============================================================================== Solar Eclipse / Titan Wars (Saturn, PS) (1995) ============================================================================== Solar Eclipse and Titan Wars Copyright 1995 Crystal Dynamics This document is created by Faididi and Co. (faididi@yahoo.com) Copying or distributing this, in whole or in part, for profit without the explicit permission of the author is prohibited. ------------------------------------------------------------------------------ [-] Document Version History ------------------------------------------------------------------------------ Version 2006 (2006-09-27 Wednesday) - Initial release. Version 2008 (2008-07-19 Saturday) - Corrections made. Version 2010 (2010-07-19 Monday) - Corrections made. ============================================================================== [0] Contents ============================================================================== [1] Overview [1.0] Game Version Differences [1.1] Story [1.2] Characters [1.3] Controls [1.4] Options [1.5] Weapons [1.6] Items [1.7] General Tips [2] Strategies [2.0] Prologue [2.1] Mission 1: Janus [2.2] Mission 2: Hyperion [2.3] Mission 3: Tethys [2.4] Mission 4: Dione [2.5] Mission 5: Rhea [2.6] Mission 6: Enceladus and Mimas [2.7] Mission 7: Phoebe [2.8] Mission 8: Titan [2.9] Epilogue and Staff Credits [3] (reserved) [4] Miscellaneous Information [4.1] Cheats [4.2] Boss Strategies [4.3] Patch Codes [5] Reference [5.1] Game Source Information [5.2] Really Small Details [5.3] Document Credits [6] Contact Information ============================================================================== [1] Overview ============================================================================== Team Titan and Crystal Dynamics' Solar Eclipse (a.k.a. Titan Wars) is a space shooter. It is a follow-up to Total Eclipse, but it features a completely different story and vastly improved gameplay. ------------------------------------------------------------------------------ [1.0] Game Version Differences ------------------------------------------------------------------------------ - The languages used are different. The Japanese version dubs over the original dialogue, but the Polecat's system voice remains the same. - The Japanese version removes the Previews. ------------------------------------------------------------------------------ [1.1] Story ------------------------------------------------------------------------------ In July of 2092, the LaGrange Colonies scattered across the moons of Saturn fall victim to the sudden attacks of a mysterious force. The UNS Tomlinson is sent by the Earth Central System Command (ECSC) to rescue the surviving colonists, but given the vast distances of space, it doesn't arrive until half a year later, in January of 2093. By then, contact with the colonists appears to be completely lost. Jake Cross, callsign Stuntman, is one of the fighter pilots taking part in the Tomlinson's mission. Temporarily reassigned to Major Kelt's squadron of SCA-111G Polecats, he must not only overcome his misunderstood past, but he must also face his most terrifying enemy yet. ------------------------------------------------------------------------------ [1.2] Characters ------------------------------------------------------------------------------ The SCA-111G Polecat Crew: 1 pilot Armament: 2 wing mounted Mk. III pulse lasers, 1 centerline hardpoint for additional ordnance Armor: Composite ceramic and titanium hull with Kobayashi Industries Threat Level 5 shielding Powerplant: Twin model 615-96JEM vacuum cooled turbines developing 139,000 lbs of thrust at 12,000 rpm Notes: The latest in the 111 series of the Space Control/Attack (SCA) ships. In addition to the improvements found in earlier upgrades, the Model G features new avionics for greater maneuverability in atmosphere and gravity, making it equally deadly in planetary environments and in space. It also has improved targeting systems (created by Silicon Forge) for an extended attack envelope. Earlier models that will be retrofitted to G standards will be designated H. The SCA-111 has been first commissioned by the ECSC in 2066, with testing completed in 2074 and the first production units delivered in 2077. The Model A includes new sensor packages. The Model E features improved ECM and ECCM, along with an armored fuel system. The Belt Rebellion (2081-2084) has provided the ship with its first exposure to combat, where it has attained a 4:3:1 kill ratio against the rebels' Daewoo Consortium FV-34s and Brazilian "Wasps." The changes introduced in the Model G are meant to address the weaknesses discovered in the ship during that conflict. "Raven" - Maj. Delany Kelt The leader of Alpha Wing. "Pitbull" - Lt. Maj. Peterson The leader of Red Team. "Hellcat" - Lt. Sarah Underhill A member of Red Team. "Hopscotch" - Lt. Pachenko A member of Red Team. "Stuntman" - Lt. Jake Cross The replacement for Blackjack in Red Team. At Havana in 2087, he emerged the sole survivor out of his entire squadron. "Cobra" - Lt. Maj. Green The leader of White Team. "Phantom" - Lt. Maj. Gregson The leader of Blue Team. IRIS The computer system running the LaGrange Mining Colonies on Saturn's moons. CHARLOTTE The computer system running the colonies on Jupiter's moons. Tomlinson Class Space Carrier Crew: 54 officers 2400 enlisted 1800 Marines Armament: 22 close-in defense systems (CIDs), fully automated 10 triple mounted heavy pulse laser turrets with improved Silicon Forge Mk. II directors 2 vacuum launched missile systems (VLMS) batteries consisting of 44 tubes per battery. The VLMS is capable of firing a variety of munitions from AS (anti-space craft) to planetary bombardment Armor: Vacuum formed improved steel superstructure with composite ceramic applications over critical systems Powerplant: 6 Model 1245 vacuum cooled turbines developing 1,200,000 lbs of thrust at 9,000 rpm Notes: The greatest symbol of the ECSC's might. A Tomlinson class carrier wields enough firepower to destroy small moons as well as hostile ships. Its standard loadout includes two squadrons (48 ships) of SCA-111s and one squadron (24 ships) of PAK-10s for transporting Marines. Its dual gravity assisted