==============================================================================
Chitei Senkuu Vazolder / Wurm (FC/NES) (1991)
==============================================================================

 Chitei Senkuu Vazolder Copyright 1991 Sofel
 Wurm: Journey to the Center of the Earth Copyright 1991 Asmik

 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 2001 (2001-05-28 Monday)
 - Initial release.

Version 2002 (2002-12-31 Tuesday)
 - Corrections made.

Version 2003 (2003-07-19 Saturday)
 - Corrections made.

Version 2004 (2004-07-19 Monday)
 - Corrections made.

Version 2005 (2005-07-19 Tuesday)
 - Document streamlined.

Version 2006 (2006-07-19 Wednesday)
 - Document streamlined.

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
  [1.3.1] VZR Horizontally Scrolling Mode
  [1.3.2] VZR Vertically Scrolling Mode
  [1.3.3] VZR Cockpit Mode
  [1.3.4] Action Platformer Mode
  [1.3.5] Other Controls
 [1.4] Forms
 [1.5] Weapons
 [1.6] Items
 [1.7] General Tips

[2] Strategies
 [2.0] Prologue
 [2.1] Act  1: Nonmalta
  [2.1.1] Scene  1: G-Point Fault
  [2.1.2] Scene  2: Cave Entrance
  [2.1.3] Scene  3: Caves of Persidor
 [2.2] Act  2: Dyna Crystal
  [2.2.1] Scene  1: Crystal Cave
  [2.2.2] Scene  2: Montol Lake
  [2.2.3] Scene  3: Ruins of Gaia
  [2.2.4] Scene  4: Halls of Gaia
 [2.3] Act  3: Magma Falls
  [2.3.1] Scene  1: Subterranean Jungle
  [2.3.2] Scene  2: Underground Volcano
  [2.3.3] Scene  3: Magma Falls
  [2.3.4] Scene  4: Behind the Falls
 [2.4] Act  4: Ziggy
  [2.4.1] Scene  1: Lemuria
  [2.4.2] Scene  2: City of Lemuria
  [2.4.3] Scene  3: The Control Tower
  [2.4.4] Scene  4: The Laboratory
 [2.5] Act  5: Dual Duel
  [2.5.1] Scene  1: Dilenium Mines
  [2.5.2] Scene  2: Volcanic City
  [2.5.3] Scene  3: The VZR-5
  [2.5.4] Scene  4: Underworld Empire
  [2.5.5] Scene  5: Statue of Dyna
  [2.5.6] Scene  6: End of the Empire
 [2.6] Epilogue

[3] (reserved)

[4] Miscellaneous Information
 [4.1] Passwords
 [4.2] Stage Select and Invulnerability
 [4.3] Sound Test
 [4.4] Boss Strategies
 [4.5] Patch Codes
 [4.6] Game Genie Codes

[5] Reference
 [5.1] Game Source Information
 [5.2] Really Small Details
 [5.3] Document Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Chitei Senkuu Vazolder (a.k.a. Wurm: Journey to the Center of the Earth)
 is an action game that features a mix of action shooter, action platformer,
 and text adventure elements.


------------------------------------------------------------------------------
[1.0] Game Version Differences
------------------------------------------------------------------------------

 - The languages used are different. The English version also has
 briefer dialogue (partly due to technical reasons).

 - Some of the names are different for the equipment and the enemies.

 - The units of measurement and the coordinates mentioned in the dialogue
 are different.


------------------------------------------------------------------------------
[1.1] Story
------------------------------------------------------------------------------

   In 1999, a strange series of earthquakes and other volcanic activity
 rocks the world. To investigate this phenomenon, special teams of explorers
 and scientists are sent into the depths of Earth, using the Vazolder (VZR,
 or Vector Zilus Research) craft.

   The VZR is a state-of-the-art, all-terrain vehicle designed by the
 Scientific Research Organization (SRO). With its ability to change into
 different forms, it can drill through rock, fly across chasms, and defend
 itself against any hostile creatures it may encounter.

   Well, almost.

