Zelda II: The Adventure of Link

100% Item Walkthrough
Author: Lando_Kashmir
Contact: landokashmir@gmail.com

Version History:

Version 1.0 ~ 05/02/07
First submitted version of the guide.

Version 1.1 ~ 01/11/08
Changed formatting and contact info.  This should make the guide easier to
navigate..

Contents:
Intro..........................0001
Timeline.......................0002
Storyline......................0003
Comments.......................0004
Walkthrough
 Before Palace 1...............0101
 "Desert" Palace...............0102
 Before Palace 2...............0103
 "Swamp" Palace................0104
 "Graveyard" Palace............0105
 Before Palace 4...............0106
 "Island" Palace...............0107
 Before Palace 5...............0108
 "Water" Palace................0109
 Before Palace 6...............0110
 "Hidden" Palace...............0111
 Before Final Palace...........0112
 Great Palace..................0113
Closing........................0005

Intro [0001]
This is a condensed walkthrough that allows the reader to see, at a glance, all
the items he is able to get at any time.  It also shows the general locations
for each and every item, then specific instructions for exactly how to get
them.  Also included in this walkthrough are the specific methods for getting
through the dungeons as fast as possible.  The walkthrough follows this
general outline:

a. (Items available before first dungeon)
- Get <first item> <location>
Instructions of exactly how to get the item
- Get <next item> <location>
...
1. (first dungeon)
Dungeon notes: (General things to know about the dungeon)
Step-by-step dungeon walkthrough:
To the secret item
To the boss
b. (Items available after the first dungeon)
etc.

TIMELINE [0002]
This game obviously takes place directly after The Legend of Zelda,
but it is debated whether or not it is the final game in the timeline.

STORYLINE [0003]
Though the hero Link defeated Ganon and rescued Princess Zelda,
Hyrule remained plagued with evil.  In the passing seasons, the power that
Ganon had left behind, as well as his remaining underlings, were once again
causing chaos and disorder throughout the kingdom.  Ganon's servants hope to
revive their master by sacrificing Link and sprinkling his blood on Ganon's
ashes.

One day, as Link approached his sixteenth birthday, a strange mark
shaped like the crest of the kingdom appeared on the back of his hand.  The
worried Link consulted Impa, Princess Zelda's elderly nursemaid.  Shocked and
frightened, Impa took Link to the North Castle to explain the legend behind
the mark.  Only the descendants of the Impa family who served under the king
knew how to open the door to the North Castle.  On an altar in the middle of
the room lay a beautiful woman, Princess Zelda.  Impa began to explain the
Legend of Zelda...

"Long ago, when Hyrule was once kingdom, a great ruler maintained the
peace in Hyrule using the Triforce.  After the king died, the prince of the
kingdom should have become king and inherited everything, but he could only
inherit the Triforce in part.  The prince searched everywhere for the missing
parts, but could not find them.  A wizard close the king said that, before he
died, the king had said something to them about the Triforce to the younger
sister of the prince, Princess Zelda.  The prince immediately questioned the
princess, but she revealed nothing.  The wizard threatened to send the
princess into an eternal sleep if she did not talk.  Still, Princess Zelda
said nothing. The wizard, fighting off the startled prince, cast his spell.
The princess fell on the spot, entering into a deep sleep, and at the same
moment, the wizard collapsed, too.  In his grief, the prince placed the
princess in the North Castle room in which we now stand.  The prince hoped
that someday Zelda would awaken from her slumber.  So that this tragedy would
never be forgotten, he ordered every female child born in the royal household
to be given the name Zelda."

From the scroll next to the sleeping princess, Impa gave Link six
crystals and a scroll with the same crest on his hand.  She explained that the
items had been given to her ancestors by the king and handed down for
generations in her family for when a time of need would come.  The scroll,
which contained the key to uniting the Triforce, was written inan ancient
script that only those with the crest would be able to read.

Link glanced at the scroll doubtfully, but found that he understood the
words as clearly as if they were being spoken to him.  The scroll revealed
that the key to unlocking the Triforce's power was uniting all three: Power,
Wisdom, and Courage.  The king had left Power and Wisdom in the kingdom but
had hidden Courage, because only an individual with strong character and a
special inborn quality could use it without disastrous results.  Because the
king had not found such a person during his reign, he cast a spell on Hyrule
so that the crest would appear on the chosen one.  But if used before then,
the Triforce will produce many evils.

The scroll went on to reveal that the Triforce of Courage was in the
Great Palace in the Valley of Death on the largest island in Hyrule.  To enter
the Great Palace, however, Link would first have to fight the guardians
protecting each of the six palaces in Hyrule, place the crystals in palace
statues, and undo the binding force protecting the Valley of Death.

Surely, with the Triforce of Courage, Link could awaken Princess Zelda
from her eternal slumber.  With a magical sword in his left hand and a magical
shield in his right, he set off alone on his long travels.  At that very
moment, Ganon's underlings were calling up new allies from the realm of evil
and working devilishly towards the revival of their leader...

COMMENTS [0004]
Adventure of Link has a much different feel from every other Zelda
game out there, and that is because of its change from top-down 2D to side-
scrolling 2D.  While the combat is still hack-and-slash, Link has many moves
unique to this game.  There is also a particular emphasis on magical spells;
most of the upgrades Link gets are spells that require energy from his magic
bar, a feature unique to this game.  AoL plays more like a typical RPG; you
wander around the land defeating palace bosses, and stop by at the local
towns to rest and recover occasionally.  The town villagers, by the way, are
often very helpful and can provide clues on where to go.

The Shield spell is the most useful spell throughout much of the game;
when used, it upps Link's defense for a small magic cost.  The Life spell is a
close second; a chunk of magic will heal some of Link's health at any time.
The Jump and Fairy spells allow Link to reach more hard-to-reach places: Fairy
is the more useful of the two.  The remaining spells- Fire, Reflect, Spell, and
Thunder- are only really useful in specific circumstances, otherwise they just
eat up your magic energy.

As far as upgrades are concerned, there aren't many to be found in AoL.
There are a grand total of 8 Heart and Magic upgrades combined, and the other
upgrades are purely necessary items.  As a note, when Eastern Hyrule or
Western Hyrule is specified, it means that you find the item in a generic
place in the overworld map in either the right or left side of the ocean, as
opposed to a town or palace.  The map is separated into two hemispheres by a
giant ocean that must be crossed using a raft.  The eastern side of Hyrule has
much tougher overworld enemies.

Despite the lack of upgrades, AoL is one of the most difficult Zelda
games to complete, simply because of difficult enemies and obstacles Link must
overcome to reach his goal.  Oh, and you can only lose three lives before you
have to start over at the North Castle.  You might find several Link Dolls
scattered throughout Hyrule that give you an extra life; keep in mind they can
only be used up once, so save them for the more difficult palaces.  They're
located near the cave containing the Medicine, in the swamp above Death
Mountain, below the bridge leading to the Island Maze, and soon after facing
the River Devil.  As a way of sort of compensating for no item upgrades, AoL
is the first and only Zelda game to have a leveling-up system.  Link gains
experience by defeating enemies and collecting dropped experience bags, and
can go up to level 8 for each category of Health, Magic, and Power.  Keep in
mind that every time you beat a boss, you automatically gain a level, so use
that to your advantage if you can.

===============================================================================
=====================================Quest=====================================
===============================================================================

Before Palace 1 [0101]
New Items:
Shield Spell
1 Heart Container (#1)

- Learn Shield Spell (Rauru)
From Zelda's palace, follow the path northeast to the fork.  Go east, then
south along the path to reach the town of Rauru.  In the second part of town,
talk to the woman in the purple dress and she'll let you inside her house.
Inside the basement, a man will teach you this spell.
- Get Heart Container #1 (Western Hyrule)
Go north from Rauru and enter the forested area to the east.  You should be
able to enter the cave in the mountain wall at the forest edge.  Go through
the dark cave, avoiding the Lowder enemies.  Once exited from the cave, go
east to the sea, then south along the desert until you come to a side-
scrolling area.  Go east through it, avoiding the bubble pits.  Back on the
overworld, continue south and enter the tile surrounded by the forest tiles.
You will find the Heart Container here.

1. "Desert" Palace [0102]
Get Candle
Defeat Horsehead
Get Crystal #1
Dungeon notes: To find the first Palace, go back north through the bubble pit
walkway, then up to the north section of the desert where the Palace is
located.  The Mini-horseheads are the first annoying enemies you will face;
they attack mindlessly in waves.  The Stalfos are the walking skeleton guards-
they can be defeated by striking them while crouching.  You may find yourself
using the Shield spell several times, which is fine, since you don't have any
other spells.  There is an Ironknuckle guarding the secret item, the Candle.
You have to strike fast high and low to get past their shield.  The Candle
lets you see in dark caves, which is necessary for the rest of the journey.
Horsehead, the boss, is easily defeated by jumping and striking its head; just
don't get hit by its mace.
To the secret item:
- Go to the right and take the elevator down.
- Go left to the next room and get the key.
- Go back right to the first elevator.
- Go right three times, through a locked door, and passing one elevator.
- Take the next elevator up, then get the key to the right.
- Go right and get the key from the enemy.
- Go back left and take the elevator down once.
- Go left to the elevator you passed earlier and take it down.
- Go left to the next room.
- Go left across the bridge, then down to the next room.
- Go left through the locked door and get the Candle.
To the boss:
- Go back right twice and take the elevator up.
- Go right once and take the elevator down.
- Go right to the next room to get to the boss.

