Uchuu no Kishi: Tekkaman Blade Game Boy Developer: Sun L Publisher: Yutaka By: GammaBetaAlpha ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Table of Contents -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ How to Play [HELP] Walkthrough [WALK] Contact Info [CONT] Credits [CRED] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- How to Play -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [HELP] Uchuu no Kishi: Tekkaman Blade is a JP-only platforming game, based off the Tekkaman Blade anime franchise. The game consists of six separate stages, each with a boss at the end of the level. Throughout each platforming level and against the bosses, your mech unit can use special abilities to make traversing the levels or fighting enemies easier. Each ability takes up energy, however. To recharge the energy only takes a matter of time, but more powerful abilities take time to fully recharge. The game is, in the author's opinion, rather difficult. Part of this is due to the bosses, who soak up tons and tons of damage before being killed while in turn being able to deal large amounts of damage to your own unit, both through their own attacks and just through simple contact damage. The other flaw in the game is somewhat unresponsive controls, where pressing the A button to jump sometimes just flat-out fails to go. -------- CONTROLS -------- A - Jump B - Stab (Hold + Release) - Throw your Blade (Press right before landing from a jump) - Slide along the floor - Grappling Hook (Only when Blade is not in your possession) + Up - Use Grappling Hook Left/Right - Move around Down - Crouch + A - High Jump Start - Brings up Special Ability Menu Select - Pause ------------------- THROWING YOUR BLADE ------------------- When attacking, your normal attack is a swipe of your blade with the B button. However, if you press and hold the B button for a couple of seconds, then release, your unit will throw its blade forward, causing damage to anything in its path. Unfortunately, it cannot jump and throw the blade, only throw it from a standing position. Once your blade has been thrown, you can go to pick it up. If you do not (or if your blade is out of sight), then you will have to wait several seconds before your blade automatically returns to you. During that time, your B-button attack is replaced with the Grappling Hook. --------- GRAPPLING --------- By pressing and holding the Up button and then pressing the B button, you can throw a Grappling Hook both while on the ground and when in a jump. Your Hook only has a limited range, however. When you snag a ceiling, you can lower and raise yourself the length of your Grappling Hook, and you can jump off to the left, right, or above (if the platform above you is a 'thin' platform and can be jumped through). The Grappling Hook mechanic is essential to completing the game. Whenever you throw your blade away, the Grappling Hook will also replace your regular B-button slash. ----------------- SPECIAL ABILITIES ----------------- On the bottom of the screen you will have a bar. As time goes by, the bar fills up, and as it charges more and more, the number of abilities you can use increases. Abilities on the left side of the screen consume less energy, while abilities on the right side use more. You will have a couple of spare bars of energy after the last ability - therefore, if you were to use TH mode, you would be able to use MA or FL afterwards because you would still have a few bars of energy left over. Abilities only need time to recharge - there are no pick-ups or anything of the like around stages. SC - Scout Mode With this ability, by pressing the D-Pad buttons you can move the camera around a bit to gaze off a few screens into the distance every which way. MA - Maneuverability Your movement speed in water increases. FL - Float? Your regular movement speed on land increases FR You will take no damage for a limited period of time for any spike pits or toxic water. GR - Gravity Causes your unit to float, lifting you all the way to the top of any room you are in. You have limited left/right movement while floating. Being hit by an enemy will cause the Gravity mode to terminate. TH - Time Freeze All enemies on screen are frozen for several seconds. This technique also works on bosses, and you will probably end up using it multiple times per boss to deal most of the damage in the battle to avoid taking damage back in turn. VT All enemies on screen will be destroyed. This does not work on bosses for obvious reasons. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Walkthrough -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [WALK] --------- STAGE ONE --------- Move forward at the start, but do not jump onto the platform. The enemy on top of the ledge will let loose several projectiles but none of them will damage you so long as you stay on the ground floor. Wait for it to move, then stab it once it approaches where you are at. When you come to the next enemy on a higher ledge, hold the Up button and then press and hold the B button to cast a grappling hook up. Climb up and press and hold the B button while parallel with the enemy on the ledge, then release the B button to throw your weapon, killing the enemy. Press and hold Right while pressing the A button to do a flip jump from your position onto the ledge, and retrieve your weapon. Continue right until you hit a dead end, taking another enemy out in the process. From here, you will have to scale skywards, using your grappling hook to go up a platform, eliminating another foe, and then up another platform. Use your grappling hook on another platform, but stay slightly below parallel with the enemy on the next area to avoid a projectile attack from it. You can kill it either by throwing your weapon or jumping and pressing B to attack it with your grappling hook and climbing back up, or just going straight onto the platform and attacking it (but risking taking damage). Proceed right a little bit, and jump over the ledge to avoid taking fire from an enemy (do not bother trying to kill it). Stroll down the hill and when you see something at the bottom of the slope, move over it and touch it to get a Level Up. Move forward and destroy one last robot on the ground. From here on out, use your grappling technique to go up several floors before you can jump off to the right. Proceed right and down a ledge and a slope for another Level Up, eliminating another robot. Make your way up a few floors, jumping off to the right, and walk right. Hop over several blocks and jump over the enemy on the ledge, then continue right and platform-hop one more time to come to the boss room door. STAGE ONE BOSS -------------- You will have to walk over to the boss from the start of the stage. The boss's head is the only part of its body that is vulnerable to damage, but thankfully it is right out in front. The boss spits out a couple of small projectiles at a time that slowly home in on your character. The projectiles have some homing capability, but they will fizzle out and go off course after a while. You can also break the projectiles in mid-air by swiping at them with your slash attack or grappling hook. There are two ways you can attempt this battle. The first is to just get right in and swipe at the boss, and try to destroy the bullet projectiles while in deep, only retreating when you get overwhelmed with bullets. The other option is to stay back, charge up your blade by pressing and holding the B button, and then throwing it at the boss's head. During the time period it takes before you get your blade back, you can either use your Grappling Hook to hit the boss from afar and fall back whenever bullets get too far, or just move away far enough the bullets never reach you and wait until you get your blade back, and repeat. --------- STAGE TWO --------- Stage Two is a lot longer than Stage One was, so be prepared for a long haul. Cut your way through the initial enemy, then quickly dash across the platforms (you do not need to jump). Take out the foe on the other side of the platforms and go down the slope, going off right at the end to land on top of a free Level Up (if you already are at Level 3, however, you will not get any more extra). Drop down the centre of the shaft until you hit the ground floor, then head right, eliminating an enemy. Now, this is the first time you will have to scale a high passageway without any intermediate ceilings or platforms to use the Grappling Hook on. You can either use the GR Mode, which is an anti-gravity floating mode, or you can use High Jump. To use the High Jump, press and hold the Down Button and then press the A button to jump up really high. Near the apex of your jump, press and hold the Up button and press the B button to cast your Grappling Hook, then jump off once secure to the ceiling. To utilise the GR mode, press Start to bring up your equipment screen and switch over to GR mode to float. Move right and left as you hit ceilings to continue floating up. If you run into an enemy or projectile you will take damage and have to re-initiate the GR Mode. Once you get to the top of the screen, head right and drop down onto a high-up floor and enter the door here. In the next area, head left, jumping over a few spike pits, then drop down a shaft, handling any enemies that come along the way. Once you hit the bottom, continue left, clear out the lone enemy nearby, then stand on one of the falling platforms and go down further while on it. Grab the extra level upon falling if you have room for it, then head left, drop down, go right, drop down again, then move left, but do not dash off this time - simply move left and stop moving once freefalling to avoid hitting a spike pit. Down under, proceed east, running across the platforms until you hit the end. This can be a pretty tricky section just due to the sheer amount of platforms, as you really need to get a running start. If you fall into the water, you will take passive damage every few seconds, so be sure to quickly jump onto the next platform if you do. More than likely though you will end up getting damaged at least once, whether by contact damage with the monster at the end, the spiked ceilings or the damaging water. Once you finally make it to the side opposite, High Jump or activate GR mode to float up, then head left. Take out an enemy when going left, then use your Grappling Hook at the end to go up and then right. Sit around if you need to until GR mode is available again, then head up, left, up more and then right. Drop down and run across and past a spike pit to the next door and on to the next section of the level. For the third section of Stage Two, move left and right, slowly dropping down until you get into freefall. Once you hit rock bottom, start ascending up and right across several ledges, taking out a foe on top before jumping and using your Grappling Hook on a conveyor belt ceiling. Once it takes you right, jump and kill the enemy standing on the high pillar before landing on it in turn. Use the Grappling Hook again to go along another conveyor belt ceiling and kill another robot, then use the GR Mode or High Jump to go up again. Up top, drift right slightly, then head right and hop onto a platform. You could wait for it to slowly go down on its own, but if you are running out of time, drop down. Position yourself under the platform while freefalling to avoid contact damage from a wall-crawling enemy and a flying enemy before pushing left to land in a corridor. Use your Grappling Hook as you go left to hook onto a conveyor ceiling going left, and jump off onto a pillar. Use the Grappling Hook again on another conveyor ceiling, but this time jump off to the left and freefall past a spike pit down further. Continue west from here, clearing the hallway of enemies until you hit a dead