   Several VZRs have already been sent down. All of them, along with their
 crews, have been lost. Scientists back on the surface suspect that a cause
 other than underground quakes is behind these disappearances and is somehow
 related to all the off-scale geological activity occurring at the top.

   Moby, the leader of the VZR-5 crew, decides to be next. She has a personal
 motive, as her boyfriend and her father are among those who have disappeared.
 With her trusty crew, she gives the go-ahead, and the heroes plunge deep
 toward the heart of the planet.


------------------------------------------------------------------------------
[1.2] Characters
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.1] Good Guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Moby, VZR-5 Commander
 Strong-willed and optimistic, Moby is a well-rounded fighter with an
 unwavering sense of justice, never hesitating to do what is right.
 Her boyfriend, Ziggy, and her dad, Professor Banda, are among those
 lost in the previous missions.

Dan, VZR-5 Pilot
 A young but highly competent soldier under Moby's command. When it
 comes to maneuvering the VZR, no one beats this guy. Like Moby, Dan
 has a relative, Silvia, and a friend, Davis, among the missing crews.

Locke, VZR-5 Analyst
 The brains of the team. Locke is on board to help analyze any hostile
 life-forms the team will be encountering. Moby can rely on his expertise
 to get out of tight situations.

Mike, VZR-5 Weapons Technician
 Responsible for the maintenance of the VZR's weapon systems, Mike carries
 extensive knowledge of the craft's offensive capabilities. Rash and hasty
 by nature, he is the most hot-headed among Moby's crew.

Professor Banda, VZR-4 Commander
 The proud father of Moby, and one of the scientists involved in the Vazolder
 development project. Wise in his many years of experience, Banda has returned
 from retirement to search for the missing crews, only to become lost himself.

Davis, VZR-3 Pilot
 The "surfer dude" assigned to the VZR-3. Davis seems to be the kind of guy
 who easily gets along with others.

Allan, VZR-3 Engineer
 Someone with really flashy hair and an eye for detail. Allan knows how to
 stay cool under even the most dire circumstances.

Ziggy, VZR-2 Commander
 Moby's fiance. He has been one of the first to volunteer to go below.

Silvia, VZR-2 Biologist
 Dan's younger sister. Though inexperienced, Silvia has been selected
 to participate in the project because of her abilities.

G-13, VZR-2 Analyst
 A robot crewman. G-13's skill at calculating the weak points of enemies is
 invaluable.

That Unnamed Guy, VZR-2 Crewman
 Another member of the team assigned to the VZR-2. His name is not given
 in the game.

Diane, Princess of Dinamur
 The kind and gentle daughter of the leader of Dinamur. A pacifist at heart,
 she has been hoping to seek a peaceful end to the war ravaging the land.
 She is one of the few Underworlders whom Moby can trust, and her knowledge
 of subterranean areas and inhabitants will be of great aid.

King of Dinamur
 The father of Princess Diane. The Nonmalta forces have locked him up deep
 within one of their many bases. Only he knows the secret held in the Dyna
 Crystals.

Princess Sowne
 A mysterious figure. Who is she?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.2] Bad Guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sogalz (Sogazold), Emperor of Nonmalta
 The aggressor of the Underworld war. Sogalz is cruel, merciless, and every
 thing else that characterizes the stereotypical super villain. He is consumed
 by power and greed, but those are not the sole reasons behind his actions.

Icamod, Nonmalta Officer
 Sogalz's right-hand man. Icamod is a nasty brute who hates the Dinamur
 and anyone else who allies with them.

Zolda (Gars), Nonmalta Officer
 An ambitious warrior under Icamod's command. Like his superiors, he is
 black-hearted and sees violence as the only solution to every problem.

Bemul, Proto-Bio Monster
 This creature is an early result of a secret Nonmalta attempt at creating
 biological weapons. He has a single eye, a mouth full of sharp teeth, and
 several tentacle-like eyestalks that grow out from his floating body.

Anrock, Bio-Geo Monster
 A massive humanoid made of living rock. This stone-hard being is
 actually a test subject from the Nonmalta labs. He now lurks inside
 some cavern ruins, hunting down anything that crosses his path.