Before Palace 2 [0103]
New Items:
Trophy
Hammer
Downward Thrust
Jump Spell
Life Spell
Fairy Spell
1 Heart Container (#2)
2 Magic Containers (#1-#2)

- Get Magic Container #1 (Western Hyrule)
From the first Palace, go back west through the cave.  Follow the path west
and southwest back to Zelda's palace, then south from there to another cave.
Get the Magic Container at the end.
- Get Trophy (Western Hyrule)
From Zelda's palace, go north through a little forest until you come to the
path, then east until you come to a desert area.  Go north and enter the cave
in this area.  Go through the cave and get the Trophy.
- Learn Jump Spell (Ruto)
Get to the town of Ruto by following the path west from the cave with the
Trophy.  In the second part of town, a lady lets you into her house for getting
her Trophy.  In the basement of the house, you learn the Jump spell from the
magician.
- Learn Life Spell (Saria)
From Ruto, go south and enter the cave.  Use the Jump spell in the third
section of the cave to get through to the other side.  Back in the overworld,
go south through the swamp area.  There is a bridge across the river to the
south; enter the forest north of the river.  Bagu's cabin is hidden in one of
the forest tiles.  Talk to Bagu and he'll give you a note.  Now go south, and
you can cross the bridge and enter the town of Saria to the south.  Enter the
first house of the second area of the town, and get the Mirror from under the
table.  Go back to the first area of town and talk to the lady wearing the
blue dress.  She will let you into her house for finding her mirror.  Learn
the Life spell from the magician in the basement of the house.
- Get Hammer (Death Mountain)
Go all the way through Saria and cross the bridge that exits south.  Go south
and enter the cave to reach Death Mountain.  Go through the cave to the
right, then through the next cave to the right.  Again, go through the next
cave to the right, going past the elevator.  Enter the southeast cave next and
go through, then go through the next cave.  After you exit, enter the south
cave.  Go through it and the cave that follows it, then the cave that follows
that.  Now go west into the cave in the path.  Go through the cave until you
come to an elevator, then take it down.  Continue through the cave, avoiding
the lava pits, until you reach the Hammer.
- Get Magic Container #2 (Death Mountain)
Go back through the cave to the overworld, and smash the nearby boulder with
the Hammer.  Walk into the boulder remains to fall through a secret hole and
get the Magic Container.
- Get Heart Container #2 (Western Hyrule)
Exit Death Mountain by going east in the overworld and entering the cave next
to the sea, then going through the north cave after that.  Go east from Saria
and cross the bridge going east.  Follow the path northeast past the
graveyard, then north across the desert.  Smash the boulder to the north, then
continue north back near the town of Rauru.  Smash the boulder blocking the
cave to the east and enter it.  Go through the cave to get the Heart Container.
- Learn Downward Thrust (Mido)
Go south from the cave along the path, then west.  Go north from the east side
of the bridge near the graveyard to get to the swamp.  Break the boulder here
to enter another nearby cave.  There is a Medicine at the end of the cave.
Exit the swamp to the south and get back to the main path south.  Follow the
path east to another boulder.  Break it and enter the town of Mido to the
east.  In the second area of the town, use the Jump spell to enter the top
floor of the church.  The knight inside will teach you the Downward Thrust.
- Learn Fairy Spell (Mido)
Go to the third area of Mido and talk to the old woman; she will let you in
her house for getting the Medicine from the cave.  The magician inside gives
you the Fairy spell.

2. "Swamp" Palace [0104]
Get Handy Glove
Defeat Helmethead
Get Crystal #2
Dungeon notes: To find the second palace, go back west from Mido through the
boulder.  Go north a little along the path, then west back to the swamp area.
Go through the swamp to the west until you get to the entrance.  The Death
Mountain gave you experience with difficult battles, and the second palace
may seem almost easy in comparison.  The Ironknuckles in here are the only
enemies of note- the Red Ironknuckles are more difficult to kill then their
orange counterparts.  The Handy Glove item sturdies Link's sword and gives
you the ability to break all those tiny blocks.  Helmethead is another boss
defeatable by striking its head over and over, a feat made easier with the
Jump spell.
To the secret item:
- Go to the right and take the elevator all the way down through three floors.
- Go right to the next room and get the key.
- Go back left, then take the elevator up one floor.
- Go left to the next room and get the key.
- Go back right, then take the elevator up one floor.
- Go left twice, through a locked door.
- Get the key, then cross the platforms to the next room to the left.
- Go left to the next room and take the elevator down one floor.
- Go left twice, through two locked doors, and get the Handy Glove.
To the boss:
- Go back right twice to the elevator and take it down one floor.
- Go right to the next room and break through the blocks with the Handy Glove.
- Go right twice, passing an elevator, and get the key.
- Go back left once and take the elevator down.
- Go right three times and through a locked door to get to the boss.

3. "Graveyard" Palace [0105]
Get Raft
Defeat Ironknuckle
Get Crystal #3
Dungeon notes: Go straight to the third palace: Go back east out of the swamp,
then back to the graveyard area to the southeast.  Enter the center of the
graveyard, where the King's tomb sits.  Go south from the tomb and you'll
fall through one of the tiles into a cave.  Use the Fairy spell to get through
it to the right, and you'll come out onto an island, where the palace is
located.  This palace's secret item is the Raft, which grants you access to the
entire eastern hemisphere of Hyrule!  Getting to it is tough- the palaces are
getting more maze-like, and more hazardous.  The Blue Ironknuckles are very
difficult enemies to defeat; you have to be very quick with the shield and the
sword.  You may also want to spend some time leveling up before this dungeon.
The boss is like a normal Blue Ironknuckle, only you have to knock him off his
horse before damaging him.
To the secret item:
- Go to the right and take the elevator down.
- Go right three times and get the key under the blocks.
- Go right, pass the elevator, and use the Jump spell to get across.
- Go right to the outside of the castle, and get the key to the right.
- Go back to the left, then take the elevator down one floor.
- Go right through a locked door to the next room.
- Jump over the pits to the right and get the key.
- Go right to the next room, through the locked door and get the Raft.
To the boss:
- Go back across the pits and left to the previous room.
- Pass the elevator and go through the locked door to the left.
- Go left and use the Jump spell to get on the bricks, then get the key to the
  left by breaking through the blocks from the top.
- Go back to the right, then take the elevator down one floor.
- Go through the locked door to the right and to the next room.
- Go right, break through the blocks and go to the next room to get to the
  boss.

Before Palace 4 [0106]
New Items:
Upward Thrust
Fire Spell
Reflect Spell
1 Magic Container (#3)

- Learn Fire Spell (Nabooru)
Go back through the caves to return to the graveyard, then go east to the town
of Mido.  Go east to the dock and use the Raft to cross the sea to Eastern
Hyrule.  Go east to get to the town of Nabooru.  In the second area of town,
get the water from the fountain.  Talk to the woman wearing red near the house
to the right, and she will let you in her house.  Get the Fire spell from the
magician inside.
- Get Magic Container #3 (Island Maze)
Go north from Nabooru, following the path, until you reach a cave.  Go through
the cave, then go east through a forest and over a bridge to the Island Maze.
In the maze, go all the way south, all the way east, then follow the path north
and around, and you will fall into a secret cave.  This cave contains the
Child.  Get it, then leave the cave to the left.  Back outside, follow the
path all the way south, slightly west, then north.  Go north, passing the
first bridge, then crossing the next one.  Go slightly west, slightly south,
then follow the path west until you fall into another secret cave.  This one
contains the Magic Container.
- Learn Upward Thrust (Darunia)
Exit the Island Maze, then go all the way west, through the forest, until you
reach a mountainous area.  Follow the twisting path west; you will have to go
through two pit-filled areas.  At the end of the path is the town of Darunia.
In the second area of town, use the Jump spell to get on top of the fourth
house to the left, then jump right across the houses and down the one with the
chimney.  The knight inside the house teaches you the Upward Thrust.
- Learn Reflect Spell (Darunia)
In the third area of Darunia, talk to the old woman wearing the blue dress and
she will let you into her house for saving her child.  The magician inside the
house teaches you the Reflect spell.

4. "Island" Palace [0107]
Get Boots
Defeat Carock
Get Crystal #4
Dungeon notes: To find the fourth palace, return east to the Island Maze.  From
the entrance, go south, then east and take the second path to the north.
Follow the path that goes north, pass the first bridge, and cross the second.
Now go west, past the monster attack, and follow the path all the way west,
north, and east.  Go east past the monster attack to the fork in the road.  Go
north, then follow one of the paths to get to the palace in the northeast
corner.  In the second half of the game, the dungeons are longer- and much
harder.  Take some time to train on the more difficult enemies of this
continent before entering.  The dungeon prize this time is the Boots!  These
allow you to walk on shallow water, and they are necessary to get a certain
Heart Container and to reach the next palace.  Stalfos, Stone Warriors, and
Ironknuckles are common enemies, as well as the wizardlike Doomknockers.
Ignore the Doomknockers or use the Reflect spell to bounce their magic back on
themselves.  Do whatever you can to avoid falling into the pits- one slip, and
you've lost a life!  The boss is like a giant Doomknocker; he can be defeated
easily by using Reflect and staying against one of the walls to reflect his
spells.
To the secret item:
- Go to the right and take the elevator down.
- Go right to the next room and take the elevator down one floor.
- Go right to the next room.
- Use the Jump spell to jump from the bridge to the platform to the right, then
  go right to the next room.
- Jump across the pits to the right and get the key.
- Go back left to the previous room.
- Fall down the pit to the left, hugging the right wall, then go right to the
  next room.
- Go to the right through the locked door and get the Boots from the enemies.
To the boss:
- Go back left to the previous room, then drop down the pit to the left.
- Go right across the bridge to the next room.
- Jump across the pits to the right and get the key.
- Go back left, then cross the bridge left to the next room.
- Go left, passing the elevator, to the next room.
- Use the Jump spell to jump on top of the bricks, then get the key to the left
  by breaking through the blocks from the top.
- Go back right to the previous room and take the elevator all the way up three
  floors.
- Go left to the next room, pass the elevator, and go through the locked door.
- Break the blocks from below and get the key.
- Go left through the locked door, past the elevator, to the next room.
- Go left and get the key by breaking through from above.
- Go back right to the previous room, then take the elevator down.
- Go right to the next room, go across the pits and get the key.
- Go back to the previous room, then left to the next room.
- Go left across the pit, then take the elevator down.
- Go through the locked door to the right, then through two rooms to get to the
  boss.

