning your first campaign
on the moon (maps 1-12), a huge Union fleet is sent to Mars.  Mars?
Yes, the Guicy have created BioHeiki (Biological Weapons/Arms) on Mars!!
You will encounter these enemy BioHeiki as they are gradually
introduced in three successive maps.

ENDING CINEMA:
Ahhhhh, the generic video game denoument: the enemy base explodes violently,
and the victorious Union troops celebrate as Union spacecraft prepare to
head back home.





===========================================================================
------ 017. Nectaris too easy? Try this! ----------------------------------
===========================================================================

If you are a Nectaris-Godhead, try to defeat each map by focusing your
strategy on capturing the enemy camp (as opposed to destroying all the enemy
units).  This may not be possible for all maps, but it is fun to try
(it requires an entirely different and creative strategy to pull
this off--very often you have to "distract" the computer and try to sneak
past their defenses).

The fewer enemy units defeated, the greater the achievement!





===========================================================================
------ 018. Cheating B'stards (Passwords & Codes) -------------------------
===========================================================================

These codes work with Neo Nectaris as well as Nectaris (which is
included on the CD-ROM as a bonus).

* Play as the GUICY instead of the UNION:

  On title screen, press and hold SELECT (be sure to keep
  the SELECT button pressed for the duration of this code).
  Highlight "VS. & Password" & press "I"
  Then, highlight "1P Password" & press "I"
  Enter a map name.


* Watch the computer fight itself:

  On title screen, press and hold SELECT (be sure to keep
  the SELECT button pressed for the duration of this code).
  Highlight "VS. & Password" & press "I"
  Then, highlight "2P Password" & press "I"
  Enter a map name.


* Sound Test (for original Nectaris only):

  Enter "ONGAKU" as a password.  You will be able to listen
  to all the music and sound effects in the original game.
  Not surprisingly, "Ongaku" means "music" in Japanese.
  This password doesn't work in Neo Nectaris, however,
  because a "SOUND MODE" is already available as an option
  in the main menu.


Here are the passwords for all maps in NEO NECTARIS:
(TIP: Use this list to add variety to your 2-player matches)

first campaign:
 1. SHEKEL  2. RUPIAH   3. DOLLAR   4. PESETA   5. FORINT   6. ESCUDO
 7. AGOROT  8. DINARS   9. SATANG  10. HALERS  11. PAISAS  12. GROSZY
13. MARDUK 14. ARBELA  15. KHUSRO  16. SAFFAH  17. MEDICI  18. CORTES
19. ARMADA 20. MOZALT  21. THIERS  22. FUHRER  23. MONROE  24. ADVENT

advanced campaign:
25. LEKEHS 26. HAIPUR  27. RALLOD  28. ATESEP  29. TNIROF  30. ODUCSE
31. TOROGA 32. SRANID  33. GNATAS  34. SRELAH  35. SASIAP  36. YZSORG
37. KUDRAM 38. ALEBRA  39. ORSUHK  40. HAFFAS  41. ICIDEM  42. SETROC
43. ADAMRA 44. TLAZOM  45. SREIHT  46. RERHUF  47. EORNOM  48. TNEVDA

TRIVIA: take the passwords from the first campaign, reverse them, and
voila!--you have the passwords for the advanced campaign.  This holds
true for the original Japanese version of Nectaris as well.


Here are the passwords for the original Japanese version of
NECTARIS (listed as "NECTARIS1" in the title screen menu):

first campaign:
 1. REVOLT  2. ICARUS   3. CYRANO   4. RAMSEY
 5. NEWTON  6. SENECA   7. SABINE   8. ARATUS
 9. GALOIS 10. DARWIN  11. PASCAL  12. HALLEY
13. BORMAN 14. APPOLO  15. KAISER  16. NECTOR

advanced campaign:
17. TLOVER 18. SURACI  19. ONARYC  20. YESMAR
21. NOTWEN 22. ACENES  23. ENIBAS  24. SUTARA
25. SIOLAG 26. NIWRAD  27. LACSAP  28. YELLAH
29. NAMROB 30. OLOPPA  31. RESIAK  32. ROTCEN

TRIVIA: When Nectaris was released in North America for the TG-16
under the title "Military Madness", 18 passwords were altered.
For example, Map 9 changed from "GALOIS" to "GALIOS" and map 14
"APPOLO" was altered to "APOLLO".  In addition, the passwords for
the entire advanced campaign were changed to:

17. MILTON 18. IRAGAN  19. LIPTUS  20. INAKKA
21. TETROS 22. ARBINE  23. RECTOS  24. YEANTA
25. MONOGA 26. ATTAYA  27. DESHTA  28. NEKOSE
29. ERATIN 30. SOLCIS  31. SAGINE  32. WINNER

Needless to say, these passwords do not work with the
Japanese version of NECTARIS included on the Neo Nectaris CD.