Zalta (Zattan), Dinosaur
 Residing in the molten lava streams coursing through Earth's interior, this
 giant reptile is a fearsome being indeed. The Nonmalta have somehow managed
 to gain control of this legendary beast. While it may be big and purple,
 at least it doesn't sing, "I wuv you, you wuv me...."

Bandal (Vandal), Bionic Soldier
 This cyborg is yet another result of the many experiments performed
 by the laboratories of the Nonmalta. Using the brain of an unwilling
 "participant," Bandal is forever doomed to serve the Emperor.

VZR Horizontally Scrolling Mode Enemies
 Anvil (shelled creature), Bitonga (reptile), Byrd (bat), Crysbali (fireball),
 Diadom (flexing being), Diamech (flexing being), Diawheel (flashing crystal),
 Dragon (pterodactyl), Geoid (purple rock), Jelligun (brain-stalk), Quartz
 (crystal), Spore (spore), Stargun (starfish), Thumper (multi-leg being),
 Znail (snail)

VZR Vertically Scrolling Mode Enemies
 Fireball (fireball), Firebird (bird), Homebase (shelled creature),
 Homegun (turret), Iceburn (eyeball), Spilgut (barrier), Worm (worm)

Action Platformer Mode Enemies
 Bill (Nonmalta soldier), Loepin (cougar), Listbat (bat), Stingle (gremlin)


------------------------------------------------------------------------------
[1.3] Controls
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.1] VZR Horizontally Scrolling Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This is where the heroes drive the VZR from left to right, slowly making
 their way past enemies, rock walls, large chasms, and other obstacles.
 If they lose all their Shield Energy or run out of Fuel, they get wasted.
 Shield Energy recharges slowly over time, so if the heroes have some Fuel,
 they should stop for a while to replenish their defenses.

Movement Pad (D-Pad) - Move. Press Left and Right to drive forward
 and backward. Press Up and Down to ascend and descend while flying.

Fire Button (B) - Fire the equipped weapon.

Switch Button (A) - Access the Form-Weapon Menu. While holding this,
 press Up or Down to switch forms, and press Left or Right to switch
 weapons. While holding this, the VZR cannot move.

Pause Button (Start) - Pause.

Fuel (16 Units Maximum)
 The amount of Fuel remaining. The VZR runs on a special source of power
 called dilenium, which is present in moderate quantities throughout the
 Underworld. Fuel drains at different rates, depending on the VZR's form.

Shields (16 Units Maximum)
 The VZR's Shield Energy.

Form-Weapon Menu
 This row of three boxes lists what the VZR can use at the moment. There are
 actually three rows of these boxes, but only one row can be seen at a time.
 Each row corresponds to one of the forms and the weapons that come with it.

Form Display
 The form the VZR is currently taking.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.2] VZR Vertically Scrolling Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This is where the heroes drive the VZR from bottom to top, with the screen
 automatically scrolling forward. During these Scenes, the VZR can use only
 the H-Form and the A-Form, because the whole ground will be flooded with
 lava, rendering the T-Form useless. Due to the scrolling screen, there
 is less time to hang back and recharge the VZR's Shield Energy.

Movement Pad (D-Pad) - Move (relative to the screen).

Fire Button (B) - Fire the equipped weapon.

Switch Button (A) - Access the Form-Weapon Menu. This functions the same
 as in the horizontal version, except the T-Form cannot be used.

Pause Button (Start) - Pause.

 The Status Bar for this Mode is the same as that for the horizontal version.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.3] VZR Cockpit Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 When the heroes encounter a boss, they will fight it from the cockpit's
 perspective. Fuel consumption is dropped to a negligible minimum, so they
 don't have to worry about running out of gas. What they should worry about
 is how to take out the bad guy without losing all their Life (Shield Energy).

 At the start of every battle is the Conference Phase, where the crew members
 can consult with each other for advice and decide on the best course of
 attack. This Phase normally lasts until 8 Actions are performed. An Action
 is either speaking with a crewman or equipping a weapon. Talking with crewmen
 matters. Not only can the heroes learn valuable information from one another,
 they can also affect their Shield Energy and the Possibility Factor. The
 dialogue system is fairly complex, because everyone's speech depends on what
 the others have already said. Have different people talk in a certain order
 to maximize the Possibility Factor and Shield Energy bonuses.