Before Palace 5 [0108]
New Items:
1 Heart Container (#3)

- Get Heart Container #3 (Eastern Hyrule)
Leave the Island Maze and go back west, then south through the cave that leads
to Nabooru.  Go directly east from Nabooru into the sea until you approach the
island of the fifth palace.  Slightly west from the palace, go north all the
way, then east until you reach a side-scrolling area.  Get the Heart Container
to the right.

5. "Water" Palace [0109]
Get Flute
Defeat Gooma
Get Crystal #5
Dungeon notes: To get to this palace from the last Heart Container, go all the
way west in the water, then all the way south, then east.  The palace entrance
is on a tiny island here.  The dungeon item is another item only useful in a
couple certain instances: to get rid of the River Devil south of Nabooru and
to reveal the sixth palace.  The Fire Droppers are advanced wizard enemies
that shoot fire- easier to avoid than Goriyas.  This dungeon is easier to
complete than the previous one, serving as a small respite before the final
two arduous dungeons.  Keep track of the elevators you have used and where
they lead so that you don't get lost.  The boss here is another enemy that's
vulnerable to the head; the Jump and Shield spells are your friends, as usual.
To the secret item:
- Go right and take the elevator down.
- Go right to the next room, use the Fairy spell and fly right to the next
  room.
- Go back left and get the key, then cross the bridge right to the next room.
- Go right through the locked door, then take the elevator down.
- Go left to the next room.
- Use the blocks to jump up to the key, then left to the next room.
- Go left and take the elevator down.
- Go left to the next room and take the elevator down one floor.
- Go right and use the Jump spell to get the key on the platform.
- Go right twice, then jump up right through a fake wall to the next room.
- Go right and take the elevator down.
- Go left through the locked door to the next room.
- Go left through another locked door and get the Flute.
To the boss:
- Go back right to the previous room and take the elevator up.
- Go right to the next room and take the elevator up.
- Go left to the next room and get the key.
- Go back right and take the elevator back down.
- Go all the way left past the first elevator, through four rooms and the fake
  wall, then back up the elevator one floor.
- Go left through the locked door to the next room.
- Go left and take the elevator down one floor.
- Go left to the next room and get the key.
- Go back right to the previous room and take the elevator up two floors.
- Go right through the locked door to the next room to get to the boss.

Before Palace 6 [0110]
- Get Magic Container #4 (Hidden Kasuto)
Go south from the town of Nabooru and play the Flute in front of the River
Devil so that it disappears.  Go south past all the rock-throwing Lizardmen,
then across a bridge to the southeast.  Go east, around the big lake, and
through the nearby cave.  On the other side, the Hidden Kasuto town is in one
of the forest tiles.  Reveal it by pressing A and enter.  In the first area,
talk to the old woman wearing purple clothes, and she will let you in her
house if you have the other three Magic Containers.  The final Magic Container
is inside her basement.
- Learn Spell Spell (Hidden Kasuto)
In the second area of Hidden Kasuto, enter the first house with the open door,
and go through the fireplace inside to reach the basement.  Here you learn
Spell from the magician inside.
- Get Magic Key (Hidden Kasuto)
In the third area of Hidden Kasuto, stand in the middle of the area near the
clearing and use Spell.  A new house rises from the ground; inside, you can
get the Magic Key, which opens all locked doors.
- Get Heart Container #4 (Eastern Hyrule)
Go back west through the cave and past the giant lake.  To the southwest is a
large desert area.  Walk along the east coast of the desert next to the sea
until you reach a side-scrolling area.  The last Heart Container appears here.

6. "Hidden" Palace [0111]
Get Cross
Defeat Barba
Get Crystal #6
Dungeon notes: In the center of this desert area, the sixth palace lies in
between three large rocks.  Play the Flute at that spot to make it appear.  Now
that you have the Magic Key, you no longer have to waste time fumbling around
for regular keys!  All locks will open at your whim.  Nevertheless, it is a
very good idea to spend some time training, especially around the Hidden
Kasuto area, on wild enemies to boost your level further.  Dungeon 6 is full
of nasty traps, pitfalls, and tough enemies.  Watch out for invisible holes in
the floor, as well.  Finding the final boss room is very difficult work.  The
Cross is yet another one-time use item that just gives you access to the final
town.  Right before the main boss is a mini-boss that appears twice- the Blue
Ironknuckle from the third palace.  The boss, Barba, is a dragon that dwells
in a multi-pit lair.  To defeat it, carefully jump over its fireballs, then
jump and strike it one its head.  Do everything you can to avoid being knocked
into one of those pits.
To the secret item:
- Go to the right and take the elevator all the way down two floors.
- Go through the locked door to the right to the next room.
- Use the Jump spell to get over the holes, and go right to the next room.
- Go right through two more rooms.
- Go right and jump over the invisible hole after the third statue in the
  background, then right through the bricks to the next room.
- Defeat the Blue Ironknuckle, go right and get the Cross.
To the boss:
- Go back left to the previous room, then fall through the invisible hole.
- Go left to the next room.
- Go left through the locked door, then take the elevator up.
- Use the Jump spell and jump up to the left, and go left twice.
- Go left and drop into the pit, then fall through the bridge after that.
- On the second bridge, get off to the right, through the locked door, and to
  the next room to the right.
- Jump across the pits to the right and go through the bricks to the next room.
- Go right to the next room, then use the Fairy spell to get through the lava
  room after that.
- Go right, past the elevator, through the locked door to the next room.
- Defeat the Blue Ironknuckle and go right to the next room.
- Go right and fall into the pit; immediately use the Fairy spell in the next
  screen to get to the small alcove to the right.
- Go right to get to the boss.

Before Final Palace [0112]
- Learn Thunder Spell (Old Kasuto)
Go west from the sixth palace, cross the southwest bridge, and enter the town
of Old Kasuto.  Enter the first house to the left and go to the basement.  The
magician will teach you the Thunder Spell if you have all the Magic Containers.

7. Great Palace [0113]
Defeat Thunderbird
Defeat Dark Link
Get Triforce of Power
Dungeon notes: Go back east across the bridge, slightly north and west across
the northwest bridge.  Go past the graveyard and follow the path west and
north.  You will have to go through several side-scrolling stages along the
path to the final dungeon.  Go north through the cave; back in the overworld,
go slightly south, west, then back north.  After a second cave, the Great
Palace comes into plain view.  It is protected by a giant barrier, which is
dispelled if you have cleared the other six palaces.  By this point, you
should be at or close to Level 8 in all three skills.  You should also be
experienced enough to get through this, the hardest palace in the game.  This
palace is filled with very difficult enemies, including the new Firebird and
Mini-Thunderbird.  The Mini-Thunderbirds are agile enemies that can really
only be defeated by quick Upward Thrusts from below; try to avoid them
whenever possible.  When you reach the end of the palace, there are two final
bosses.  First up is Thunderbird: Use the Thunder spell to expose its armor,
then attack its head as many times as possible without getting hit by the
falling fireballs.  Thunderbird is a very difficult opponent, and it may take
several tries to defeat him.  Dark Link is the next boss, and the final fight
of the game.  He can be defeated in plain swordfight fashion, or easily by
hiding in a corner and attacking towards the center at all times.  Once he is
destroyed, Link gets the Triforce and you win the game!
To the boss:
- Go right, past the barrier, and down the elevator.
- Go left to the next room.
- Jump over the invisible hole near the pillar in the background to the left,
  then take the elevator down.
- Go right twice, across the bridges.
- Go right and take the elevator down.
- Go right through the bricks to the next room.
- Go right through more bricks, then take the elevator down three floors.
- Go right to the next room, then take the elevator down one floor.
- Go right through the bricks to the next room.
- Go across the bridge to the right and take the elevator down.
- Go right to the next room and through the bricks, then take the elevator down
  two floors.
- Jump left across the pits to the next room and get the Link Doll.
- Go back right to the previous room and take the elevator down one floor.
- Go left to the next room.
- Fall through the invisible hole to the left by breaking the bricks on the
  floor from above.
- Go right to the next room.
- Go right halfway across the bridge, then drop into the tiny hole below.
- Go right to the next room to get to Thunderbird.
- Go right to the next room after Thunderbird to get to Dark Link.

Closing [0005]

Credits
Thanks to the following parties whose source material helped speed the
production of this guide along:

Nintendo- for the use of their instruction manual

Prima Games

Nick Morgan

Copyright
This FAQ is copyright 2007 by Lando_Kashmir, AKA darth_schroodle AKA
schroodle AKA darthbrooks and may not be posted on any website besides the
standard GameFAQs or GameSpot or supercheats.com without my consent.  All
trademarks belong to Nintendo, the best video game company ever.

Contact
Please contact me at landokashmir@gmail.com to notify me of any ERRORS in
the guide, or about bits that seem too confusing, or to submit general
comments.  Remember to put something about Zelda in the email topic.


The Level # Lore Guide
Version 1.4
Djibriel, Januari 2006

"Why did it take so long for us to learn, that the measurements of the great
pyramid in numbers are the same as the Earth's circumference? Number symbols.
Numbers tell all. Numbers from Nibiru. From Pleiadians."