===========================================================================
------ 019. FAQ History / My Wish List / CREDITS --------------------------
===========================================================================

If you can help improve this FAQ in any way (i.e. correcting my
errors/omissions) please do so! Thanks :)

1. ANY additional info (i.e. magazine scans) concerning:
     [a] GERMAN "Nectaris" (1995, PC DOS/Win)
     [b] "NectarisGB" (1998, Gameboy, Japan)
     [c] how did "GB Kiss", "Kiss Mail" and "GB Kiss Link" work?

2. Confirm the accuracy of the English translation
   for 8 new unit names [section 20 "New Equipment"]

3. English translation of cinema scenes [section 16]

4. What else?  Tell me.



----- CREDITS -------------------------------------------------------------

This FAQ was tremendously improved by. . .

demonami: for the countless Nectaris all-nighters back in the day
sokaku (Dirk Mayer): English translation for names of 8 new units;
                     clarified how HA-55 operates; pointed out
                     different nicknames for units in U.S. versus Japanese
                     versions. Please check out his great site here.
                     He was the first to help with translating and his
                     work was corroborated by later translators--THANK YOU!
elusivepotato: Provided the "Romanji" and subsequent English translation
               for SIX of the new weapons (BT-90/91/92, SR-22, GX-97, TB-10)
               He was a tremendous help and his diligence in tranlating this
               information is GREATLY appreciated!
PBSaffran: Provided English translations for "introduction" &
           "game over" text in both Necatris and Neo Nectaris.
           He also helped translate the descriptions of KM-55 & HA-55.
           His excellent work on several different aspects of the
           translation project was INVALUABLE!
pigstaub (Dale Staub): provided passwords and explanations on how to use
                       HA-55 & GX-97. He was the first person to actually
                       answer some of my initial questions.
JKO (Almon Tang): list of all Nectaris releases
                  (and his inspiring Nectaris Union)
Lee H. Pappas: invaluable info on Earth Light (SNES) & Nectaris found here.
Kev (Kevin Lee): for his inspiring Military Madness FAQ (TG-16)
Pbeattie (Peter Beattie): for his Nectaris FAQ (PSX)
Bt Garner & Dave Shadoff: for their PC Engine Catalog Project
DingoEnderZOE2 & vilaeth: they both helped with the translation project
                          to the best of their abilities.  Thanks!

. . .thank you!


----- FAQ HISTORY: --------------------------------------------------------

01.25.03 Version 1.0 my first FAQ :)
02.04.03 Version 1.1 overhauled strategy guide; clarified
                     storyline concerning Guicy, Mars, and BioTech weapons;
                     added info on Nectaris FREEWARE (PC/DOS, Japan) and
                     Earthlight (SNES, Japan)
02.16.03 Version 1.2 added section "022. QUICK GUIDE for veterans";
                     clarified "Saving/Continuing" and "VS. & Password"
07.25.03 Version 1.5 re-organized and re-formatted entire FAQ; expanded
                     "Legacy"; added "search" function; added unit
                     descriptions & Japanese nicknames; specified units
                     who's attributes differ from original 1989 Nectaris;
                     added specifications for mature BioHeiki
12.08.03 Version 2.0 Finally done. Sick to death of this FAQ. Tell me
                     if there are any outstanding errors/omissions.


------ FIN ----------------------------------------------------------------

Sick of the songs in Neo Nectaris?  Only hardcore gamers play Nectaris
while blasting the "Foxes" Soundtrack (1980, LP only).  Track down the
album, slap the vinyl onto your turntable and destroy the Guicy to the
killer soundtrack, especially the following tunes: Fly Too High (Janis Ian),
Shake It (Brooklyn Dreams), Greedy Man (Keith Forsey), Valley of the Dolls
(Giorgio Moroder), & perhaps the greatest song in the cosmos:
20th. Century Foxes (Angel)...