end. Use your High Jump and Grapple Hook onto the ceiling, and jump off to the right. Take out a last couple of enemies as you continue right to enter the door to the boss lair. STAGE TWO BOSS -------------- The difficulty in this game takes a ridiculous spike with this boss battle. The boss spits out four bullets at a time that rotate around in a close cluster and home in on your character. You can try to throw it off by changing directions, but sometimes it will change directions twice (other times if it is coming straight towards you and you just jump, it will go right down). You can slash at the bullets to destroy them preemptively, but they can also cause a hit per bullet instead of one altogether. Meanwhile, the boss itself constantly floats around in a rotation, and due to its large body area is quite easily able to cause contact damage taking two hits away from your bar. The best strategy the author has managed to work out is basically a waiting game. Go forward and use the TH function, which will freeze time, then use High Jump + Grappling Hook so you are right in front of the boss. Stab at the boss until time unfreezes, then quickly move back to the left. Although bullets will still be fired at you from afar, you can pace back left and right to split the bullets apart, making some fly off-screen without approaching you, reducing the number you have to dodge. Wait around 90 seconds for the TR function to be restored, then use it again. After another 90 seconds, you will have your third and final shot at using it - continue wailing at the boss after time unfreezes if you still have not slain it, taking a few hits to get in just enough damage still to finally take it out. ----------- STAGE THREE ----------- Head right, plowing through an enemy, until you come to some water, then drop in (unlike the last stage, this will not damage you). Sinking in deeper, proceed right and then do a High Jump after a while to exit the watery depths. Continue on past a narrow corridor with a spiked ceiling, quickly skimming past floors that will collapse as you put your weight on them. At the end of the hallway, drop back down into some more water. Once you drop down completely, slowly trudge left, clearing out any enemies that you run into on the way, until you eventually should spot a door. Take the door to head into the next section of the level. Coming into the new area of the stage, dash and jump right up and down short steps through the water, taking out multiple fish-like robots, until you hit the end of the hallway. Hop onto the platform and it will start to move up, but you can use the High Jump after it goes up a bit to move up to a high ledge. Use the floating platform here to gain a bit of height before using a High Jump again, and use the Grappling Hook once you break the surface of the water to cling to the ceiling. Jump off to the right, then slash your way through a couple of enemies as you drop down in the water at the end. Head left, drop down and press right to go into a corridor, then go right, down and around, and try to stay central in each shaft as you drop down to avoid some spikes. Once you get the chance to start moving left, do so. Cut through an enemy at the end before High Jumping to clear the high ledge. Continue left, smashing through multiple enemies while jumping from pillar to pillar before dropping down again, then High Jump through a small opening in the ceiling to access the door to the boss room. STAGE THREE BOSS ---------------- In this stage, you fight another mech. The fighting area narrows, but in turn you get a far higher room, with two platforms at the top. Your opponent can get rather ridiculous at times, as its main and only attack (outside of contact damage) is to send out an orb of energy that splits apart into five separate bullets, spraying out in a semi-circle going left, right, straight up, and the two diagonal directions in between. You can destroy the bullets, but as your opponent shoots the orb right along the ground, you will need to crouch to destroy the left-going or right-facing one if you also are on the ground level. You can also batter away at the orb itself before it splits apart, but it requires several hits to destroy. A few things to note about your opponent are his capability to execute short bounces across the room, leaving you with clearance to narrowly run underneath him, his capacity to use High Jumps pushing him up to the high platforms, and his ability to hang from walls, from which he will also shoot orbs as well. You can attempt to use the TR module to freeze time again, but as before, you will not be able to destroy the enemy bot in one go-around. In- between, you can try destroying bullets that come your way, and make an occasional in-and-out swipe at the enemy robot whenever he jumps and lands (as there is a lag time between when he lands and when he executes another attack). If you feel overwhelmed at any point, perform a High Jump and Grapple onto the ceiling, then hop onto the platform. This can be especially useful in escaping any and all bullets as a bullet will be stopped by the platform's physical presence. However, the enemy robot can also jump onto the platform as well, so be leery of hanging out too long up there. ---------- STAGE FOUR ---------- Hop over a pair of pools of water at the start while clearing out a handful of enemies, then High Jump up to a high platform and use your Grappling Hook to stick. Climb up onto the platform and get an extra level, then High Jump again and hook onto the conveyor ceiling. Jump off to the left high floor, watch for the movement platform of the rabbit-like robot (it only goes so far right, so time how far it goes then batter at it as it goes left to destroy it), then enter the door to move into the next section of the level. In the next area, move slightly left to high jump onto a floating platform. Kill enemies as required