- 4Hero, Creating Patterns (Twelve Tribes)

Contents

1.0  Version History
2.0  The Intro
3.0  The Attacks
4.0  The Casters
5.0  The Targets
 5.1  The Targets by Lore
 5.2  The Targets by Monster
 5.3  The effects of Dischord
 5.4  The Targets by Area
6.0  The Verdict
7.0  The Thanks

No number: Disclaimer

**********************************
 1.0 Version History
**********************************

- Version 1.4 (06/15/2011)
      An e-mail sent by an enlightened soul known only as DiscoGodOfThe2ndAge
      reminded me about Dischord's ability to alter a target's effective level,
      which opens up a slew of targets that are vulnerable to a combo of
      Dischord and L.5 Doom. I added a section talking about it, because this
      document obviously wasn't lengthy enough.

- Version 1.3 (05/30/2010)
      A minor revision by all accounts.

- Version 1.2  (11/30/2009)
      Assassin17 is awesome. It's even better now. I still see no use for it in
      any "relevant" sense of the word, but it kept me off the streets for an
      entire night, a night I may well have spent tripping over cows in a
      clown suit had I not figured I might just as well update this thing.

- Version 1.1  (1/8/2006)
      GameFAQs style! Fit everything within the 80-character limit, made the
      lay-out consistent with my other documents and just kinda cleaned up the
      entire document. The most noticeable change would be an entirely new
      Intro; the previous one was boring but good enough for the backwater
      location at the time; this one is a lot more interesting and should be
      better suited to the crowds that have come to expect a gem since the
      release of the Sketch Guide.

- Version 1.0  (??/??/2005)
      Initial Release. Or upload, anyway. Wrote it, dumped it on Collapse of
      Heaven and Earth, and kinda forgot about it.

**********************************
 2.0 The Intro
**********************************

Imagine this.

You're walking through a forest, right? No, wait, let's change a minor detail
there: you're walking through a grotesquely oversized tomb for your long-since
deceased friend that may or may not have been your lover. Yeah, okay, there's
a tomb and you're walking through it. Lamenting the good times and gallons of
Mountain Dew you had together, you are forcefully pulled from Memory Lane when
an oversized plant attacks you. Think 'venus fly trap', only 8'0" high, with a
very very very big mouth with sharp teeth and the kind of breath that makes
children cry.

This isn't an ideal scenario, as you would probably die. But let's assume that
you've been fighting off bothers like this for a while now, and that you're
covered in colorful robes that embody the very nature of Taoism. In this case,
you might quickly resort to LOGIC. It's a plant! It will most likely absorb
Water-elemental attacks, but it will quickly succumb to the powers of Fire.

Yes, by appearance, most opponents can quickly be recognized as being desert
dwellers, thus weak to Water. Or living in a volcano, thus weak to Ice. And
whatever, you're like a divine being with Quick and Ultima and all that, so
even your vague grasp of monsters and their elemental properties isn't even
all THAT useful.

Now, switch back to the tomb, the Mad Oscar attacking you. You may think about
its Fire-elemental weakness if you've grasped the tendencies of abstract
thought. If you're a long-time player, you may recognize the foe as one lacking
Death protection. But how likely is it that "Darn, this Dionaea gargantua
is level 30, it will be vulnerable to my trusted L.5 Doom attack!" will be the
first thought shooting through your head? Not very, I say. So here's the guide
to satisfy that very aspect of the game.

This Guide includes all monsters susceptible to L.3 Muddle, L.4 Flare and L.5
Doom. I have not included L? Pearl as its hit-or-miss nature depends entirely
on your amount of GP, which I can't predict. Sonny, if I could, I'd be spending
the time I'm writing this intro betting on winning horses, and you'd better
believe it.

Obviously I haven't only checked for levels but also for Muddle and Death
protection where applicable. Bosses who are vulnerable to a move yet could never
have been targeted with it (you can't use L.4 Flare when fighting Vargas) have
not been listed.

**********************************
 3.0 The Attacks
**********************************

L.5 Doom
Hits all enemies, both sides
MP cost: 22
Causes instant death
Hits those with a level that is a multiple of 5 (Will miss targets invulnerable
to instant death)

Differences with the Doom spell:
Multi-target, Not vulnerable to Runic, not Reflectable, unblockable, doesn't
check for Stamina, doesn't restore undead.

L.4 Flare
Hits all enemies, both sides
MP cost: 42
Bat. Pwr: 66
Hits those with a level that is a multiple of 4
Ignores defense, no split damage.

Differences with the Flare spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable, is stronger
(Flare has a Battle Power of 60).

L.3 Muddle
Hits all enemies, both sides
MP cost: 28
Causes Muddled
Hits those with a level that is a multiple of 3

Differences with the Muddle spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable.

**********************************
 4.0 The Casters
**********************************

Gau can cast L.3 Muddle when performing the Rages of either Apokryphos, Trapper
or Dante. The wild child can cast L. 4 Flare when performing the Rage of Mag
Roader (brown).

Strago can learn all three Lores from Trapper, who all normally cast it. If you
haven't met Trapper when you had the chance, and thus have ruined your chances
of seeing them on the Veldt, Strago can learn L.5 Doom from Setzer's Joker Doom
due to a quirk in the game data and learn all three Lores on the Floating
Continent from Apokryphos who will cast any of the three Lores as a counter-
attack when it's alone.

Relm can perform all three Lores when Sketching or Controlling certain enemies:

For L.3 Muddle, she can Sketch: Apokryphos, Trapper and Dante.
For L.5 Doom, she can Sketch: Dark Force and Trapper.

For L.3 Muddle, she can Control: Apokryphos, Trapper and Dante.
For L.4 Flare, she can Control: Apokryphos and Trapper.
For L.5 Doom, she can Control: Dark Force and Trapper.

Note that while Sketching or Controlling, the only move that will have an effect
on the targets will be casting L.5 Doom in a battle against a Dark Force
opponent. All other monsters are immune to the Lores and travel with other
monsters who are also immune to them.

Gogo can either Mimic the attacks or simply add the Rage, Sketch and Lore
options to his array of commands. Control is also an option; set Sketch as a
command and equip the FakeMustache on Gogo.

**********************************
 5.0 The Targets
**********************************

This is what you're reading the document for, right?

--------------------------------------------------------------------------------
 5.1 The Targets by Lore
**********************************

L.3 Muddle

Orog, Hazer, Rain Man, Brawler, Whisper, Osteosaur, Steroidite, Doberman,
Pterodon, Vulture, Harpy, Hornet, Trilium, Trilobiter, ChickenLip, Pipsqueak,
Sky Armor, Ing, Humpty, Boxed Set, Figaliz, Crawler, Sand Ray, Areneid,
Mad Oscar, Iron Fist, Wild Cat, Wyvern, Zombone, Mind Candy, Uroburos, Geckorex,
PlutoArmor, Tomb Thumb, Scullion, Pan Dora, Mag Roader (red), Parasite,
Latimeria, StillGoing, Commando, Poppers, Vindr, Kiwok, Mantodea, Gabbldegak,
Fortis, Abolisher, Wild Rat, Veteran, Mega Armor

Total: 51

L.4 Flare

Samurai, Hazer, Whisper, Were-Rat, Rhinotaur, Doberman, Suriander, Behemoth,
Pterodon, FossilFang, Trilobiter, Reach Frog, M-TekArmor, Sky Armor, Cruller,
Harvester, Bomb, HadesGigas, Aspik, Actaneon, Marshal, Covert, Ogor, Apparite,
Wild Cat, Wart Puck, Rhyos, Toe Cutter, Crusher, Uroburos, Sky Cap, Test Rider,
Deep Eye, GreaseMonk, NeckHunter, Critic, Coelecite, StillGoing, Hemophyte,
Wizard, Vindr, Nastidon, Vermin, Adamanchyt, Dante, Psychot, Muus, Chaos Drgn,
Lich, Mag Roader (yellow), Bug, Abolisher, Necromancr, Mag Roader (brown), Wild
Rat, Innoc, Red Wolf, Sky Base, IronHitman, Prometheus, Doom Gaze, Goddess,
Laser Gun, Magic, Naughty

Total: 65

L.5 Doom

Guard, Orog, Dark Force, Osteosaur, Commander, Leafer, Stray Cat, Lobo,
FossilFang, Dark Wind, Vulture, TumbleWeed, Vaporite, Brainpan, Repo Man, Boxed
Set, SlamDancer, Figaliz, Ghost, Mad Oscar, Iron Fist, Apparite, Rhobite,
Tusker, Cirpius, Mind Candy, Over Grunk, Sky Cap, Critic, Gigantos, Coelecite,
Punisher, Gabbldegak, Spit Fire, Lich

Total: 35

A few conclusions can already be drawn! It's funny how the L.3 Lore has less
viable targets than the L.4 Lore. The reason is that L.3 Muddle, even
on a normally viable will still always miss due to Muddle immunity. Since
there is no such thing as Flare immunity, it beats L.3 Muddle in a fight of
quantity. Also, only a small 29% of the targets vulnerable to L.5 Doom
appears in the WoR; it loses a lot of steam there due to ID protection running
rampant there.