Still here?  You must be obsessed with Nectaris or in a CATHODE RAY COMA:
www.tg-16.com

"runnin' with the foxes..."

------ FIN ----------------------------------------------------------------



***************************************************************************
***************************************************************************
***********     020. QUICK GUIDE for Nectaris Veterans     ****************
***************************************************************************
***************************************************************************

This section has been lovingly prepared for veteran Nectaris gamers who
want to jump right in and start playing Neo Nectaris as soon as possible:

"I know how to play Nectaris already, thank you.  I am eager to play, and
I don't want to wade through a tedious FAQ for the few questions I have."

Most likely, Nectaris Veterans will have questions concerning the
(1) user interface (since it is in Japanese) and the (2) new equipment
(since the purpose/usage of some equipment is not self-evident).

See the QUICK GUIDES (1) "Navigating Japanese Interface", and
(2) "New Equipment" to find the answers to these questions.  Enjoy!

NOTE:
Before proceeding to the QUICK GUIDES, you may want to read section 7
for a brief discussion of the differences between the original 1989 Nectaris
(a.k.a. Military Madness), the 1994 Neo Nectaris, and the 1999 PSX Nectaris.


===========================================================================
------ QUICK GUIDE 1: Navigating the Japanese User Interface --------------
===========================================================================

In general, press "I" to SELECT.  Press "II" to CANCEL.

"RUN" BUTTON:
On the battle map, press "RUN" to PAUSE, a small green window pops up:
   1. Return to game (Continue Fighting)
   2. Quit game (Surrender)
   3. Turn battle scenes ON/OFF  (OFF speeds-up flow of game)


SCREEN LAYOUT:
From the bottom-left corner of the screen, going COUNTER-clockwise:

   1.  MAP INFO (Map #, Name of Map, Turn)
   2.  COMMAND MENU (Shift, Attack, Guide, End Turn)
   3.  ATTRIBUTES of military units (Shifting, Land Attack, Land Range,
       Defense, Air Attack, Air Range)
   4.  TERRAIN (0% - 40%)
   5.  TOTAL UNITS (player 1, player 2)
   6.  UNIT BEING TRANSPORTED (Shows "quantity" and "experience" of unit
       being transported by MULE or PELICAN)
   7.  ACTIVE UNIT (Shows "quantity" and "experience" of unit)


COMMAND MENU:
Veterans should be familiar with these commands, but now the layout is
different (2 X 2 instead of 4 X 1 menu).
_______________________
|           |           |
|   SHIFT   |  ATTACK   |
|___________|___________|
|           |           |
|   GUIDE   | END TURN  |
|___________|___________|

To access the command menu, press "I".  By default, you will be on SHIFT
(the top left button should be blinking red).

Use direction pad to highlight 1 of the 4 commands.  Press "I" to confirm.
Press "II" to cancel.



MILITARY UNIT ATTRIBUTES:
Unlike other installments in the series, Neo Nectaris displays this
information on the main screen (instead of forcing you to select
"Guide" from the command menu all the time).
______________________________________
|           |             |            |
| SHIFTING  | LAND ATTACK | LAND RANGE |
|___________|_____________|____________|
|           |             |            |
|  DEFENSE  | AIR ATTACK  | AIR RANGE  |
|___________|_____________|____________|

The symbols are identical to those used in the original game:

1. "X" denotes shifting (speed of vehicle: 0-12 hexes per turn)
2. "blob of black pudding" (?) denotes defensive strength (0-90)
3. "tank" for Land Attack (offensive strength 0-90)
4. "plane" for Air Attack (offensive strength 0-90)
5. "arrow" for Land Attack Range (0-6 hexes)
6. "arrow" for Air Attack Range (0-6 hexes)



SAVING/CONTINUING:
After you beat a map, you are asked (in Japanese) if you want to save
your game.  Thankfully, your options ("Yes" or "No") are in English.
Press "I" to confirm your answer.  If you selected "Yes", simply choose
1 of the 4 memory slots to save your game.  Don?t panic if you
accidentally forget to save your game (you can always continue by
manually inputting the name of the map--just like password system in
the original Nectaris).  To continue from the battery backup, simply
select "LOAD" from the main title screen, then choose one of the four
slots for saved games.