catapults (GACs) can launch four ships per minute. The Tomlinson (DAC4-02) has been created in response to the growing conflict against the Belt Colonies during the late 2070s. Named after Capt. Klaus Tomlinson, the hero of the 2004 Pacific War, it has been commissioned in 2078, with its hull laid at the General Ships Lunar Yard, Echo One, in the same year. It has been completed in 2082 and entered service in 2083. The second ship of this class, the Edinburough, has begun its construction in 2086 and entered service in 2091. The third ship, the Ashikaga, is scheduled to be built in 2109. ------------------------------------------------------------------------------ [1.3] Controls ------------------------------------------------------------------------------ Movement Pad (D-Pad) - Move. Press Left and Right to bank and move sideways. Press Up to dive. Press Down to climb. Fire Button (Saturn: B) - Fire the Pulse Laser Blasters and the special weapon, if any. For the Tracking and the Detonating, release this after firing the original projectiles to fragment them. Missile Button (Saturn: Y) - Fire a Yellow Jacket. Accelerate Button (Saturn: C) - Increase the ship's forward speed. Release this to return to normal speed. Decelerate Button (Saturn: A) - Decrease the ship's forward speed. Release this to return to normal speed. Roll Left Button (Saturn: L) - Roll left. Double tap this to roll toward the next 90-degree orientation. To level out with the horizon, press both Roll Buttons together. Roll Right Button (Saturn: R) - Roll right. Double tap this to roll toward the next 90-degree orientation. To level out with the horizon, press both Roll Buttons together. Pause Button (Start) - Pause, and access the Pause Screen. In the Saturn version, to reset the game, press A, B, C, and Start together. ------------------------------------------------------------------------------ [1.4] Options ------------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.4.1] Main Options Screen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Play Game - Begin a New Game, resume a Saved Game, or erase a Saved Game. Stuntman's progress is automatically saved to the chosen Game at the end of a Mission. (A total of 9 Games can be recorded in the Save File.) Controls - Adjust the controls. The default setting is Simulation, but this may be changed to Arcade (default controls with direct-type vertical orientation) or Custom (custom controls via the Setup option). Sound - Adjust the volume. The default setting for the background music is 13 units, sound effects is 18 units, and Comm Unit is 18 units, but these may be changed from 0 to 18 units. Previews - View previews of Crystal Dynamics' early 32-bit games, including 3D Baseball '95, Solar Eclipse, Blood Omen: Legacy of Kain, Gex, The Horde, Off World Interceptor, and Blazing Dragons. Walk it off. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.4.2] Pause Screen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chase Plane View - Resume with the third-person view. Cockpit View - Resume with the first-person view. Sound - Adjust the volume and then resume. Abort Mission - Return to the Main Options Screen. ------------------------------------------------------------------------------ [1.5] Weapons ------------------------------------------------------------------------------ The special weapons refer to the Scatter, Tracking, Detonating, and Guidable. Once obtained, a special weapon can be fired indefinitely, but the Polecat's Emergency Energy Transfer and Resurge (EETR) system automatically converts all existing Weapon Energy into Shield Energy if the ship runs out of Shield Energy, losing the special weapon in the process. Weapon: Pulse Laser Blasters Spread: Narrow Reload: Fast Notes: The Polecat's standard twin wing-mounted weapons. The Pulse Laser Blasters fire small, rapid energy bursts. Weapon: Yellow Jackets (Missiles) Spread: Homing Reload: Slow Notes: The Polecat's homing missiles. After being launched, a Yellow Jacket splits into several mini-homing missiles that can destroy enemy projectiles in their way. Unlike the other weapons, the Yellow Jackets are limited in ammunition. Weapon: Scatter (swirling bullet) Spread: Wide Reload: Fast Notes: The Maelstrom Cannon, created by New Amsterdam Industries. The Scatter quickly sprays bullets consisting of dense matter orbited by swirling plasma. Its high speed, wide spread, and ease of use make it a solid choice in any situation. As Weapon Energy increases, the spread increases. Weapon: Tracking (plasma bolt) Spread: Homing Reload: Slow Notes: The Frangible Tracking Plasma (FTP) Comet, created by Livermore Inc. The Tracking launches homing plasma bolts that seek their targets by reading a wide criteria of enemy signatures, including heat, jamming, magnetism, movement, and sound. As Weapon Energy increases, the bolts can split into more mini-bolts (by releasing the Fire Button). The number of mini-bolts is equivalent to the number of bars, with no splitting at 1 bar. Weapon: Detonating (exploding shell) Spread: Wide Reload: Slow Notes: The Command Detonating (COMDET) Munition, created by the ECSC Ordnance Section. The Detonating launches shells that can explode into cones of depleted uranium flechettes (by releasing the Fire Button). Compared to the Scatter, it can deliver a greater attack spread at once, but it is slower to fire. As Weapon Energy increases, the spread increases. Weapon: Guidable (orb with trails) Spread: Narrow Reload: Slow Notes: The Saber, created by Kobayashi Industries. The Guiding fires a large energy orb that can be manually steered (by pressing the Movement Pad). If another round is fired, the previous one goes dumb and continues along its current path. As Weapon Energy increases, the width increases. ------------------------------------------------------------------------------ [1.6] Items ------------------------------------------------------------------------------ Items can be found in bunkers (the tower-like structures), in supply ships (the canister-like vessels flying sideways), or in open space. Rectangular bunkers hold special weapons. Slender bunkers hold Yellow Jackets. Concave bunkers hold Shield Energy items. Wide-top bunkers hold protective