Memorized it yet? You have not? Allow me to lay the info out in such a fashion
that it does look presentable:

--------------------------------------------------------------------------------
 5.2 The Targets by Monster
**********************************

Guard            Doom
Lobo             Doom

Were-Rat         Flare
Repo Man         Doom
Vaporite         Doom

Marshal          Flare

Leafer           Doom
Dark Wind        Doom

Sand Ray         Muddle
Areneid          Muddle

M-TekArmor       Flare

Hornet           Muddle

Rhinotaur        Flare
GreaseMonk       Flare

Brawler          Muddle
Trilium          Muddle
Tusker           Doom
Cirpius          Doom

Pterodon         Muddle, Flare

Commander        Doom

Trilobiter       Muddle, Flare

Wild Rat         Muddle, Flare

Stray Cat        Doom
Rhobite          Doom

Doberman         Muddle, Flare

Ghost            Doom
Whisper          Muddle, Flare
Bomb             Flare
StillGoing       Muddle, Flare
Hazer            Muddle, Flare

Aspik            Flare
Actaneon         Flare

FossilFang       Flare, Doom
Vulture          Muddle, Doom
Iron Fist        Muddle, Doom
Over Grunk       Doom
Mind Candy       Muddle, Doom

Harvester        Flare
HadesGigas       Flare
SlamDancer       Doom
Gabbldegak       Muddle, Doom

Vermin           Flare

Bug              Flare
ChickenLip       Muddle
Wyvern           Muddle

Mega Armor       Muddle
Commando         Muddle
Pipsqueak        Muddle

Mag Roader       Muddle
(red)

Coelecite        Flare, Doom
Apparite         Flare, Doom
Lich             Flare, Doom
Ing              Muddle
Zombone          Muddle

Adamanchyt       Flare
Abolisher        Muddle, Flare

Sky Armor        Muddle, Flare
Spit Fire        Doom
Laser Gun        Flare
(Air force)

Gigantos         Doom
Behemoth         Flare
Brainpan         Doom

Naughty          Flare

Latimeria        Muddle

Dante            Flare
Cruller          Flare
NeckHunter       Flare
Humpty           Muddle

Deep Eye         Flare
Muus             Flare

Osteosaur        Muddle, Doom
Mad Oscar        Muddle, Doom
Orog             Muddle, Doom

Crawler          Muddle
Mantodea         Muddle
Reach Frog       Flare
Geckorex         Muddle
Tumbleweed       Doom

Doom Gaze        Flare

Punisher         Doom

Rhyos            Flare
Toe Cutter       Flare

Vindr            Muddle, Flare
Wild Cat         Muddle, Flare
Crusher          Flare

Red Wolf         Flare
Nastidon         Flare
Test Rider       Flare
Mag Roader       Flare
(yellow)
Mag Roader       Flare
(brown)

Wizard           Flare
Psychot          Flare

Kiwok            Muddle
Tomb Thumb       Muddle
Poppers          Muddle

Chaos Drgn       Flare
Necromancr       Muddle, Flare
Uroburos         Muddle, Flare

Covert           Flare
Ogor             Flare
Wart Puck        Flare

Critic           Flare, Doom
Pan Dora         Muddle, Doom
Parasite         Muddle
Samurai          Flare
Suriander        Flare
Rain Man         Muddle
PlutoArmor       Muddle
Sky Cap          Flare, Doom

Figaliz          Muddle, Doom
Boxed Set        Muddle, Doom

Harpy            Muddle

Hemophyte        Flare
Steroidite       Muddle
Evil Oscar       Flare
IronHitman       Flare
Veteran          Muddle
Dark Force       Doom
Fortis           Muddle
Scullion         Muddle
Sky Base         Flare
Innoc            Flare
Prometheus       Flare

Goddess          Flare

Magic            Flare
(final battle)

--------------------------------------------------------------------------------
 5.3 The effects of Dischord
**********************************

Dischord is a wonderful little Lore that halves a target's effective level for
the duration of a fight. Some interesting points must be made at this juncture:

- Any Level # Lore will hit or miss based on a target's effective level, and
  will recognize a target's post-Dischord level rather than its 'actual' level.

- When faced with an odd level, Dischord will round up. A Trapper's level is
  normally 19; when struck with Dischord once, its new effective level will be
  10.

- Dischord does not normally work on targets that are immune to Instant Death
  attacks, though a combination of Vanish and Dischord will (due to a bug) work.

Though fun to employ, the Dischord Lore in tandem with a Level # Lore is not
very useful in most scenarios. The trick works only when the target is already
vulnerable to Instant Death attacks, and Dischord alone is heavier on your MP
than a Doom spell. However, Instant Death attacks may miss where neither
Dischord (on a target with no MBlock%) nor the successive Level # Lore will
ever miss. Like bringing a girl to your bachelor pad and watching Joss Whedon
films together, it's a two-step strategy that never fails.

For the curious, here is a list of targets that, after a Dischord Lore, are
vulnerable to a L.5 Doom attack where they previously were not:

Brawler, Trilium, Trapper, Flan, General, Gobbler, Chaser, Allo Ver, Garm,
ProtoArmor, Presenter (Shell), PowerDemon, Exoray, Bogy, Rain Man, PlutoArmor,
Pan Dora, Parasite, Io, Hoover, SrBehemoth (undead), Land Worm and Didalos

Of those, Allo Ver, Presenter (Shell), Io, Hoover, SrBehemoth, Land Worm and
Didalos are the ones that may outlast a few attacks. Allo Ver, Hoover and
SrBehemoth will only use their frightful counterattacks when damaged, so the
Dischord Lore will not provoke them. L.5 Doom cannot be made to kill the
other part of the Presenter creature, so you cannot obtain two Dragon Claws
with this strategy, sadly.

--------------------------------------------------------------------------------
 5.4 The Targets by Area
**********************************

So how does this apply to normal in-game usage? The Level # Lores are multi-
target, so instead of just giving the info, a true dedicated Guide should
point out groups of monsters and locations where a certain Lore is useful.

Here we go:

Everything in WoB Narshe and in the grasslands around it can be killed using
L.5 Doom. The only exception to this rule is Were-Rat, which is level 4, hence
you should pick L.4 Flare. 22 MP to kill a group of the weakest monsters in the
game is overkill, but it will work. Marshal can be destroyed with L.4 Flare,
which is a fun yet useless fact should you encounter it on the Veldt. It
lives there now, in shame.

The WoB desert around Figaro Castle is a good place to use L.3 Muddle against
level 6 Sand Ray and Areneid. M-Tek Armor falls against L.4 Flare.

Rhinotaur and GreaseMonk fall to L.4 Flare.

Tusker and Cirpius are vulnerable to the L.5 Doom spell. This comes in remotely
handy against that Cirpius x3, Tusker monster formation.

L.4 Flare kills anything on the Phantom Train once its name isn't Ghost (who
falls to L.5 Doom).

The Doberman enemies guarding a chest in the Imperial Camp are vulnerable to
both L.3 Muddle and L.4 Flare. Though it is impossible to bring Strago to this
location, the Doberman dog will HOUND the Veldt afterwards. Oh, the wit.

Actaneon and Aspik fall to L.4 Flare, but it might not even be a good idea to
cast it as Aspik will rarely counter anything which isn't the Fight command
with Giga Volt, even if the attack is fatal.

Wild Rats can be killed with L.4 Flare or confused by L.3 Muddle.

The grasslands between Kohlingen, Jidoor and Zozo are inhabited with monsters
who shouldn't be laughing at L.5 Doom. Red Fang is immune, but all others will
perish. Where's Strago when you need him?

Vermin enemies are vulnerable to L.4 Flare, which is good 'cause they suck.

Chickenlip and Wyvern are vulnerable to L.3 Muddle, though you may want to
watch out with confusing Chickenlips; they'll start casting Quake, and they
don't care who they hit.

Mega Armor, Commando and Pipsqueak fall to L.3 Muddle.

The monsters in the first two "rooms"  of the Cave to the Sealed Gate all suffer
from both L.4 Flare and L.5 Doom. Take your pick, at these levels the L.4 Flare
spell means death anyway. L.3 Muddle can be used to keep both Ing and Zombone
enemies at bay. This location may be off-limits as soon as Strago joins your
team, but they'll still appear on the Veldt.

Adamanchyt and Abolisher fall to L.4 Flare, and with Strago in your party you
finally have means to cast it with. Or you would have, could you have taught
Strago these spells by now. Which you can't.

Finally, this is when Strago is able to learn the L.# Lores on the Veldt, or
learn L.5 Doom from Setzer. Trappers are where it's at.

Sky Armor falls to L.4 Flare (and L.3 Muddle) and Spit Fire falls to L.5
Doom. L.4 Flare kills the Spit Fire, so you can pick your opponents here. If
your party is otherwise ill-prepared to take on the Imperial Air Force, these
attacks can really help out.

On the Floating Continent, you can once again easily learn all three Lores here
described, this time from Apokryphos. Gigantos falls to L.5 Doom. If Strago
isn't dead when his triple !Throat Jab has inflicted suffering upon your party,
cast it to win. Behemoth falls to Flare. Especially a monster formation of two
Behemoth monsters is a good time to cast this spell; not only do two Behemoths
have enough power to actually kill a well-prepared, suitably leveled party,
they can even catch you in a Pincer. L.4 Flare will hit both targets regardless
for very respectable damage.

Naughty falls to L.4 Flare, although a simple Imp spell will work faster and
is cheaper.

The WoR houses a whole lot of NO vulnerable monsters of any kind until you meet
Latimeria (Muddle) and then enter the Cave of Figaro WoR style. Everything but
Humpty here will feel the effects of L.4 Flare.

Deep Eye and Muus, sometimes appearing together or in groups all fall to L.4
Flare. Especially Deep Eye x6 can be a nice formation to be the receiving end
of the spell.

Osteosaur, Orog and Mad Oscar all die from L.5 Doom. Orog is a monster you will
be taking out ASAP, and since bringing Strago here as soon as you get him is a
good idea (Sour Mouth), this is a very respectable option.

The Crawler are everywhere in the WoR, so knowing that L.3 Muddle equals a
NoiseBlaster against them is a good thing to know. Mantodea also feels the
effects of this spell. Hoovers in the desert near Maranda can be safely hunted
and killed with Dischord/L.5 Doom; Hoovers will not use Sand Storm when struck
with Dischord, so no worries.