 After performing 8 Actions or skipping the Conference Phase, the Battle
 Phase begins, where Moby manually directs the targeting reticle over the
 enemy and fires. For every successful hit, she increases the Possibility
 Factor (PF), a poorly worded term for the "chances" of killing the enemy.
 The enemy will never die as long as the PF is below 100%, but when the PF
 reaches 100%, the enemy is stunned and will be destroyed by the next blow.
 If the heroes don't destroy the enemy during the Battle Phase, they will
 return to the Conference Phase.

Movement Pad (D-Pad) - Move the cursor or the targeting reticle (relative
 to the screen).

Confirm Button (B) - During the Conference Phase, press this to choose
 the highlighted choice. During the Battle Phase, press this to fire.

Cancel Button (A) - During the Conference Phase, press this to cancel and
 to return to the previous menu. During the Battle Phase, press this to fire.

Skip Button (Select) - Skip the Conference Phase and enter the Battle Phase.

Pause Button (Start) - Pause.

Possibility Factor (PF)
 Think of this as an inverted meter of the enemy's health.
 Once it reaches 100%, the heroes can kill the boss.

Life (20 Units Maximum)
 The VZR's Shield Energy. It does not regenerate automatically here. It must
 be increased via speaking with the crew. (If the Shield Energy is decreased
 to 0 during the Conference Phase, the heroes won't die unless they actually
 get hit.)

Message Display
 The VZR's targeting system aids Moby with warning messages that
 appear in the left box. These notes depend on the enemy's behavior.
 When "FIRE!" is displayed, the enemy or its projectile is on the screen.
 When "DANGER!" is displayed, the enemy is about to hit the heroes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.4] Action Platformer Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This is where Moby gets out on her own and explores areas into which the
 VZR cannot fit. Moby can waste enemies, jump up or down into gaps to reach
 different levels, and talk to people. If she runs out of ammunition for her
 Star-Light Gun, she can rely on her kicking attacks until she picks up more
 Dilenium Crystals. (A kick deals the same amount of damage as a bullet.)

Movement Pad (D-Pad) - Move. Press Left and Right to walk. Press Down to
 kneel. Press Up to perform a high kick.

Fire Button (B) - Fire the Star-Light Gun. The blaster is semi-automatic.

Jump Button (A) - Jump. The longer this is pressed, the higher the jump.
 Press Up while jumping to perform a flying kick.

Pause Button (Start) - Pause.

Arms (20 Units Maximum)
 Moby's ammunition for her Star-Light Gun. Each Unit represents 4 rounds,
 for a maximum of 80 shots.

Life (20 Units Maximum)
 Moby's health. Her suit, besides keeping her warm, can protect her
 from a reasonable amount of harm. Her health capacity is 20 Units.

Face Display
 Moby's visage is shown here during gameplay. No matter what
 condition she is in, she will always look the same: happy and
 smiling. During dialogue scenes, this shows who is speaking.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.5] Other Controls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 During dialogue scenes, pressing A or B speeds up the text dialogue. During
 the Movies, the text automatically continues to the next page after a while.
 The text in the other parts of the game does not go on to the next page
 until A or B is pressed.

 The Password System can be a little weird, because starting a New Game
 requires the input of 0000 or an invalid Password. Press Down to increase
 the value of the chosen digit, Up to decrease the value, and Left and
 Right to switch to another digit. (The chosen digit is not highlighted.)
 Press Start to enter the Password.


------------------------------------------------------------------------------
[1.4] Forms
------------------------------------------------------------------------------

 "Cost" refers to the Fuel consumption rate of the form when its default
 weapon is equipped.

Form: T-Form (Tank)
Cost: 0 Fuel Units per second
Weapon 1: Electro-Gatling (Double Spread)
Weapon 2: Drills
Weapon 3: (none)
Notes:
 In T-Form, the VZR can defend itself only with the Electro-Gatling Cannon,
 although it can bump into rock walls without suffering collision damage.
 This is the most economical mode of travel. (In the Japanese version of
 the Instruction Booklet, this is also called Caterpillar Mode.)