barrier or cloaking items. Dark bunkers with red marks hold 1-Ups. All items with weapon-related effects have yellow swirls. Item: Shield Energy (red orb with two green balls) Notes: Restores Shield Energy by 1 bar. The Shield Energy capacity is 5 bars. Item: Double Shield Energy (red orb with four green balls) Notes: Restores Shield Energy by 2 bars. Item: Supercharge (red orb with four green balls and yellow swirls) Notes: Restores Shield Energy and Weapon Energy completely. (Weapon Energy can be obtained even if there is no special weapon currently equipped.) Item: Invincible (red shield) Notes: Renders the ship invulnerable to all attacks, but not from collisions against natural environmental surfaces. Item: Sponge (blue shield) Notes: Converts damage into Shield Energy from all attacks, but not from collisions against natural environmental surfaces. Item: Cloak (translucent Polecat) Notes: Renders the ship invisible to most enemies, so they won't fire at it. However, the ship still remains vulnerable to damage. Item: 1-Up (Polecat on a red triangle) Notes: Adds 1 Life. The Life capacity is 9 Lives. Item: Missiles (dark missile with yellow swirls) Notes: Adds 1 Yellow Jacket. The Yellow Jacket capacity is 9 Yellow Jackets. Item: Special Weapon (Scatter, Tracking, Detonating, Guidable) Notes: Changes the ship's special weapon to the indicated one or, if the ship already has it, increases Weapon Energy by 1 bar. The Weapon Energy capacity is 4 bars. ------------------------------------------------------------------------------ [1.7] General Tips ------------------------------------------------------------------------------ - Keep moving vertically as well as laterally to avoid enemy attacks. Where possible, flying around in a circular pattern can be an effective evasive maneuver. In space, there is no limit in any direction, so Stuntman can keep climbing or diving if he likes. - At interior areas, if one path is too difficult, try a different path to see if things get any easier. Side tunnels may contain fewer obstacles or more items. - Scraping against the ground or a wall along the sides won't cause too much damage, but crashing straight into a wall results in instant death. - Homing weapons target only active enemies, not destructible traps and buildings. - A group of enemies may drop an item when it's completely destroyed, but going through the trouble of killing the whole of such groups isn't always worth it. - In space, items can usually be found in the middle of the meteoroid rings. - Keep grabbing the same special weapon to increase Weapon Energy before switching to another special weapon. - If Stuntman gets wasted but has at least 1 Life in reserve, his Yellow Jackets will be reset to 4, and he will restart from the most recent Checkpoint. (Stuntman begins every Mission with full Shield Energy.) - If it's Game Over, the game will return to the beginning. (Loading a Saved Game gives Stuntman the default 4 Lives and 4 Yellow Jackets.) ============================================================================== [2] Strategies ============================================================================== ------------------------------------------------------------------------------ [2.0] Prologue ------------------------------------------------------------------------------ Story: Date: 2092-07-16 Susan Powell, one of the remaining colonists on Titan, manages to escape into space. Unfortunately, her launch causes a reactor cascade in Facility 17, and her own craft is soon intercepted and becomes lost. ------------------------------------------------------------------------------ [2.1] Mission 1: Janus ------------------------------------------------------------------------------ Story: Date: 2093-01-07 Mission Objective: Recon for colony satellite array. With a good word from Commander Templeton, Stuntman has been temporarily reassigned to Raven's Alpha Wing, where he will fill in for Red Team's injured pilot, Blackjack. According to the ECSC, there is no link between the LaGrange situation and the Kepler one on Mars, which has been due to a nerve gas accident, so the group's first job is to do some recon work. General Hints: The Scatter is the only available special weapon for now. Destroy the bunkers and supply ships to find items. The blue gas from the geysers can be touched without harm. Kill the laser towers, or dodge their beams. Boss: submersible ship The submersible ship begins under the surface of a lake. Items can be found at the sides of this area. During the first phase, destroy the refueling ships trying to connect with it, and destroy its exposed upper part to make the entire boss emerge from the water. During the second phase, when it's flying, it will shoot fireballs. During the third phase, after its legs break, it will spray out wide shots. ------------------------------------------------------------------------------ [2.2] Mission 2: Hyperion ------------------------------------------------------------------------------ Story: Mission Objective: Destroy colony's automated defense C&C. Raven and Cobra don't take too well to Stuntman's messy methods, but Pitbull and Hopscotch are impressed enough. Returning their focus to the mission, the pilots reflect on the strange things they have observed. The enemy ships are clearly constructed from colony materials, but why any colonists would build such things and commit the attacks doesn't make sense. Unless, of course, the ones controlling the enemy craft aren't colonists. While Captain Banks and Spinner clean up the last radio transmission received from the colonies, Red Team is sent to destroy a defense Command and Control system, in case the enemy attempts to use it to carry out more attacks. General Hints: The Tracking is first available here. In space, grab items, including any 1-Ups. On Hyperion, there are some new traps. The plate drones will make ramming attacks, and they can be destroyed only when they turn around and fly away to the front. Shoot the spinning laser traps to stop their rotating motion, making their laser beams easier to avoid. In the later areas, the other pilots will provide brief details of the obstacles found on the different paths that Stuntman can take. Boss: walker (Command and Control system) The walker will travel through a repeating system of caves and exterior areas. In the caves, avoid its flames and missiles. At the exterior areas, it will use its flames to fly to the next cave, so it can attack with only its missiles then. When it is almost defeated, it will shoot two flames at once. ------------------------------------------------------------------------------ [2.3] Mission 3: Tethys ------------------------------------------------------------------------------ Story: Mission Objective: Destroy colony's energy production platform. The 15 g turns that the hostile craft have been making prove that the enemy is not human. The restored transmission, which has been spliced together in a sickening fashion, is also a cause for further alarm. Meanwhile, Stuntman drops the issue about his past with Pitbull. The latest transmission comes from another colonist, who gives a warning not to damage something called IRIS. While the others search for the source of this transmission, Red Team has to destroy an energy production platform, so the enemy can't use it. General Hints: The Guidable and the Detonating are first available here. In space, grab items. Hit the stationary blue drones to make them spray out more shots, killing any enemies around them. On Tethys, the generic buildings may or may not hold items. Avoid the floating mines, which can't be destroyed. The ring-shaped flash drones will emit a bright flash if Stuntman hits them. The flash is harmless by itself, but it can briefly blind Stuntman. The spikes must be avoided, but the icicles can be destroyed. At the large cavern area where Stuntman receives a flurry of hectic transmissions from the other pilots, the right side is less dangerous. Boss: energy core The energy core is chasing Hopscotch through the caves. While avoiding more spikes, keep following and hitting it. Its attacks are very light, and Stuntman should be able to kill it quickly. ------------------------------------------------------------------------------ [2.4] Mission 4: Dione ------------------------------------------------------------------------------ Story: Mission Objective: Destroy colony's telecommunications complex. Cobra is the only survivor of White Team, and he brings back bad news about the communication lines being likely to be compromised. IRIS, the computer system running the LaGrange Colonies, turns out to be tapped into the Tomlinson, but Raven's order to disconnect IRIS comes too late as it triggers the ship's auto-destruct sequence. Most of Alpha Wing makes it off in time, with Pitbull dying in the explosion while trying to rescue Hopscotch. Vegas takes Pitbull's place, and Red Team's new job is to start cutting off IRIS' means of communication. General Hints: On Dione, shoot apart the destructible panels blocking some of the tunnels. There are lots of laser traps. In the caves, enter the smaller side tunnels to find more items. Some of the gates will partially block off nearby tunnels when they slide open. In space, grab items and prepare for a serious fight. Vegas will get killed by the boss, and Hellcat's navigation computer will get busted. Boss: sensor ships The eight sensor ships fire different types of projectiles, depending on their formation. While avoiding their shots, focus on destroying one ship at a time. Normally, they shoot red laser bolts that usually miss. When they group together more tightly, they shoot fireballs aimed at Stuntman's last position. When they use a radial formation, they can make cutting beam attacks while sliding in and out from the center of the group. When there are two ships left, they will charge up and release large energy orbs. When there is only one ship left, it will stay in one place and keep firing a barrage of red laser bolts. ------------------------------------------------------------------------------ [2.5] Mission 5: Rhea ------------------------------------------------------------------------------ Story: Mission Objective: Destroy colony's weapon transport. Maestro has died during the elimination of a weapon platform, but the weapon transport has escaped. Given the circumstances, Stuntman is made the leader of Red Team for the moment. His group's next task is to hunt down the weapon transport, while the others continue trying to see who is controlling IRIS. General Hints: In the first large shaft, walls of spikes will block most of the path. Fly through the open quadrants of these walls. Afterward, keep flying around in a circular pattern to avoid crashing into the continuous wave of spikes. In the second large shaft, walls of spikes will appear again, but this time their open quadrants will almost always be blocked by destructible panels. The wave of spikes here is just like the previous one, but now it will also change directions in the middle. At the exterior desert area, the aerial carriers can drop more drones. The ground tanks launch homing missiles, so stay low and shoot them first. In the last tunnel before the end, follow Digger to avoid crashing into a dead end. The path is: left, left, right, right. For an easier time, decelerate. Afterward, the crazy colonist will appear in his survey ship and lure Digger into a deathtrap to the left. Stay right and don't follow them, because the crazy colonist's path is a dead end. Boss: weapon transport The serpentine weapon transport will snake its way through a cave filled with tunnels. It has rear protective barriers, so hit its sides as it weaves back and forth. Unfortunately, destroying the middle segments will cause the boss to split into multiple strings, all of which also have rear protective barriers and the ability to shoot fireballs. Dodge vertically as well as laterally to better stay alive, and grab the few items found in the tunnels, especially the small middle tunnels where the boss doesn't travel. When there is only the head segment left, its rear barrier will briefly drop so it can fire missiles. ------------------------------------------------------------------------------ [2.6] Mission 6: Enceladus and Mimas ------------------------------------------------------------------------------ Story: Mission Objective: Destroy colony's mobile sensor array. Apparently, the