Toe Cutter can be annoying with their Death protection and respectable amounts
of HP, so L.4 Flare will be nice to cast against them. Note that the elusive
Rhyos is also vulnerable. It's likely that it's not Strago that will be taking
advantage of this weakness, but Gau (the brown Mag Roader Rage casts it). Allo
Ver, the monster in the box, may be taken out with a combination of Dischord
and L.5 Doom, and since Allo Ver only counters when damaged Strago (or Gogo)
need not fear any extra Doom spells cast. The undead SrBehemoth may also be
defeated with that Lore combo.

Vindr, Wild Cat and Crusher, often appearing in groups (especially the Vindr
x2, Crusher x2, Wild Cat monster formation), all fall to L.4 Flare. Only Gogo
and Gau can cast it here, but it'll be a good option (it's a better version of
GrandTrain before you even have Strago!).

Finally a simply GREAT place to cast one of the Lores: Everything in Narshe,
including both mines, is vulnerable to L.4 Flare.

Once you step into Umaro's Cave L.4 Flare will fail miserably, but L.3 Muddle
will take care of Kiwok, Tomb Thumb and Poppers alike.

Chaos Drgn, Necromancr and Uroburos all fall to Flare. Uroburos' massive Magic
Defense won't help against the barrier-piercing nature of the spell, so even in
a LLG this move will take care of one right away.

In Cyan's dream, most enemies are vulnerable to at least one of the three Lores:
Critic, Samurai, Suriander and Sky Cap are vulnerable to L.4 Flare, Critic,
Pan Dora and Sky Cap fall to L.5 Doom and Pan Dora, Parasite, Rain Man and
PlutoArmor are susceptible to L.3 Muddle. Io can be destroyed by a combination
of Dischord and L.5 Doom, if you're so inclined.

Figaliz and Boxed Set both fall to L.3 Muddle and L.5 Doom. The latter is great
way of abusing the lack of Death protection if you don't have access to anything
but the normal Doom spell.

The Final dungeon houses quite a few enemies, and some of them are vulnerable
to one of the Lores. Checking the monster-specific section will help you there.
The least unimportant one here is Goddess, who falls to L.4 Flare. Since
her inherent Shell makes her resistant to most magical attacks, those of you
who brought a Strago without GrandTrain to the fight (i.e. nobody) will be
pleased to find this option possibly present.

In the Final battle, the only part vulnerable to any of these spells is Magic,
who'll suffer from L.4 Flare. Hardly worth the cast in this fight, especially
once you consider that GrandTrain should be in your arsenal already, but if you
want to exploit the knowledge you gained by reading this Guide, be my guest.

**********************************
 6.0 The Verdict:
**********************************

L.3 Muddle (51 possible targets)
L.3 Muddle, among Pep Up, Spiraler, Exploder and Roulette, can be thrown on
the heap of Lores which aren't worth your time and/or attention in this game.
While I'm sure there are several places where this spell can come in handy
in a Strago SCC where you prohibited using Magic, Stray's Cat Rain is equally
expensive on your MP (both cost 28 MP) and will not check for levels. And it
goes without mentioning that NoiseBlaster blows either of them away, so while
L.3 Muddle can be annoying when targeted against you, and is in fact an
interesting concept, the attack can be completely ignored without running in ANY
situation where you wished you would've had it.

L.4 Flare (65 possible targets)
L.4 Flare is the strongest Lore you have when talking multiple targets and
ignoring elemental attributes. It's a good bet against a double Behemoth, it
will make a good Doom Gaze slayer, can clean out large parts of Owzer's Mansion,
the Phoenix Cave and WoR Narshe and can create some havoc among other enemies.
The heavy toll it takes on your MP might not be nice, especially in the WoB, but
note that you'll have a powerful attack on your hands when you manage to land
it on a suitably leveled target. An interesting note is that L.4 Flare is
not as powerful as GrandTrain versus a single target, but IS more powerful
versus multiple targets.

L.5 Doom (35 possible targets)
L.5 Doom has the smallest crowd of possible targets, and among them is an
embarrassing amount of low-level WoB critters you might as well take out with
your Bio Blaster. There are some situations where it's nice to have L.5 Doom,
though: While you can't have Strago in the Cave of the Sealed Gate, its
inhabitants will haunt the Veldt later on and especially Lich can be a
formidable threat when you're scouting for Rages and Lores of the Veldt once
you do have Strago. L.5 Doom is not at all expensive once looking at its nature,
so using it against Spit Fire will be wise. Gigantos will be the last good
target to use L.5 Doom on; it'll kill him once you cast it, no questions asked.
In the WoR the amount of monsters with Death protection will be stellar in
comparison, so you can kiss L.5 Doom goodbye (especially considering Cleave,
Blaster, X-Zone and other multi-target instant-death attacks).

**********************************
 7.0 The Thanks
**********************************

Master ZED for the attack descriptions.

Assassin17 for inspiring the creation of the Guide. And, according to
assassin's own words:

Contemptus, for inspiring assassin to mention the post which led to the
document.

DiscoGodOfThe2ndAge is my Boogie Man, hailing from Funkytown. His notes on
Dischord made it even more troublesome for monsters to be Stayin' Alive in
the face of Strago's mighty Lores. A real Daddy Cool, this DiscoGodOfThe2ndAge,
and That's The Way (I Like it).

**********************************
 Disclaimer and legal necessities
**********************************

This was written in 2005/2006, by Djibriel and is copyrighted by me. You can
contact me at djibriel at gmail dot com if you desire to lay praise on me, or
wish for my real-life contact information so you can send me money or your
children.

You are unauthorized to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorized to change anything in this document for any other purpose
then personal use without my explicit permission.
You are unauthorized to throw me into a volcano after an epic struggle between
good and evil without my explicit permission.

All rights reserved.


                  ========================================
                  =======      METROID FUSION      =======
                  =======        Boss Guide        =======
                  ========================================
                  ===           By: Incoherent         ===
                  ===  Email: my_stupid_reed@yahoo.com ===
                  ===           Version 1.23           ===
                  ===      Last Update: 1/20/02        ===
                  ========================================

This guide should only appear at gamefaqs.com.  If you want it on your site,
tough cookies.  Link to the page directly before this instead.

Before you email, do the following:
1) Read the section of the guide in question.  Don't send me a strategy or
question before you read it, as I'm liable to be in a nasty mood when I email
you back.
2) If you STILL don't understand it, check the other FAQs.  There are seven
other full guides/boss guides now, and they all cover the bosses.  Check how
they say to do it.
3) After that, look on the boards, and see if there's a thread answering your
question.
4) If not (and this is doubtful), you can either post a new thread on the
board asking for help (it'll be at most a couple of hours), or email me (this
could take a day or two).

 -=--=--=--=--=-
Table of Contents
 -=--=--=--=--=-
Use Ctrl-F and type in the Table of Contents number to find the boss you want
to beat.  (Subsections are listed below... trying to make this cleaner.)

1.   Version History
2.   FAQ
3.   General Tips
4.   The Bosses
5.   Thanks and Copyright Notice

 -=--=--=--=--=--=-
1.   Version History
 -=--=--=--=--=--=-
v1.23 (1/20/03) - Isn't that a cool version number?  I thought so.  Even more
insight, most of it gleaned from my attempt at the 1% challenge.  Also cleaned
up/rearranged the Table of Contents.

v1.21 (1/16/03) - wanted to clarify a couple of things... about ten people
have pointed out to me that the SA-X actually DOES take damage from Screw
Attacking, and so on and so forth.  Sorry, just didn't believe you because the
first person to tell me that admitted he was using an emulator/invincibilty
cheat.

v1.2 (1/10/03) - my inbox is getting a bit more crowded... two very nice new
additions this time, from The Mystical One and Lostfactor.

v1.1 (1/5/03) - A nice new strategy from Lil' Hyren 56... one correction...

v1.05 (1/3/03) - Fixed a few small mistakes, added a few tidbits here and
there.

v1.0 (12/30/02) - Iron Chef is the best television show ever.  Oh, and first
submission.  Enjoy.

 -=--=-
2.   FAQ
 -=--=-
Q.   How do I beat <boss>?
A.   If you're asking this in my email, you're asking for a beating.  If
you're reading this guide so that you can find the answer, you've come to the
right place, or at least one of the right places.

Q.   What do I do after I get <item>/fight <boss>/am told to <do something>?
A.   This is a BOSS guide.  I assume that you can look at the other, more
complete FAQs for the non-boss portions of the game.

Q.   Why do you refer to every boss as "he"?
A.   Convenience, laziness, misogynism, something like that.  Deal with it.

Q.   I still can't beat <boss>.  Where else can I go for help?
A.   You can either post on the boards, or as a last resort email me.  But
read the guide(s) first, since you'll make the board posters' lives a lot
easier.

Q.   I want to help with the guide.  Can I do that?
A.   Sure, why not.  If you have any of the following, feel free to email them
to me:
* Alternate strategies for bosses, especially stuff like strategies for you
crazies doing 1% runs.  Make these readable when you email them to me; I may
just copy it verbatim into the guide.  ALTERNATE means not the one(s) I
already have in the guide; it does NOT mean a rewording of what's already
there.  (Unless you think there's something unclear in my wording; in that
case, tell me what exactly to correct and why.)
* Confirmed/updated hit counts.  Some of mine are a bit approximated,
especially ones that take a lot of missiles (read: Ridley).  Also realize that
if you're using the Wide Beam or later, how much damage the boss takes depends
partially on how much of the beam hits.

 -=--=--=--=--=-
3.   General Tips
 -=--=--=--=--=-

These are general strategies and things to keep in mind as you go through the
game which will help you on bosses.

* Upgrades are your friends.  Every time you see a "o" on your map, try to
find the upgrade in the room.  Ridley, in particular, gets much easier if you
have plenty of energy tanks and LOTS of missiles to fire.