Form: H-Form (Hover)
Cost: 3/16 Fuel Units per second
Weapon 1: Electro-Gatling (Triple Spread)
Weapon 2: Hyper-Sight
Weapon 3: Phaser-Gun
Notes:
 In H-Form, the VZR can float through air or water. The Drills are always
 activated in this form, because the VZR must be balanced by their gyroscopic
 properties during flight.

Form: A-Form (Aerial)
Cost: 1/4 Fuel Units per second
Weapon 1: Laser Cannon
Weapon 2: Hydro-Sonic
Weapon 3: Melt-Needle
Notes:
 In A-Form, the VZR moves the fastest. It controls the same as in H-Form,
 only it now has stabilizers that will prevent it from sliding around
 in the air. The VZR can also fire the Laser Cannon, although the Drills
 cannot be used in this form. (If the VZR cannot convert to A-Form, there
 will be a message saying, "IMPOSSIBLE TO USE.")


------------------------------------------------------------------------------
[1.5] Weapons
------------------------------------------------------------------------------

 "Cost" refers to whether or not the weapon normally consumes additional Fuel
 when it is used. In VZR Cockpit Mode, all weapons are fired in the same way,
 and only their effects on the enemy are different.

Weapon: Hyper Drills (Drills)
Form: T, H
Cost: no
Notes:
 The twin heavy-duty devices that give the VZR its distinct shape. The
 Drills can easily bore through soft rock, but they cannot damage enemies.
 They are automatically engaged in H-Form. (In the English version of the
 Instruction Booklet, these are called the Cyclone Drills.)

Weapon: Electro-Gatling Cannon (Double Spread and Triple Spread)
Form: T, H
Cost: no
Notes:
 This propels heavy slugs at high velocities through the use of
 electro-magnetic fields. Highly reliable and efficient, this is
 the standard weapon for all VZRs. In T-Form, the bullets are fired
 straight ahead and diagonally upward. In H-Form, the bullets are
 fired diagonally downward in addition. Regardless of the VZR's form,
 up to six bullets can be fired onto the screen at a time.

Weapon: Laser Cannon
Form: A
Cost: no
Notes:
 A secondary function of the systems behind the Electro-Gatling Cannon allows
 the VZR to charge up and fire reflective laser beams. The beams bounce only
 if they hit a surface at a sloped angle. Due to the complex nature of the
 charge rails involved, the VZR can use this only when it is folded out in
 A-Form. Up to three laser bolts can be fired onto the screen at a time.

Weapon: Hydro-Sonic (Unit Alpha)
Form: A
Cost: yes
Notes:
 This accelerates water molecules well over the speed of sound and then
 launches them in the form of four discs that swirl out from the VZR,
 shattering any enemies they touch. These "blades" can rip through
 several targets before dissipating. (In the Japanese version of the
 Instruction Booklet, this is called the Water Sonic.)

Weapon: Melt-Needle (Unit Beta)
Form: A
Cost: yes
Notes:
 This creates mines in the form of superheated spike clusters.
   In VZR Horizontally Scrolling Mode, the VZR sets a floating mine that
 explodes on contact (that includes the VZR, so the heroes should take
 care not to crash into their own mines). Up to six mines can be set onto
 the screen at a time. Attempting to set a seventh mine will detonate all
 existing mines at once.
   In VZR Vertically Scrolling Mode, hold the Fire Button to spin four mines
 around the VZR, shielding it from enemies. Release the Fire Button to launch
 outward any remaining mines. The mines thrown in this fashion will travel
 in a straight line.

Weapon: Hyper-Sight (Unit Gamma)
Form: H
Cost: yes
Notes:
 This launches a batch of six energy spheres. Each globe individually
 seeks out and homes in on nearby enemies. The entire batch of spheres
 must leave the screen before the VZR can fire another volley.