===========================================================================
------ QUICK GUIDE 2: New Equipment ---------------------------------------
===========================================================================

Eight brand new & unique units are featured in Neo Nectaris:

1. SR-22 AtlasShrugged (a variation of the old Atlas)
2. GX-97 Teknik (Infantry that can REPAIR units)
3. HA-55 KanonFodder (Only becomes operational if Infantry are threatened)
4. KM-55 KrazeeTrigger (a flying Trigger)
5. TB-10 TimeBomb (a bomb that explodes after 2 turns)
6. BT-90 DaddyLongLegs (the first of 3 giant biotech enemies)
7. BT-91 BioBeast (BT-91, like DaddyLongLegs, is a ground unit)
8. BT-92 Rodan-sans-wings (the only biotech opponent that flies)

***********************************************************************
KEY for reading CHART:

SH = Shifting (0-12 hexes)          DF = Defensive strength (0-90)
LA = Land Attack (0-90)             AA = Air Attack (0-90)
LR = LAND attack RANGE (0-6 hexes)  AR = AIR attack RANGE (0-6 hexes)

ID#   = since nicknames are in kana/kanji, the easiest way to use these
        charts is by referring to a unit?s "ID #"
***********************************************************************

1. Long Range Artillery (Fixed)
-----------------------------------------------------------------------
ID #     SH      DF      LA      AA      LR     AR    Nickname
-----------------------------------------------------------------------
SR-22    0      20       45      40      4      4     AtlasShrugged (new)
-----------------------------------------------------------------------

OVERVIEW: SR-22 is stationary artillery (like SS-80 Atlus). When removing
this unit from a factory, load it into NC-2 Mule or C-61 Pelican. Once
deployed, this unit CANNOT be moved, so be sure to place it strategically
(i.e. behind a geographic barrier--such as mountains--to act as a natural
buffer against ground troops; near the route your opponent would most
likely want to travel; just behind your front lines, etc.).

SR-22 CANNOT attack adjacent units, so be sure it is adequately defended
by other units when an enemy is within striking distance.

HINT: The ONLY way to repair damaged SR-22 is with GX-97 Teknik.


SR-22 AtlasShrugged (new):
This is a more versatile, though less powerful, variation of the Atlas.
AtlasShrugged is effective for attacking both land AND air units. Plus, it
is the ONLY unit in the entire game that can attack TWICE per turn!!
You can attack two different targets in a single turn, or you may attack
the same unit twice.  When SR-22 has accrued battle experience, it has
immense value as a DETERRENT TO GROUND & AIR TROOPS--it's just not worth
enduring the high losses inflicted by an SR-22 safely tucked behind an
opponent's front lines.

HINT: Watch out for SG-5 Hadrian and SS-80 Atlus--their attack range is
greater than SR-22's and allows them to safely bomb SR-22 without risk of
reprisal.

HINT: Don?t forget to use both attacks. It is easy to forget, since no
other weapon in the game can do this.



2. Infantry:
-----------------------------------------------------------------------
ID #     SH      DF      LA      AA      LR     AR    Nickname
-----------------------------------------------------------------------
GX-97    3       4       8       5       1      1     Teknik (new)
-----------------------------------------------------------------------

OVERVIEW: Only infantry and CBX-1 Panther can CAPTURE a Factory or
Prison Camp. They are crucial in this respect. Load infantry into
NC-2 MULE or C-61 PELICAN to quickly get them to factories / prison
camps. Teknik must avoid battle at all costs.

Infantry are the ONLY ground units that can traverse VALLEYS (0%) and
MOUNTAINS (40% terrain). However, Infantry can only go as far as the
valley's edge in a single turn and must wait until the next turn to
actually pass through.

HA-55 KanonFodder only becomes fully operational when it is adjacent
to an infantry unit (otherwise, HA-55 cannot attack).

TIP: As with any unit possessing pitiful armor, infantry must use
the terrain to boost their defense. Defense can also be boosted via
Support Effects.


GX-97 Teknik (new):
Ahh, GX-97 was a mystery for awhile--I couldn?t figure out its purpose.
I kept asking myself, "Why introduce WEAKER infantry when GX-78 Charlie
are already so weak?"

Well, GX-97 is a TECHNICIAN that can REPAIR other units (a mobile factory,
of sorts)! Any unit adjacent to Teknik will increase by a quantity of "2"
per turn. Since you can surround Teknik with up to 6 units, a lone Teknik
can replenish up to 12 pieces of equipment per turn. Yay! On the other
hand, Teknik should AVOID BATTLE AT ALL COSTS (its' offense is anemic and
its' defense is non-existent).