* If you run out of missiles while fighting a boss, revert to charged-up
shots.  Actually, after awhile the charged shots will become more powerful
than missiles, but they take longer because you have to let them charge.

* Almost every time you fight a boss, you'll get some kind of recharge.  The
most common type is a red blotchy thing covering a door; hit it when its eye
is not flashing 3 times with missiles or just once after you get the Super
Missile.  It drops a red X, which refills 500 health and all of your missiles
and power bombs.  If you see a Recharge Room in an out-of-the-way place,
that's a big hint as well.  (If you have more than 500 health to refill,
someone on the boards thought of getting the recharge, then going back to the
save point, restarting the game, and getting it again.  Not sure if it works,
but it's an intriguing idea.)

* Every boss that gives you an item will eventually turn into some kind of
Core-X.  If it's a beam weapon, the Core-X will be a special "eye" type.
Strategies for defeating both are listed below.

3.1    Core-X
3.2    Eye Core-X

 -=--=--=--=-
3.1    Core-X
 -=--=--=--=-
The Core-X will spawn 6 or 7 powerups of both colors, as well as single ones
every so often.  If you're out of missiles, grab the green ones, since the
Core-X is _only_ vulnerable to missiles.  When it stops flashing, shoot it and
then avoid it as it tries to ram into you.  Simple.

 -=--=--=--=--=-
3.2    Eye Core-X
 -=--=--=--=--=-
This is mostly the same as a regular Core-X.  Avoid it trying to ram into you
until its eye opens.  When that happens, fire a missile at it and then JUMP.
In the time it takes for you to line up a shot, it will fire at you with
whatever beam weapon it's about to give you.

 -=--=--=--=-
4.   The Bosses
 -=--=--=--=-
All right, here we go.  The bosses are listed <name>/<item given>.  Most of
the bosses don't really have names, I just made them up.  If they have real
names, and you know them, let me know.

4.1    Arachnus-X/Morph Ball
4.2    Fake Chozo Statue/Charge Beam
4.3    Pogo-X/High Jump & Jumpball
4.4    Serris/Speed Booster
4.5    Security Robot Part 1
4.6    Fat Core-X/Varia Suit
4.7    Mad Scientist/Wide Beam
4.8    Spider/Space Jump
4.9    SA-X Part 1
4.10   Mother Plant/Plasma Beam
4.11   Nightmare/Gravity Suit
4.12   Security Robot Part 2/Wave Beam
4.13   Ridley/Screw Attack
4.14   SA-X Part 2
4.15   Omega Metroid

 -=--=--=--=--=--=--=--=-
4.1    Arachnus-X/Morph Ball
 -=--=--=--=--=--=--=--=-
Location: Main Deck
Hit Count: 15 missiles (boss)
           3 missiles (regular Core-X)

(Oh fine, I'll use his "real" name.)

As you go through the boss room, be sure to practice the ledge grab/jump
maneuver.  Also, conserve missiles; if you run out, you'll have to go back to
regular shots, which takes quite a while.

Okay, enough rambling.  When the boss starts walking toward you, fire a
missile at him.  That will cause him to do one of three things:
* Roll into a ball and charge the wall.  Jump over him as he passes, using the
ledge if necessary.
* Breathe fire at you.  Grab the ledge, and jump over him after he gets close
enough.
* Sonic slash move.  The clue for this is that he'll do two little hand swipes
right beforehand.  Fire a missile for a free hit, then jump the attack when it
gets close.

 -=--=--=--=--=--=--=--=--=--=--=-
4.2    Fake Chozo Statue/Charge Beam
 -=--=--=--=--=--=--=--=--=--=--=-
Location: Sector 1
Hit Count: 4 missiles (eye Core-X)

This may look like you jump onto it to get the item, but fire at it instead to
turn it into an eye Core-X...

 -=--=--=--=--=--=--=--=--=--=--=-
4.3    Pogo-X/High Jump & Jumpball
 -=--=--=--=--=--=--=--=--=--=--=-
Location: Sector 2
Hit Count: 10 missiles (boss)
           4 missiles (regular Core-X)

Avoid him as he jumps around, until he opens up and tries to suck you in.
When that happens, stand under him, fire a missile or two directly up the
stalk, then run to avoid being sucked in.  Every 2 hits or so, he'll get
shorter and faster, so be ready.

 -=--=--=--=--=--=--=--=-
4.4    Serris/Speed Booster
 -=--=--=--=--=--=--=--=-
Location: Sector 4
Hit Count: 5 missiles (boss)
           5 missiles (regular Core-X)

Ask ten people where to stand while fighting him, and you'll get ten different
answers.  Honestly, there isn't anywhere you can stand that makes you
completely invulnerable.  The trick is to stay relatively still, be patient,
and fire at him the moment you see him.

With that said, my favorite place is on the rungs on top of the room.  If you
see Serris coming at you, fire at him and then simply drop down.  (Well, in
theory anyways... if you have more than 2 or 3 energy tanks you should be fine
if you're careful.)  When he turns white, his thrashing about the room will
get faster, and he'll be invincible.

Watch his patterns: I've found that when he turns white, he'll do a zig-zag
through the platforms, and then make a big loop and hit you if you're up on the
top ladder rungs.  If you're doing it on 1%, realize you die on the 4th time he
hits you...

Finally, if you're in the water when he turns into a Core-X, I suggest you get
out of the water immediately, as it makes you a bit more mobile.

 -=--=--=--=--=--=--=--=--=-
4.5    Security Robot Part 1
 -=--=--=--=--=--=--=--=--=-
Location: Sector 3
Hit Count: 10 missiles

What?  No reward?  Well, since this might not be an X host yet, don't expect
one.  Get on the rungs, first of all.  The robot will jump back and forth (he
can't hit you, by the way), and eventually stop and fire out some sort of bomb
which causes fire to spread in both directions.  To avoid the fire attack,
stay above the bomb.

As for vulnerability, hit the boss in the center part any time except right
before he fires out a bomb.  If he charges one side of the room, consider it a
free hit as he passes under you.

If you're trying to avoid all damage, try this:  get sort of in the center of
the ladder to start.  When he fires out the bomb, get directly above it.  Then,
he'll jump twice toward you and end up overshooting a bit.  Climb on top of
him, fire 2 missiles or 1 charged shot, then get on top of the bomb he shoots
out and repeat.

 -=--=--=--=--=--=--=--=--=-
4.6    Fat Core-X/Varia Suit
 -=--=--=--=--=--=--=--=--=-
Location: Sector 6
Hit Count: 6 Charge Beams (boss)
           6 missiles (regular Core-X)

What a nasty surprise... a Core-X in the data room.  All he can really do to
you is ram you, and there's not really much you can do about it except shoot
him.  By the way, since missiles tend to bounce off his little shielding
creatures, use Charge Beams instead.  You'll be firing blind most of the time,
but you should have a general idea of what direction he's in.

 -=--=--=--=--=--=--=--=--=-
4.7    Mad Scientist/Wide Beam
 -=--=--=--=--=--=--=--=--=-
Location: Sector 3
Hit Count: 4 missiles (eye Core-X)

Fire at the scientist to make the Core-X appear...

 -=--=--=--=--=--=--=-
4.8    Spider/Space Jump
 -=--=--=--=--=--=--=-
Location: Main Deck
Hit Count: 13 missiles (spider form)
           13 missiles (bouncing form)
           6 missiles (regular Core-X)

Here's where people tear out their hair and try to make their GBA
spontaneously combust.  Actually, the first form is pretty simple.  When you
get into the boss room, get into a ball and get as close to the corner as you
can without getting burned.  When the fire subsides, just get into the corner
and stay there until the boss stops and charges up a fire shot.  When that
happens, get up, fire a missile or two at its mouth, and run for the far
corner.  Repeat.

Just to reassure you, you can't be picked up if you're in the corner unless
the boss starts at the opposite corner.  To avoid this happening, when the
boss gets too far away just roll across the room to make it go the other way,
thus keeping it in the center.

Eventually, the spider become a spider torso which bounces around and drops
rocks (?) on you.  Stand in the corner, angle upward with L, and fire missiles
like there's no tomorrow.  If you don't have a lot of life left, you may have
to get more creative and actually try to AVOID his attacks.  Fancy that.
Eventually you'll score enough hits to kill him and get to the Core-X...

Oh, and one more thing.  Before you go waltzing into the next boss battle
(sooner than you think), drop to the bottom of the reactor core and SAVE.

 -=--=--=--=--=-
4.9    SA-X Part 1
 -=--=--=--=--=-
Location: Sector 2

Some of you may be asking why this is here.  "This isn't a boss battle... you
can't actually kill it."  Big deal.  It is, however, something I had a lot of
trouble on, and it does indeed involve fighting a boss.

The trick here is to be methodical about freezing the SA-X.  Wait a bit before
dropping down, so the SA-X gets close to the center of the room.  The moment
you drop down, freeze it with a missile.  Then jump over it, freeze it again,
and run to the first little hump in the next room.  Fire missiles until the
SA-X is frozen, then drop a Power Bomb (don't release R) and freeze it again.
Run for the next room; if you're quick enough the SA-X won't have time to line
up a shot.

Now for the hard part.  You may want to unlock the first gate the moment you
get in with a shot angled upward (the L button).  Regardless, freeze the SA-X,
then run for the exit, angling upward and firing the whole time.  If you get
stuck, you're in very deep trouble, so don't let it happen.

Once you get to the large barrier in the last room, you're done.  Climb over it
and wait for the SA-X to leave, then go back a room and proceed.