Weapon: Phaser-Gun (Unit Theta)
Form: H
Cost: yes
Notes:
 This generates large, vertical waves of energy behind and ahead of the VZR.
 This is most effective when the VZR is surrounded by several fast-flying
 enemies. Up to four waves (or two bursts) can be fired onto the screen at
 a time. (In the Japanese version of the Instruction Booklet, this is called
 the Quasar Gun. In the English version of the Instruction Booklet, this
 is called Unit Omega: Doppler Cannon.)

Weapon: Star-Light Gun (Blaster Pistol)
Form: Action Platformer Mode
Cost: Arms (4 rounds per Ammunition Unit, Action Platformer Mode only)
Notes:
 Moby's semi-automatic handgun. Its energy bullets aren't very powerful
 individually, but they can be fired very rapidly, if the trigger is pulled
 quickly enough. (In the Japanese version of the Instruction Booklet, this
 is called the Tachyon Gun.)


------------------------------------------------------------------------------
[1.6] Items
------------------------------------------------------------------------------

Item: Small Dilenium Ore
Appear: VZR Horizontally Scrolling Mode, VZR Vertically Scrolling Mode
Notes:
 Adds 4 Fuel Units. (In the Japanese version of the Instruction Booklet,
 dilenium is called dilichium.)

Item: Large Dilenium Ore
Appear: VZR Horizontally Scrolling Mode, VZR Vertically Scrolling Mode
Notes:
 Adds 8 Fuel Units.

Item: Life Heart
Appear: Action Platformer Mode
Notes:
 Adds 4 Life Units.

Item: Dilenium Crystal
Appear: Action Platformer Mode
Notes:
 Adds 4 Ammunition Units (Arms). Too small to power the VZR, this can be used
 to recharge Moby's gun.

Item: Key
Appear: Action Platformer Mode
Notes:
 Allows Moby to open gates.

Item: Tablet
Appear: Action Platformer Mode
Notes:
 Contains information and allows Moby to open gates.

Item: Dyna Crystal
Appear: dialogue scenes
Notes:
 A spherical gem made of an unknown mineral. Comes in four colors.


------------------------------------------------------------------------------
[1.7] General Tips
------------------------------------------------------------------------------

 - Fuel drains at different rates, depending on the VZR's form and the weapon
 being used. Getting hit also drains Fuel indirectly, because Fuel is used to
 recharge Shield Energy. The recharging rate is always the same, regardless
 of form or weapon.

 - Colliding into rock walls do very little damage compared to touching
 bad guys or their attacks. Given the choice between crashing into walls
 or ramming into enemies, always take the walls.

 - The T-Form is the only form where the VZR won't get damaged by hitting
 walls. If the heroes must fly, they will want to fly around the stalactites
 hanging from the cavern ceilings. There are no stalagmites (rock spikes
 growing up from the floor) in the game that can hurt the VZR.

 - In VZR Horizontally Scrolling Mode, enemies seldom move toward the extreme
 top or bottom sides of the screen. If the heroes are near the end, they can
 simply fly and charge straight through the rock above the ceiling or under
 the floor for an easier time.

 - Hit detection in VZR Cockpit Mode is somewhat poor. To ensure a solid
 blow against the enemy, keep firing until the bad guy blinks a bright red
 or starts to do something new.

 - In VZR Cockpit Mode, do everything to scroll away from the enemy's
 attacks. The closer to the center of the screen their attacks are, the
 more damage their attacks will deal.

 - Don't waste Actions during Conference Phases. Even if the heroes already
 know the boss' weak point and which weapon they should equip, the remaining
 Actions can still be used to increase Shield Energy or the PF.

 - If it's Game Over, the heroes may continue by restarting from the
 beginning of the Scene. (They always begin a Scene with full Shield
 Energy and Fuel or full Life and Arms.) There are infinite Credits.

 - Passwords are displayed on the Game Over Screen. They record which Act
 the heroes have reached. Every Password consists of four characters.


==============================================================================
[2] Strategies
==============================================================================


------------------------------------------------------------------------------
[2.0] Prologue
------------------------------------------------------------------------------

 To view the Prologue, wait for 25 seconds on the Title Screen.