TIP: GX-97 Teknik is invaluable for repairing STATIONARY units
(i.e. SS-80 Atlas, SR-22 AtlasShrugged, M-77 Trigger) that cannot
otherwise be replenished, as well as SLOW MOVING units (i.e. HMB-4 Giant)
that cannot access factories as swiftly and conveniently as other units.

NOTE: BioHeiki (BT-90/91/92) can ONLY be repaired by Teknik! Sending
BioHeiki to a factory will NOT repair them (but it does provide a sanctuary
from the battlefield).


TEKNIK vs. FACTORY:
What is the best method for repairing your damaged forces? While factories
can repair units to 100% in the shortest period of time, your units are
unavailable during the process (2 turns: 1 entering + 1 exiting).
One advantage of Teknik, then, is that the units being repaired are still
available for battle, if the need arises. Furthermore, Teknik is mobile,
so it might be more convenient to access than a distant factory: can you
afford to send troops across the battlefield--and then wait for them to
journey back to the frontlines--just to use the factory?

Speedy vehicles may not have a problem accessing factories, but slow-moving
units might opt for Teknik.

Unlike factories, though, Teknik has a limited capacity to repair damaged
troops (two pieces per turn for up to six units), so it will take several
turns for heavilly damaged troops to be fully replenished.

In addition, units being repaired by Teknik are still VULNERABLE to attack!
Factories, on the other hand, provide a safe haven for units as they are
being repaired. Well, a factory is nearly a safe haven: there is the risk
that your factory could be captured and your opponent commandeers all your
equipment!

Remember, only Teknik can repair BioHeiki (BT-90/91/92) and STATIONARY
units (i.e. fixed artillery, mines, etc.).



3. Long-Range Attack (Mobile):
-----------------------------------------------------------------------
ID #     SH      DF      LA      AA      LR     AR    Nickname
-----------------------------------------------------------------------
HA-55    6       20      40      40      2      2     KanonFodder (new)

OVERVIEW: The ability to strike an opponent indirectly is invaluable
because there is no risk to the aggressor: you can bomb the enemy from
a safe distance. Since this unit is mobile, it can advance as your front
line advances, unlike fixed artillery. Be sure to protect KanonFodder
behind your front lines, however, because it has no means of defending
itself from a direct attack (HA-55 CANNOT attack adjacent units). Don't
forget to use the terrain to boost your defense!

KanonFodder is rarely encountered in the game. Due to its short attack
range, and other quirks (its sole purpose is infantry support), it is not
nearly as useful as the other mobile, long-range weapons (i.e. SG-5 Hadrian
and MR-23 Octopus).

HA-55 KanonFodder (new):
O.K., initially I was totally stumped by this unit...it was supposed to
have decent offensive abilities, but in battle I just couldn?t get it to
attack (even after extensive trial-and-error). "What is this piece of ****
good for?", I asked. "Absolutely nothing," I answered myself, "except as
target practice and an easy means for my opponent to gain experience."
Hence HA-55?s nickname--"cannon fodder." Little did I know, at the time,
that this was quite an appropriate nickname...

Well, it turns out that HA-55 functions as "infantry support" and can
only attack when it is adjacent to infantry (GX-78 Charlie, GX-88 Kilroy,
or GX-97 Teknik) who are required to operate KanonFodder manually.
HA-55 CANNOT attack adjacent enemies; only targets 2 hexes away can be
attacked. With the ability to strike both ground AND air targets,
HA-55's offensive abilities seem promising--but be certain to stay behind
the front lines of battle: HA-55 has thin armor (and thus a pitiful
defenses)--much like the Infantry that must operate it. The nickname
"KanonFodder" suits HA-55 well.

HINT: Unlike Hadrian and Octopus, HA-55 can SHIFT and ATTACK in the same
turn. Just keep in mind that you may only attack enemies that are
precisely two hexes away from your final destination.

TRIVIA: HA-55 is the ONLY unit in the entire game that must team up
with another unit in order to attack.