 -=--=--=--=--=--=--=--=--=--=-
4.10   Mother Plant/Plasma Beam
 -=--=--=--=--=--=--=--=--=--=-
Location: Sector 2
Hit Count: 26 missiles (first form)
           24 missiles (second form)
           5 missiles (eye Core-X)

Yes, you read that correctly.  (That hit count was a real pain to get, by the
way.)  Oddly, this isn't very hard.  Get up onto the large pedestal on the
right, then fire a whole bunch of missiles at the root on the right.
Occasionally, clear out the spores coming at you from the top by firing a
regular shot or two at them, then continue firing missiles.

On to the second form.  Now the root will shoot Plasma Beams at you.  If it's
a lower shot, jump over it and keep firing.  If it's a higher shot, crouch
(don't go into a Morph Ball) and keep firing.  (See a pattern here?)

The Mystical One reports that Power Bombs also work well to not only do damage
to the boss, but also take out the little spores.  Power Bomb, kneel, fire
lots of missiles, repeat until the second form appears.

Finally, jump into the next room to fight the Core-X...

 -=--=--=--=--=--=--=--=--=-
4.11   Nightmare/Gravity Suit
 -=--=--=--=--=--=--=--=--=-
Location: Sector 5
Hit Count: 2-3 Charge Beams (first form)
           3-5 Charge Beams (second form/gravity control)
           30 missiles (third form)
           6 missiles (regular Core-X)

This is where you see people threatening to murder each and every one of the
game designers.  It's all about pattern recognition, though.

First two forms: not too bad.  Jump over the shots from Nightmare's arms, then
get underneath him and fire a Charge Beam at the little thing on the bottom.
After a couple of times doing this, he'll engage his gravity control thingy
(the "second form").  Keep up the same pattern until the gravity control
flashes (this means it's dead).  By the way, don't try missiles on the second
form in particular.  They're affected by the higher gravity and don't actually
fly- they just sink.  Use Charge Beams instead.

Third form: here's the hard part.  Get on the very bottom rung on the left
side.  This *should* line you up with his weak spot, the exposed "face".  If
not, adjust as needed.  Then fire 8 or 10 missiles at it.  (I'm NOT kidding.)
As it gets closer to you, climb up the ladder and get ready to watch where it
goes.

The trick to this part, which is where most people have trouble, is making him
go in circles.
*** Watch which way he approaches you as he comes toward you. ***
If you run away, either by jumping over him or running under him, he'll follow
you in circles until he gets back to his starting point.  Then just repeat all
of that until it becomes a Core-X.

 -=--=--=--=--=--=--=--=--=--=--=--=-
4.12   Security Robot Part 2/Wave Beam
 -=--=--=--=--=--=--=--=--=--=--=--=-
Location: Sector 6
Hit Count: 12 missiles (boss)
           4 missiles (eye Core-X)

Woohoo, this thing again.  Just to bring you up to speed, its jump is higher,
it now shoots homing missiles instead of those annoying firebombs, and the
water below you is electrocuted.  Brilliant.

I discovered one strategy which, if done well, can get you through the boss
battle without any damage.  As soon as you walk in, drop a Power Bomb to
expose the rungs above.  Get on them, obviously.  Get about one boss-length
away from its center.  Wait for it to jump (you'll be too far away for it to
hit you), fire a missile at the center, then quickly move about a boss-length
away again.  When the homing missiles come out, use regular beam shots to
clear them, then repeat until the boss finally croaks.  Oh, and it does the
little "charge the wall" thing still, and you can still take a free shot when
he does it.

Lil' Hyren 56 (talk about your unwieldy nicknames) shares another strategy:
After you expose the ladder, get on the very left part.  As the boss comes
close to you (and can't hit you), angle down with L and hit it with missiles
until it becomes a Core-X.  A little more tricky on the aiming, but still easy
and damage-free if done right.

A third strategy, this one a really long and complicated one, from Lostfactor:
<<
The second time you fight the security bot, obviously, you're supposed to
power bomb out the top ladder, jump on that, and fight it the same way that
you did the first time.  However, there's a secret - that's the hard way to do
it.  The easy way to do it barely involves budging from your entry point, and
while it takes a heck of a long time, it's more or less -completely safe-.

You enter the room.  The security bot starts charging in your direction.
Start charging your beam, then hold L and tap Down (so that your shots are
going down at an angle.)  Wait for it for a few seconds.  Once it comes on-
screen, you should be able to spin-jump to the right, fire your charged beam
down towards the core, and land back at your initial point of jumping.  (This
is a bit tricky to do, actually, since your beams will hit the bot's armor
once or twice.  You just need to get a sense for the positioning, which takes
a few missed shots - once you've got it, you'll be hitting him at least once
with most passes.)

He'll flash, jump away from you to the point where he's only about halfway on
the screen, and begin to launch missiles.  These come towards you, and you
just fire away like it doesn't matter.  Really, just nail the B button down as
fast as possible, and the shots evaporate into explosions.  As soon as the
last one blows up, start charging again, press L, and tap down.  The robot
will start charging at you...

That is, basically, it.  He'll keep charging, you'll keep nailing him with
shots, and nothing he does will ever reach you.  Occasionally he'll back off
away from you and shoot missiles in your direction, but you can hear the sound
effect - just gun them down like usual.  He'll head back towards you soon
enough.  Proof?  I took three hits in the entire battle - one from when I got
lazy and didn't shoot down a missile in time, the other two just from
accidentally falling in the water.  When the Core-X emerged, I was at almost
full health.  Be warned, however, that it will take some time to beat him this
way.
>>

By the way, the water is not electrocuted when you fight the Core-X.  Rejoice.

 -=--=--=--=--=--=--=--=-
4.13   Ridley/Screw Attack
 -=--=--=--=--=--=--=--=-
Location: Sector 1
Hit Count: ~90 missiles (boss)
           6 missiles (regular Core-X)

I think the biggest argument about this boss is what to kill him with... many
people say use Charge Beams because it takes quite a few less hits to kill
him, while I continue to say you should use missiles.  Why?  The reason charge
beams are so effective is because you really get three shots per beam.  The
damage you do is, again, dependant on how many of those shots hit.  And Ridley
can (and does) block them with his tail.  Bottom line: if one of your Charge
Beams gets blocked, you just lost about 3 seconds of charging time.  If one
missile gets blocked, you just lost about one-third of a second and a missile,
but you still have a lot of hits left.  Pick your poison.

That said, if you're using missiles, I hope you got lots of Missile Upgrades;
you'll need them.  (For the curious, that isn't an exact hit count.  I counted
8 high-pitched "this really hurts" squeals, then about 11-12 hits in between
each one.)  I also hope you have 8 or more energy tanks.  The more pickups you
got, the easier this will be.  Just stand in the corner and fire tons of
missiles at him.

In case you have to avoid some of them, Ridley has the following attacks:
* Three fireballs, which don't have much in the way of speed or aim.
* Ridley takes his tail (which is invincible, by the way) and tries to drill
you with it.  Jump over or run under as he passes by, or simply stay down.
* Ridley picks you up.  Keep firing until he drops you.
* Miscellaneous thrashing.  Just don't get pinned down, and you'll be fine.

Several people told me that the easiest way to avoid his thrashing and
picking-up behavior is by going into the Morph Ball momentarily, rolling out
of the way, then getting back up and firing some more.  The Breadstick Guy
mentions that Power Bombs will score hits and slow Ridley down momentarily.

After all that, you still have a Core-X to beat.  But you're good at that by
now...

 -=--=--=--=--=-
4.14   SA-X Part 2
 -=--=--=--=--=-
Location: Operations Deck
Hit Count: 12-15 Charge Beams (Samus form)
           3-4 Charge Beams (ugly creature form)
           6 missiles (eye Core-X)

Another boss that's easier than it looks... some things to know.
* After you hit the SA-X with a charge shot, it will Screw Attack toward you.
* If you Screw Attack into each other, both of you take damage, but you take
more than it does.  Not to mention that you hitting it will cause it to start
Screw Attacking again... just run away.
* The Ice Beam REALLY HURTS.  Avoid it at all costs.
* To that end, you're invincible to Ice Beam shots while Screw Attacking.

As for strategy, get in one corner of the floor (NOT in the little
passageway).  Fire a beam at the SA-X.  If it gets too close to you, jump over
it and run for the other corner, then repeat.  If you can get off two shots
(it happens pretty often), more power to you.

The second form is even easier.  It tries to jump on you; run away, then blast
it with a Charge Beam.  Then beat up the eye Core-X and... well, you don't get
the Ice Beam quite yet... set the propulsion sequence and run back to your
ship.  It's time for the last battle...

 -=--=--=--=--=--=-
4.15   Omega Metroid
 -=--=--=--=--=--=-
Location: Docking Bay
Hit Count: ~50 beam shots

For the record, Charge Beams are not necessary in this fight.  However, some
people like using them... if that's your cup of tea, go for it.

With any luck, you should have about 2 minutes left.  That's more than enough
time if you don't stall too long.  Walk up to it and get slashed down to 1
life, then watch the SA-X sacrifice itself.  Pick up the Ice Beam.  Now hold
down the L button, dash in toward it (get right under its nose), fire 4 or 5
shots at its chest, then run away from its claw before you get slashed.  (This
is the FINAL BOSS, and it has only one attack, and it's really obvious when
it's about to use it.  Go figure.)  Repeat until it dies, and get ready for
the REALLY CHEESY ENDING.

 -=--=--=--=--=--=--=--=-
5.   Thanks and Copyright
 -=--=--=--=--=--=--=--=-
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.

Thanks to:
- Nintendo, for a very well done game.
- CJayC, webmaster of GameFAQs... no, this isn't a plug to get my FAQ
posted...
- People who sent me strategies/other helpful tidbits to use:
Lil' Hyren 56 (Security Robot Part 2), Lostfactor (Security Robot Part 2), The
Mystical One (Mother Plant), The Breadstick Guy (Ridley)

This FAQ is copyright 2002-2003 to Incoherent/Adam Westall.

</FAQ>