crazy colonist is worshipping IRIS as though it's a god. Regardless of whether he is actually controlling it or not, IRIS must be stopped. To do that, the four remaining pilots have to prevent it from tapping into their communications. Phantom has been killed by IRIS' sensor array, and now Cobra and Stuntman have to go finish the job. General Hints: On Enceladus, prepare for more spikes and for ships that fire wide shots. Inside the cave, follow Cobra's directions to avoid crashing into a dead end. (He will provide directions only at places where dead ends are present.) The directions are: left, right, right, left. For an easier time, decelerate. In space, grab items and get ready for the next moon. On Mimas, Cobra dies after knocking out the sensor array's mighty tail gun. Boss: sensor array The mobile sensor array flies through a cave filled with deathtraps. Stuntman must follow the boss to avoid crashing into a dead end. Its attacks are very light. When it opens up briefly, it will fire more shots, but most of them will miss or hit the sides of the caves. The main challenge lies in not losing track of the boss as it weaves back and forth. For an easier time, use the cockpit view. ------------------------------------------------------------------------------ [2.7] Mission 7: Phoebe ------------------------------------------------------------------------------ Story: Mission Objective: Destroy colony's central computer IRIS. The sensor array has sent a burst transmission to Phoebe just before Stuntman destroyed it. Hellcat and Stuntman know that Raven is holding something back from them, but for now their orders are to see if IRIS is at Phoebe and to destroy it if it is there. General Hints: On Phoebe, touching the lava waves isn't healthy. In the final large caverns, go into the side tunnels and between the rows of spikes to find more items. In space, look for items hidden among the sheets of meteoroids. After the crazy colonist kills Hellcat, Stuntman will find IRIS, or at least a very big part of it. Boss: "IRIS" (super sensor array) "IRIS" consists of several panels that will change their formation and attacks with each phase. The weak points are the panels that have guns on them, and destroying all the weak points in one phase will bring the fight to the next one. (The other panels are indestructible and can block Stuntman's shots.) During the first phase, the weak points are hiding behind the other plates. The other plates move toward wherever Stuntman is aiming, so lure them away, and then quickly turn back and hit the weak points. During the second phase, the weak points and the other plates move together as a rotating board. The weak points are constantly exposed here, so hitting them is very easy. During the third phase, the weak points remain stationary relative to the other plates, which will revolve along the outside. Keep moving up or down (because there is infinite room in space) to dodge the returning fire. During the fourth phase, the plates move in a spherical formation. Hit the weak points in the sphere while dodging their shots, especially the deathray. The sphere moves vertically more than it does laterally. Also avoid any meteoroids in the way. During the fifth phase, the plates will move up close, enclosing Stuntman within their sphere. Quickly find and destroy the weak points, because their proximity makes their shots very difficult to dodge. During the sixth phase, the last weak point will stay on the front side of the sphere and keep firing a barrage of red laser bolts. Kill it to make the whole boss go BOOM! ------------------------------------------------------------------------------ [2.8] Mission 8: Titan ------------------------------------------------------------------------------ Story: Mission Objective: Destroy IRIS. With everybody else dead and with their resources dwindling, Raven finally reveals to Stuntman all of what she has learnt from Earth Central Command after the Tomlinson was destroyed. The nerve gas story at Mars was a cover for what had really happened there. A colonist was testing an attack program when he died of a sudden heart attack. Uncontrolled, Kepler's central computer system continued its simulated war against Earth by killing its own colonists and building a fleet of warships with their materials. Although the computer system was shut down when this fleet was halfway to Earth, it had already spread the program to CHARLOTTE and IRIS. While the Edinburough was sent to stop CHARLOTTE, the Tomlinson was sent to stop IRIS. What Stuntman has just destroyed is merely another sensor array. The final goal is to completely eliminate IRIS at Titan, where its nerve center has been originally built. They must hurry, because it is attempting to escape, and if it succeeds, Raven and Stuntman won't be able to catch up to it. General Hints: In space, there are lots of enemies. Preserve as much energy as possible. On Titan, there are lots of items hidden in the narrow tunnels. In the dark tunnels, Stuntman can shoot the flash drones to light up the place. The thin laser barrier emitters can be destroyed, but he can also leave them intact to see the path, especially if there are no flash drones present. Decelerate and roll 90 degrees to fit through the narrow slots. After Raven mentions that IRIS is at the launch area, Stuntman will find automatic gates that open and close periodically. In the last stretch before the final bosses, all the worst types of obstacles that Stuntman has faced will be thrown at him at once, including spikes, narrow slots, and automatic gates. After Raven blows up, Stuntman will finally get to deal with the crazy colonist. Boss: crazy colonist During the first phase, the crazy colonist will fly through a system of walls. Stuntman must follow the boss to avoid crashing into a dead end. The crazy colonist can't be killed at this time, so just focus on tailing him and avoiding his occasional shots. The turrets here will miss a lot. For an easier time, use the cockpit view. During the second phase, the crazy colonist will attack Stuntman in a wide open area. When he is flying away to the front, he will shoot fireballs. When he is flying back toward Stuntman, he will shoot red laser bolts. There