                                * * *
   The VZR has been drilling for a long while now, forcing its way through
 the planet's solid crust. Finally, it burrows through a particularly tough
 layer of rock and drops down into some large caverns, landing hard below
 and jostling loose its stabilizers.

   "We must have slipped through the G-Point into the Underworld," confirms
 Dan as he checks the VZR's systems, "Aerial Mode disabled. We've lost
 contact with the surface. Our current location is 50 miles underground."

   "50 miles underground...?," replies Moby, "Didn't VZR-2 disappear
 around this place? We can't go back now. VZR-5... full power ahead!"
                                * * *


------------------------------------------------------------------------------
[2.1] Act 1: Nonmalta
------------------------------------------------------------------------------


Password: 0000


VZR Status:
 - T-Form ............. yes
 - H-Form ............. yes
 - A-Form ............. no
 - Electro-Gatling .... yes
 - Laser .............. no
 - Hydro-Sonic ........ no
 - Melt-Needle ........ no
 - Hyper-Sight ........ no
 - Phaser-Gun ......... no


General Hints:

 The first Act is, not surprisingly, the shortest and the easiest one.
 The heroes have many opportunities here to practice piloting the VZR
 and fighting off hostile Underworlders. The bosses are not very tough.


Walkthrough:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.1.1] Act 1, Scene 1: G-Point Fault
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Horizontally Scrolling

 Stick with the T-Form for most of this Scene, because there is plenty
 of safe ground on which to drive. Head right and keep shooting while
 driving over the hills, blasting the enemies before they can fire back.
 The strange brain-stalks (Jelliguns) fly across the screen, periodically
 spitting bullets at the VZR, so the heroes should keep moving.

 When the heroes reach a large hill, they can drill through the soft rock at
 the base or switch to H-Form to continue ahead. If they choose to drill, they
 should look out for bad guys on the other side. Enemies can go through walls.

 After the big hill, the heroes must fly, because the floor will slope
 downward into a huge pit. Unless they want to drive right into it
 and die, they should switch to H-Form. They can drill through the
 soft rock above or simply float over the pit.

 Whichever path the heroes take, stationary brain-stalks will be waiting for
 them ahead. If the heroes take the bottom path, they should watch out for
 a stalk lying right across the pit. If they take the high road, they should
 watch out for another one sitting directly past the soft wall. A third stalk
 greets them at where the forks merge. Kill any stalks in the way and salvage
 the Fuel from these monsters' remains, if possible.

 Keep charging forward. After another hill with soft rock, prepare to shoot
 down some flashing bats (Byrds). They like to line up with the heroes and
 then rush toward them. After climbing a long, uphill slope, look out for
 more shooting stalks. Beyond these guys, the heroes will stumble into an
 underground quake.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.1.2] Act 1, Scene 2: Cave Entrance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Cockpit
Boss: Bemul

                                * * *
   "It's an earthquake!," shouts Dan, kicking in the brakes as the
 cave rumbles around them.

   "Wait Dan! I've got something on the radar," reports Moby as she
 checks her screen, "I'm showing a life form in Sector 7231952E....
 It appears to be in a cave."

   A shadow emerges from the cave entrance, revealing itself under
 the VZR's lights. It is the ugliest thing Moby has ever seen since
 the crew entered the Underworld: a huge ball of twisted flesh with
 a large monstrous eye, sharp teeth, and tentacles growing out from
 its sides. It sneers at the VZR as it slowly floats nearer.
                                * * *

 Below are the lines of dialogue each crew member has. Following each line,
 inside a set of parentheses, will be the effects of that speech. Listed
 first is the Possibility Factor modifier, given as a percentage, and listed
 second is the Shield Energy modifier, given as a simple value. The lines
 are arranged so they follow one another, except when indicated otherwise.