4. Mines:
-----------------------------------------------------------------------
ID #     SH      DF      LA      AA      LR     AR    Nickname
-----------------------------------------------------------------------
KM-55    9       40      0       0       0       1    KrazeeTrigger (new)
TB-10    0       90      80      0       2       0    TimeBomb (new)
-----------------------------------------------------------------------

OVERVIEW: Mines are often underutilized in Nectaris games, but when
deployed strategically (using NC-2 MULE or C-61 PELICAN), they can be
incredibly useful. Actually, KM-55 doesn't need to be transported since
it can fly and has tremendous speed.

The project to provide an accurate English translation of
the names and descriptions of new units is documented here.

STRATEGY: Use mines to block access through a narrow route. Or, use mines
as a "decoy": the computer prioritizes the destruction of mines and is often
distracted by them. These assaults would otherwise be leveled at your
more important troops, so be grateful the mines are bearing the brunt
of the attack. Use GX-97 Teknik to repair mines!

SUPPORT EFFECT:
FlyingTriggers & TimeBombs have a high defense (40 & 90, respectively).
You can TAP INTO this defense by placing your other troops adjacent to
KM-55 and TB-10 (thereby boosting your other troops? defense significantly).
See Support Effects for more info.


UNIT DESCRIPTIONS:

KM-55 KrazeeTrigger (new):
A great addition to the game, they are airborne and highly mobile mines--
consider them "flying Triggers."
TIP: KrazeeTrigger are highly effective at blocking units lacking air attack
(i.e. tanks). Even more important: think of KM-55 as part of your AIRFORCE
and use it in coordination with your aircraft to get rid of those pesky
Guicy Hunters. Due to their high mobility, KM-55 are well-suited for
SUPPORTING your troops and SURROUNDING your enemy (section 11).

TB-10 TimeBomb (new):
Interesting addition, but not nearly as versatile as the KrazeeTrigger.
Once deployed, a TB-10 cannot be moved. After 2 turns, the TimeBomb will
automatically detonate and destroy any unit in a two-hex radius.
For example, if TimeBomb is deployed in turn 1, it will be armed for
turn 3 and detonate at the onset of the round.

When TB-10 detonates, it has a BLAST RADIUS OF 2 HEXES...so be sure to
keep your troops out of range, otherwise they will be destroyed by
TimeBomb's devastating explosion.

TIP: It is possible to attack a TimeBomb, but to overcome its daunting
defense, you must SURROUND TB-10 (thereby cutting its defense in half)...
and you had better be quick.

TIP: Since all ground-units within a 2 hex radius of an exploding
TimeBomb will suffer high losses, try to TRAP your opponent within TB-10's
blast radius. This tactic is difficult to execute, but very
satisfying when accomplished.

TRIVIA: TB-10 TimeBomb is unique for its breadth of attack. Upon
detonationn, no less than 18 hexes surrounding TB-10 are affected.
All other weapons in the game affect no more than a SINGLE hex at a time.




5. BioTechBaddies:
-----------------------------------------------------------------------
ID #     SH      DF      LA      AA      LR     AR    Nickname
-----------------------------------------------------------------------
BT-90    4       60      50      40      1       1    DaddyLongLegs (new)
BT-91    3       50      60      60      1       1    BioBeast (new)
BT-92    5       40      60      40      1       1    Rodan-sans-wings (new)
-----------------------------------------------------------------------

OVERVIEW: BioHeiki (literally "Biological Weapons/Arms") are a fantastic
addition to Neo Nectaris. Unlike all other weapons in the series--in which
a unit is comprised of eight individual tanks, planes, etc.--BioHeiki are
singular, gargantuan opponents. They are the strongest, most fearsome
opponents you will encounter in the entire series of Nectaris titles.

The project to provide an accurate English translation of
the names and descriptions of new units is documented here.

!!! Spoiler !!!
After victory on the Moon (map 12), the Union sends a fleet to Mars,
where the Guicy have developed BioTech weapons. When BioHeiki are
"born" they are not fully mature and are therefore less powerful.
The maturation process occurs over five turns, with the BioHeiki gradually
gaining strength each turn until they are fully mature (and omnipotent)
by the fifth turn. Of course, each type of BioHeiki has a particular
strength--so each of the three BioHeiki mature in their own unique manner.
!!! End of Spoiler !!!

ARE BIOHEIKI INDESTRUCTIBLE?
So, you've sent your troops to battle BioHeiki--but even your most
powerful units couldn't make a dent (and subsequently got slaughtered)...
And to add to the frustration, you've noticed that during the battle
scenes, text reading "NO DATA" is displayed in place of BioHeiki's hit
points. Similarly, when you are on the main map (or in the "GUIDE") and
inspect the attributes of BioHeiki, a question mark ("?") is displayed
instead of hit points (a.k.a. quantity). How should "NO DATA" and "?" be
interpreted?