are items at the sides of this area. After the crazy colonist dies, grab the final bunch of items in preparation for the last enemy. Boss: IRIS IRIS' core has already begun its launch, and Stuntman will catch up behind it inside the launch shaft. During the first phase, hit the thrust nozzles while avoiding the flames they emit. At first, the middle nozzle keeps firing, while the outer ones do so periodically. Quickly destroy one of these outer nozzles to secure a safe spot, and then destroy the other nozzles. During the second phase, Stuntman has to focus on dodging, not attacking. After all the nozzles are broken, they will spit out flames in an alternating pattern. When all the outer nozzles fire, the middle is the safe spot. When the middle nozzle fires, one of the outer spots, rotating clockwise, is the safe spot. Keeping this in mind, Stuntman needs to dodge the flames until the boss leaves the shaft. During the third phase, IRIS will enter a wide area and fold out into a ship. Dodging its projectiles, destroy its top unit, its side units, and then its two arms. The arms can charge up and release large energy orbs. During the fourth phase, IRIS will transform one last time. Hit the mouth of its main cannon when it opens up to fire energy orbs, which can't be destroyed by Yellow Jackets. Its top and its wings also shoot red laser bolts that are easy to avoid. ------------------------------------------------------------------------------ [2.9] Epilogue and Staff Credits ------------------------------------------------------------------------------ Story: IRIS is dead, and Stuntman also may as well be. His ship is out of oxygen, and he has used up his remaining fuel in the final push from Titan, placing himself on a path leading to a fiery entrance into Saturn's atmosphere. Luckily, Raven isn't quite gone, and she manages to rescue Stuntman with a cargo ship she has found in the remains of Facility 17. Perhaps understanding now what has really happened with Stuntman at Havana, she asks him for any pointers on dealing with her coming inquiry. However, the war isn't over. Unknown to our surviving heroes, IRIS has made one last transmission to CHARLOTTE. Staff Credits: Live Action Produced and Directed by Dimitri Logothetis Team Titan: Lead Programmer Stephen D. White Programmer Bob Smith Lead Artist Terry Falls Artists Simon Knights, Steve Suhy Lead Game Designer Eric Lindstrom Designer Noah Hughes Product Marketing Manager Jim Curry Produced by Andy Trapani Live Action Crew: "Raven" - Maj. Delany Kelt Claudia Christian "Stuntman" - Lt. Jake Cross Gary Hudson "Hellcat" - Lt. Sarah Underhill Jillian McWhirter "Cobra" - Lt. Maj. Green John Lage "Pitbull" - Lt. Maj. Peterson Tracey Ross "Hopscotch" - Lt. Pachenko Ritchie Montgomery "Vegas" - Lt. Ramirez Juan Garcia "Phantom" - Lt. Major Gregson Stephen Park "Digger" - Lt. Morris Janna Copley Crazy Colonist Dennis Burkely Susan Powell Kim Miyori Spinner Charles Martinet Capt. Banks Stephen Markle Joshua Joe Paulino Flight Computer Tracy Heffernan Intercom Voice Joe Paulino "Buzzard" - Lt. Hogan Neil Dickson "Scarecrow" - Lt. Radakovich Kevin Baxter "Maestro" - Lt. Phillips Marita DeLeon IRIS Tracy Heffernan, Charles Martinet, Joe Paulino, Stephen Markle, Kim Miyori Executive Producer of Live Action Andy Trapani Associate Producers Gary Hudson, Frederick Bailey III Story and Screenplay Eric Lindstrom Additional Story and Dialogue Jim McGrath Production Manager Aaron M. Heck 3D Animation Terry Falls, Simon Knights Editing and Post Production Supervision Dan Brazelton Director of Photography Jurgen Baum First Assistant Director Robert Kay Second Assistant Director Bobby Bonilla Script Supervisor Joan Chen Live Action Score John Lawrence, Bill Hendrickson Sound Design and Foley Tom Corwin Production Designer Philip Brandes Wardrobe Marita DeLeon Make-Up Stephanie Fowler Additional Game Crew: Additional Programming Adam Woodbury, Doug Ihde, Dan Su, Lloyd Pique Terrain Tile Art Maj Cole Additional Art Juan Ruiz, David Pounders, Jean Xiong, Andy Mitchell Executive Producer Jon Horsley Storyboards Vincent Castillo, Andy Mitchell Level Layout and Additional Design Jeremy Bredow, Seth Carus, Riley Cooper, J. Epps, Chazz Geiwitz, Noah Hughes, Josh Rose Object Assembly Mark Ybarra Music John Lawrence and Bill Hendrickson for Power of 2 Music Music Processing and Sound Effects Burke Trieschmann Tools Gimp Sean Vikoren Video Decompression and Decompositing Leland Susser Test Manager Conan Tigard Lead Tester Caroline Esmurdoc Testing Ed Chennault, Richard D'Aloisio, Jake Espinoza, Scott Hill, Billy Mitchell, Laurence Monji, Chris Pappalardo, Raphael Pepi, Kam Ralston, Rodney Rapp, Ilya Reeves, Kenny Reeves, Sheatiel Sarao, Serguei Savtchenko, Mari Schaal, Ben Schulz, Kevin Seiter, Eric Simonich, William Sudderth, Jeff Todd Manual Carol Ann Hanshaw, Jim Curry, Neil Hanshaw Special Thanks Linda and Crystal White, Pamela, Jake and Shannon Lindstrom, Marko and Marlene Trapani, Kymm Friedman, Gerry Knights, David Kirk and the "Tools" Budget, Jennifer Bulka, George W. Young, Dan Dorosin, Ted Fitzgerald, Jeff Kesselman, Kathy Appuhn, Kim Gishler, Chris Espinosa, Kristen Growney, Madeline Canepa, Scott Steinberg, Amy Hennig, Richard Lemarchand, Michelle Smith, Don Dacanay, Sheatiel Sarao, Roz Horsley, Brendan Cahill, Diddy, Kendall, Jack Scratch, Steve "My Shoes Fell Off" Suhy and Buck Video compressed using Duck TrueMotion, of The Duck Corporation Jacket and Manual (Japanese): Localization BMG Victor, Inc. Graphic Design Y.S.D. Creative Text Rikiya Ohashi ============================================================================== [3] (reserved) ============================================================================== ============================================================================== [4] Miscellaneous Information ============================================================================== ------------------------------------------------------------------------------ [4.1] Cheats ------------------------------------------------------------------------------ Saturn Version: To use a cheat, on the Pause Screen, press the following. Every cheat must begin with the cheat header, which will allow the following Buttons to be pressed without unpausing the game. (There should be a confirmation sound.) For the purposes of this document, the listed Buttons are abbreviated. +--------------------+ u = Up A = A d = Down B = B l = Left C = C r = Right S = Start +--------------------+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.1.1] Cheats - System Effects ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cheat Header - r, d, d, l Every cheat must begin with this. Full Energy - A, l, l This is equivalent to obtaining a Supercharge. 