to clear the area out before High Jumping again and moving off to the right side. Slowly jump across several pillars before getting to a conveyor floor that will take you right. Continue clearing out multiple enemies as you jump up and onto a floor to the right, then continue right and drop down a shaft. Head left and go under the door for a time power-up of 200 extra seconds, then head through the door to go into the next part. Start the new area off by jumping over the platforms, taking out an aerial foe in the process. Getting to the other side, hop onto the small ledge protuding out of the wall, then use your High Jump to go up, and Grappling Hook to hang from the ceiling. Jump off to the left side, use the High Jump and Grappling Hook again, then hop off to the right side this time around. High Jump up several more times to slowly ascend before going left on the highest ledge to get into a new area still. Quickly move right once you come in and drop down the level, up until you come to a floating platform. As soon as you land on it, the platform will start to drop so push right to land on a more stable platform down below. From there, jump and use the Grappling Hook as needed to play hopscotch across the small floating islands, and avoid falling due to a spike bed below. Once you are in the clear, make prolific use of the High Jump and Grappling Hook to clear several platforms to scale the level until you get to the door up top. In the new room, slowly walk left, smashing through enemies as needed. Avoid using any power-ups as the boss is finally coming up pretty soon. Once you have the top area safe to cross over, hop onto the platform at the very left end, and let it fall. Once you hit rock bottom, head right and enter the door. This will be the most insane platforming segment you will have faced thus far in the game. You will have to jump across several floating platforms and do so in a fast manner, as they will either lurch up or down into a spike bed. You get a couple of safe platforms in between along with one platform that moves left and right as opposed to up and down. There will also be a couple of conveyor ceilings which you will need to Hook onto and let it cart you over. If you get leery about your chances of safely making it through this area, you can use the FR function, which renders you temporarily invulnerable to damage from spikes. Once you make it across, enter the door to finally fight the boss. STAGE FOUR BOSS --------------- This alien organism combines the bosses of Stage One and Two to an extent. In stage 1 you have the somewhat immobile boss with moving parts, and from Stage 2 you have the absolute insane number of bullets being fired out at a time in 4-packs. The difficulty takes a ludicrous jump, so you may very well need to repeat the TH module trick, and get the timing down for when the TH time freeze expires to get out of dodge and wait for it to refill. Fortunately, if you stay at the left side of the level bullets will never come near you, so as long as you can get used to the inverted controls after time expires you can potentially just use the time freeze over and over again. That being said, there is no real way to tell exactly what the damage positions on the boss's body appears to be, but it seems the entire body outside of its 4 claws are damageable, but that the centre, spiked pod might take critical damage? Just be aware that there appears to be a slight margin at the very edge of the boss's body that does not cause contact damage, and presumably will not take damage in turn, so you need to move in towards the boss's body a little bit to cause damage possibly. ---------- STAGE FIVE ---------- You will notice that most of the floors in this level have a gradual slide effect to them, making movement incredibly annoying, so take that into account when dashing around. Head right and up the slope, taking out an enemy in the process, then use yoru Grappling Hook to jump up a floor at the end. From here, head up and left up another floor, and repeat the usage of your Grappling Hook once more. The rest of the room goes pretty much exactly like this back and forth and going up bit by bit until you hit the door at the very top of the room, while either avoiding or destroying enemies on the way. Once you make it into the next area, head left and slash your way past an initial immobile enemy, then High Jump and Grapple up a floor. Make your way up the sloped floor and jump up another floor, then High Jump and Grapple up one more time to make it to the very top of the room. Head right from here past a moving monster. Once you make it to the end of the corridor, make a long jump to land on a floating platform out in the open. Utilise the floating platforms to slowly ascend, either by letting them carry you up or using them as leverage to perform a High Jump - you may want to let the floating platforms move on their own to work around the floating enemies with balloons, as opposed to possibly High Jumping right into a foe. As you ascend the heights of the room, slowly make your way to the left side where you will eventually find the door leading into the next area at the top left. In the new area you come into, run up the sloped hallway to start with until you see a thin floor above you, then High Jump, Grapple Hook onto the ceiling, and jump up to the higher floor. From there, continue left, up a floor, right, up a floor, left, up a floor, and then right until you hit the door, again dodging or destroying any enemies in your path. Coming into the final platforming segment of the level, you will again have go to go up right and left, right and left, right and left, High Jumping and Grappling up over and over again, though the platforming can get a little tricky with lots of narrow spaces to slip through. Continue on in any case until you finally get to the top-right end of the area and through the door