BioHeiki are not indestructible, of course, but they behave unlike any
other units in the game.

"NO DATA" and "?" simply means the BioHeiki are at 100% "full strength."
So, if "NO DATA" and "?" remain after a battle, your attack was futile
and the BioHeiki survived the assault unscathed. Your offensive strikes
are simply too weak and a more thoughtful and resourceful offensive strategy
is necessary (see below). When you are able to inflict serious damage
on BioHeiki, the "NO DATA" and "?" will disappear and revert back to
numerals (but it will most likely revert to a quantity of "8", which, for
normal units, is considered "full strength").   -BioHeiki-  -top-

STRATEGY: First, some general (but pertinent) advice for battling
BioHeiki. It is ideal to attack BioHeiki when they are in their weakest
state (turns 1-4). For most maps, however, such a strategy is rarely
feasible. All BioHeiki--even those in factories--reach maturation on the
fifth turn, so don't be caught off-guard. To avoid heavy losses when
fighting tough opponents, it is always wise to flank enemies on opposite
sides (thereby cutting their offense & defense in half--see section 11 on
"surround effect"). However, since BioHeiki are so powerful, you must
combine both SURROUND and SUPPORT strategies when attacking them ...
and then only attack with the most offensively powerful units at your
disposal. It is O.K. to use wimpy units to surround BioHeiki, but don't
initiate battle with them--they will be destroyed in a single turn.
Thankfully, BioHeiki CANNOT be repaired in factories (but BioHeiki may
be housed in a factory as a sanctuary from battle).  BioHeiki CAN be
repaired by GX-97 Teknik, however, so be careful.  As you can see,
GX-97 Teknik are invaluable--they are the only means of repairing
stationary units (i.e. artillery, mines, etc.) and now, BioHeiki.
  -BioHeiki-  -top-


UNIT DESCRIPTIONS:

BT-90 DaddyLongLegs? (new):
BT-90 is a ground-based unit that is pretty slow (shift = 4), so it's
only slightly more agile than Infantry, HMB-4 Giant, and  BT-91 (below).
It's a good thing that BT-90 is relatively slow, though, because when
it matures it's exoskeleton armor is nearly impenetrable (the only other
unit in the game with a defense of "90" is TB-10 TimeBomb).  Most of the
troops under your command lack the offensive strength to breach armor
this strong, so be careful.  The other BioHeiki are powerful, but since
they have weaker defense, you have a decent chance of breaching their
armor and causing at least some damage.  BT-90, on the other hand, will
frequently emerge from such battles unscathed.

Turn  Defense
-------------
1-2     60      BT-90's armor matures into an impenetrable defense.
3-4     70      Due to the unique features of BioHeiki, BT-90's defense
 5      90      is technically stronger than that of TB-10 TimeBomb.


BT-91 BioBeast? (new):
Like BT-90 (above), BT-91 is a ground-based unit with sloth-like
shifting abilities.  The only unit slower than BT-90 is GX-97
Teknik (shift = 2). You will be grateful that this BioHeiki is
so slow, however, because BT-91 matures into a brutal offensive
slaughterhouse.  BT-90 is similar to HMB-4 Giant, so apply the same
offensive and defensive strategies you use with Giant to BT-91.

Turn  Land/Air Attack
---------------------   BT-91 matures into a brutal offensive
1-2        60           slaughterhouse.  It combines FX-1's
3-4        70           superior air offense with the superior
 5         90           ground offense of SS-80 Atlus/HMB-4 Giant.



BT-92 Rodan-sans-wings? (new):
BT-92 is an airborne enemy that attacks with a single, powerful missile.
It's offensive strength lies in attacking ground units--not battling
FX-1 Falcons or EF-88 Hunters.  If you recall, AX-87 Eagle is similar to
BT-92 in this respect ... so think of BT-92 as an Eagle-on-steroids and
apply the same offensive/defensive strategies to BT-92.

Turn  Shifting
--------------
1-2      5       When BT-92 is fully mature, it is the fastest unit
3-4     10       in the entire game.  Even the swift FX-1 Falcon
 5      14       (shift = 12 hexes) pales in comparison.

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