9 Lives - B, u, d, d, Y Set the Lives to 9. 9 Yellow Jackets - S, C, u, d Set the Yellow Jackets to 9. Invulnerability - r, A, S, C, A, l (Toggle on and off.) Prevent the ship from exploding when it runs out of Shield Energy, although the EETR system will remain in effect. (At dead ends, turn this off to avoid becoming stuck.) Rally Mode - r, A, l, l, Y (Toggle on and off.) Extend the ship's acceleration and deceleration ranges, allowing it to speed up tremendously and to slow down to zero speed. However, using this can cause glitches, including fatal ones when speeding up too much. View Movies - d, u, C, B, A, d View the Movies in a random order. With this cheat, the soft reset function won't work properly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.1.2] Cheats - Items ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sponge - B, u, S, Y Cloak - d, r, A, C, u, l, A Scatter - S, A, l, A, d Tracking - l, A, d, Y Detonating - d, u, d Guidable - B, A, l, l ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.1.3] Cheats - Secret Levels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Heads Up! Production Team Level - C, r, A, Z, Y A special world with the developer as the enemies. Comes with many outtakes. Finish this to skip to Mission 1's starting point. (To view this cheat, see the Staff Credits.) Le Chowder Level - Y, d, d, u, r, C A flat world with indestructible structures. Finish this to skip to Mission 1's starting point. Off World Level - r, A, C, Y, C, A, r A spoof of Off World Interceptor. Kill 12 cars to earn a 1-Up. Finish this or die here to skip to Mission 1's halfway point. Undersea Level - S, u, B A watery world. Kill 12 dolphins to earn a 1-Up. Finish this or die here to skip to Stage 2's beginning. Fade to Black - X, Y, Z, Z, Y A cavern world with lots of dark tunnels. Comes with a weird Hellcat outtake. Finish this to skip to Mission 2's boss scene. House Hunt - Y, A, r, d An icy world with lots of spikes. Comes with many audio outtakes. Finish this or die here to skip to Mission 3's halfway point. Still Trippin' - B, A, r, S A strange world with weird architecture and wacky drug-induced effects. Finish this or die here to skip to Mission 4's halfway point (Dione scene). Frost Byte - B, u, r, r An icy world with some weird obstacles, including spikes arranged like teeth. Finish this or die here to skip to Mission 5's starting point. Kill Cows Horde Level - C, u, d A spoof of The Horde. Kill 12 cows to earn a 1-Up. (A free man!) Finish this or die here to skip to Mission 6's halfway point (space scene). Corkscrew Level - S, C, r, u A fiery world with lots of twisting paths. Comes with more audio outtakes. Finish this or die here to skip to Mission 7's halfway point (space scene). The Trench - r, r, d, d A spoof of Star Wars: A New Hope. Comes with lots of Comm Unit outtakes. (In the Japanese version, not all of the lines are replaced by dubbing.) Finish this to skip to Mission 8's boss scene. ------------------------------------------------------------------------------ [4.2] Boss Strategies ------------------------------------------------------------------------------ Name: submersible ship Mission: 1 Notes: Destroy its exposed upper part to make the entire boss emerge from the water, and then keep hitting the rest of it. Name: walker Mission: 2 Notes: In the caves, avoid its flames and missiles. At the exterior areas, it will use its flames to fly to the next cave, so it can attack with only its missiles then. When it is almost defeated, it will shoot two flames at once. Name: energy core Mission: 3 Notes: Simply keep hitting it for an easy victory. Its attacks are very light. Name: sensor ships Mission: 4 Notes: Focus on destroying one ship at a time. When there are two ships left, they will charge up and release large energy orbs. When there is only one ship left, it will stay in one place and keep firing a barrage of red laser bolts. Name: weapon transport Mission: 5 Notes: Hit its sides as it weaves back and forth. Dodge vertically as well as laterally to better stay alive. When there is only the head segment left, its rear barrier will briefly drop so it can fire missiles. Name: sensor array Mission: 6 Notes: Stuntman must follow the boss to avoid crashing into a dead end. When it opens up briefly, it will fire more shots, but most of them will miss or hit the sides of the caves. For an easier time, use the cockpit view. Name: "IRIS" (super sensor array) Mission: 7 Notes: The weak points are the panels that have guns on them, and destroying all the weak points in one phase will bring the fight to the next one. During the first phase, lure the other plates away before hitting the weak points. During the second phase, the weak points are constantly exposed. During the third phase, the weak points remain stationary relative to the other plates, which will revolve along the outside. During the fourth phase, the plates take on a spherical formation. During the fifth phase, the plates will move up close, enclosing Stuntman within their sphere. During the sixth phase, the last weak point will stay on the front side of the sphere and keep firing a barrage of red laser bolts. Name: crazy colonist Mission: 8 Notes: During the first phase, Stuntman must follow the boss to avoid crashing into a dead end. The crazy colonist can't be killed at this time, so just focus on tailing him. For an easier time, use the cockpit view. During the second phase, the crazy colonist will attack Stuntman in a wide open area, shooting red laser bolts and fireballs. Name: IRIS Mission: 8 Notes: During the first phase, hit the thrust nozzles while avoiding the flames they emit. At first, the middle nozzle keeps firing, while the outer ones do so periodically. During the second phase, after all the nozzles are broken, they will spit out flames in an alternating pattern. When all the outer nozzles fire, the middle is the safe spot. When the middle nozzle fires, one of the outer spots, rotating clockwise, is the safe spot. For now, dodge the flames until the boss leaves the shaft. During the third phase, destroy its top unit, its side units, and then its two arms. During the fourth phase, hit the mouth of its main cannon when it opens up to fire energy orbs. ------------------------------------------------------------------------------ [4.3] Patch Codes ------------------------------------------------------------------------------ Saturn Version (English): Using any patch code with this game results in a minor glitch where the environment and other objects may occasionally blink out. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Address Value Range Game Value(s) Affected ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 10265374 0000 to 0909 Lives and Yellow Jackets This value affects both the amount of Lives and the amount of Yellow Jackets. The first two digits are for Lives, and the last two digits are for Yellow Jackets. Setting either amount to a number greater than 9 results in a graphics glitch. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== [5] Reference ============================================================================== ------------------------------------------------------------------------------ [5.1] Game Source Information ------------------------------------------------------------------------------ Name: Solar Eclipse (North American) (Saturn) Name: Titan Wars (European) (PS) Name: Titan Wars (Japanese) (Saturn) Code: T-15911H (North American) (Saturn) Code: SLES-00275 (European) (PS) Code: T-15903G (Japanese) (Saturn) Developer: Team Titan Live Action: Dimitri Logothetis Video Compression: Duck TrueMotion Producer: Crystal Dynamics Genre: space shooter Players: 1 Save: System (3 Units) (Saturn) Save File Name: SOLAR_ECLPS (North American) (Saturn) Save File Name: TITAN_WARS_ (Japanese) (Saturn) Save File Comment: S.E. (North American) (Saturn) Save File Comment: T.W. (Japanese) (Saturn) Discs: 1 Disc Label: (none) Size: 473 MB (North American) (Saturn) Size: 438 MB (Japanese) (Saturn) Publisher: Crystal Dynamics Release Date: 1995------ (North American) (Saturn) Release Date: 1996------ (European) (PS) Release Date: 1996-04-19 (Japanese) (Saturn) UPC: 765979212204 (North American) (Saturn) JAN: 4988017203644 (Japanese) (Saturn) Cover Art: (North American) (Saturn) A Polecat pilot flies past in front of Saturn and its rings. His head is completely covered by his helmet and his face plate. Images of other ships and explosions are reflected on his black visor. Outside to his right, two more Polecats and a fiery explosion can be seen. The pilots of those other Polecats are hidden under their shiny canopies. Cover Art: (Japanese) (Saturn) Two Polecats fly past in front of Saturn in a seemingly quiet moment, without any explosions or other signs of intense action. These Polecats look slightly different from the ones in the game and on the cover art of the North American version, because their textures are somewhat sleeker and lighter in color, and their engine thrust resembles a soft haze instead of twin jets of bright energy. On the leading ship, the words "POLECAT 002" can be seen written in black toward the front of the fuselage. The pilots are barely visible under their very dark canopies. Disc Art: (North American) (Saturn) This is the same as the lower half of the cover art, except it is rendered with a bluish tint. Disc Art: (Japanese) (Saturn) Lines and other figures form a diagram on a plain silver background. Perhaps they belong to a certain craft? Case Details: (North American) (Saturn) Ride the Death Pony! Over 40 minutes of full motion video starring Claudia Christian Power through multiple paths in twisting caverns On screen video com-units feed you game tips and plot points - Switch between chase plane and cockpit views - Ass-kicking bosses - Dominate 30 levels across nine worlds - Your wingman will watch your six and feed you tactical data Bonus Track: (Saturn) Track 2 is a message about this disc. (The Japanese version is the same as the North American version.) ------------------------------------------------------------------------------ [5.2] Really Small Details That Piss Off IRIS ------------------------------------------------------------------------------ Count to Ten According to Raven, the LaGrange Colonies are spread across Saturn's ten largest moons, but Stuntman goes to only nine of them. Maybe there isn't anything remaining on the tenth moon that's seriously worth investigating. Time to Get Erased On the Play Game Menu, you can try to use the Erase option on itself or on the Return option, as though those options are treated as Saved Games. Of course, doing so won't result in anything happening. Real Pilots Don't Need Shield Energy If you use a cheat that warps Stuntman to another Level while he is blowing up, he will begin on that Level with 0 Shield Energy, but he won't die unless he gets hit again before grabbing an item that restores his Shield Energy. Superior Model On the Main Options Screen, a Polecat (in cockpit view) is flying over a moon. If you look at its instruments panel, you can see that this Polecat has 5 bars of Weapon Energy, not 4. Whoa. ------------------------------------------------------------------------------ [5.3] Document Credits ------------------------------------------------------------------------------ Team Titan For developing Solar Eclipse. Crystal Dynamics (www.crystald.com) For producing Solar Eclipse. Spherelanders For playing through the game and figuring out the best tactics. Extra thanks to Alex Round for actually authoring this document. ============================================================================== [6] Contact Information ============================================================================== mail: faididi@yahoo.com ============================================================================== ==============================================================================