to finally take on this stage's boss. STAGE FIVE BOSS --------------- The Stage Five boss is probably the easiest fight since the boss of the very first level. For the most part, it is just tedious, as it still soaks up lots of damage before finally dying, just like every other boss. Said boss follows a fairly specific pattern. First, it will take a long hop. Once it lands, it will send out its javelin slightly ahead of it, and then it will send out a single bullet that homes in on your character. The javelin is just high enough that it goes over your character's head level, so you can avoid taking damage if you do not jump while he is attacking with his javelin, giving you time to get a swipe in and move back. As always, it is probably best to make use of the TR mode, hack and slash at the boss, then move out as time expires and wait for TR to regenerate. In the case of this battle, though, you can get multiple hits in the meantime. The real danger comes from the bullet the boss fires after swinging his javelin: you may have to crouch a lot of the time as the bullets will often go low. --------- STAGE SIX --------- Proceed forward and Grapple your way up onto the first platform you see for a Level Up item, then continue right, clearing out enemies. Jump onto the next platform and hop over the lone enemy on hear for the chance to gain some distance without having to put up with enemies on the ground. Eventually, you should make it into a tunnel, which has a spiked ceiling: as a result, take short jumps as you get deeper and deeper in, taking enemies out piecemeal. When you cannot see a floor ahead of you, take a long drop down to get another Level Up item. Kill the next monster before delicately platform hopping over toxic water. Kill the enemy at the end once you get onto solid ground, and drop down another couple of ledges. Head through the door to the next section. In here, take out a few enemies until you make your way into a more open section. Drop into the water, which is not of the toxic variety, and go right to find a worm-like monster hanging around. Take several stabs at it and back away if you need to until it is dead, then drop down the gap in the middle of the floor, pushing right. Once you get out of the water and onto dry land, take out a last set of enemies. From where you come in in the new room, skip the enemies floating around and instead drop down from the high heights. Clear out a couple of enemies on the ground floor as you go right and hit the next door. In the next and final section of the level, drop into the water next to the door, and kill the worm. Head right until you see an enemy on dry ground. Move back left so the ceiling above you is within visible range, and use the Grappling Hook on it. Pull yourself out of the water and jump right onto dry land once the enemy has dropped into the water to bypass it entirely, then head into the door to take on the game's final boss. STAGE SIX BOSS -------------- The boss of Stage Six is another mech, like the Stage Three boss. Like that fight, the arena is somewhat narrow but also high. This time around, one large platform is up in the air, as opposed to two smaller ones. This game's last boss has one melee attack, in which he sends a sort of boomerang projectile that only goes a short distance away from him before it returns. If you can get on the other side of him, you can wail away at him as he cannot move until the boomerang returns. Alternatively, you can play a game of jumping up and down from the platform, luring him up there and then falling down: at one point in the author's battle with the final boss, said boss performed his boomerang attack while he was falling in mid-air, so the boomerang returned back completely horizontal in the air while the boss was on the ground, giving the author the opportunity to strike the boss several times, and then executing the TR time freeze as soon as the boomerang had 'returned' to the boss. However, while the melee is easy to avoid, the boss has a secondary attack that does not seem to have any visible trigger - several explosions will occur around the boss, kicking up visible dust clouds, which are capable of knocking off a full three hits from your health bar (half your total possible life). There does not really seem to be any feasible way to get around this besides luck and only hitting the boss while his boomerang is out, and then getting the heck away before it returns back to him in case he uses his explosion attack. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Contact Info -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [CONT] Although I believe I have found everything there is to find in this game, there is occasionally the possibility of some super secret level in an obscure game that was never found because it was too obscure, or the like. If you have anything that you feel needs to be includes, feel free to email me at gammabetaalphafaqs AT gmail DOT com If you have any other information to contribute or notice any errors, again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com If you wish to host this guide, or use information from it, consider the FAQ semi-public domain: you can host it without asking and derive information from it word-for-word if you wish, but keep the document unchanged if hosting it and give credit where due if using information ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Credits -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [CRED] Credit goes to this TAS playthrough that I followed along to assist me in writing this guide: https://www.youtube.com/watch?v=q_VohQt7E3I http://tasvideos.org/1154M.html Credit also goes to the atwiki page for this game for controls and a brief blurb on what each ability does: http://www14.atwiki.jp/gball/pages/511.html ________________________________________________________________________________ ©2014 GammaBetaAlpha FAQs