Moby:
 "Talk to the crew for help." (0% 0)
Dan:
 "Increase Possibility Factor to 100%." (+10% 0)
Mike:
 "You can't beat this monster." (0% 0)
Locke: (after Dan says to increase the PF)
 "The monster must have a weakness." (+15% +1)
Moby:
 "Mike is a biologist, right?" (0% 0)
Mike: (after Locke says the boss has a weakness)
 "Aim for the nucleus." (+35% +1)
Moby: (after Mike says to aim for the nucleus)
 "Increase Possibility Factor to 100%." (0% 0)
Dan:
 "His eye must be the nucleus." (+1% 0)
Locke:
 "It's a Bemul. A proto-bio monster." (0% 0)
Mike:
 "Let's blow him away." (0% +1)
Mike: (if spoken to first)
 "I told you, I didn't want to come." (0% 0)
Locke: (if spoken to first)
 "Find his weak point." (0% 0)
Moby: (after Locke says to find the weak point)
 "This monster is a one-celled creature." (0% 0)

 Begin by talking to Dan, to Locke, and then to Mike. This way, the PF will
 be boosted to a nice 60%. Afterward, speak to Dan to further increase the
 PF or speak to Mike to get more Shield Energy.

 At the start of the Battle Phase, aim for Bemul's eye and fire. Hitting
 his open eye does not increase the PF, but doing so takes the fight to
 the next step. He will rear up and then try to ram the VZR, shooting off
 his tentacle-like eyestalks in the process. Don't worry about the ramming
 damage, if there is any. It's minor and can be easily repaired later.

 When Bemul disappears, line the reticle up near the ceiling and begin
 scrolling to either side. When an eyestalk appears, quickly shoot it.
 There are four eyestalks, and destroying them will increase the PF
 by 5% each time, for a possible total of 20%.

 If the crew members are spoken to properly and Moby kills all the tentacles,
 the PF should be at least 80% when the next Conference Phase begins. Get
 Shield Energy or hike up the PF by talking, and Moby should be able to reach
 a PF of 100% during the second Battle Phase. When she does, Bemul will be
 flashing and paralyzed. Blast him then to kill him.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.1.3] Act 1, Scene 3: Caves of Persidor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: Action Platformer

                                * * *
   The heavy slugs from the VZR's cannon shreds Bemul, tearing him apart.
 The volatile chemicals in the monster's body explode, heaving chunks of it
 around the entire cavern.

   "Got 'em," Dan grins despite the sloppy mess splashing onto the ship.
 Moby barely hears him.

   "I can't believe there are monsters down here! There must be some meaning
 to all of this," she thinks aloud as she stares at the monster's putrid
 remains. "I'll check it out," she yells back to Dan as she opens the hatch.

   Walking out and inspecting what is left of Bemul, Moby notices something
 glittering among the charred flesh. "Blue Crystal.... It's beautiful...,"
 she says as she picks up a large, spherical gemstone. Its solid weight rests
 neatly in her palm. Looking up and away from it, she notices a path into the
 murky shadows. "I wonder what is beyond this cave?"
                                * * *

 Go right, watching out for the flying bat (Listbat). Moby can jump up and
 then kick or shoot it. She should drop down the first pit she sees and then
 go left, down the rocky slope.

                                * * *
   Moby slides down the rocky mound. Although this area is very dark, she
 can still recognize the shape of a VZR's large drill, sticking through
 the cavern wall. A figure lies still beside the drill, badly injured.

   "It's the lost VZR-2!," exclaims Moby.

   The figure stirs. "Uhh, is that you Moby? The VZR-2 has been taken
 by the Underworlders," groans the mortally wounded crewman as he reaches
 into his pockets, "The gate should open... with this key."

   "Underworlders? Is Ziggy all right?"

   "You mean your friend? I think he is still in the VZR-2. Beware of Zolda,
 their leader."

   Moby is silent, shuddering at the possibility of her beloved Ziggy
 sharing a fate similar to that of the crewman slowly dying in front
 of her. There is nothing more she can do here.
                                * * *

 Moby can't help this guy, so she should continue to look for Ziggy. Go right
 and over the hill (but don't go back up). A hostile green Underworld soldier
 (Bill) will confront Moby, jumping toward her. Duck the green guy when he
 jumps, and then turn around and fire. Five shots are enough to take him down.

 Keep moving to the right. Jump over the next pit, but drop into the following
 one. (Moby shouldn't be able to go right anymore because of a dead end.)

 After dropping down, run left. Kill another green soldier who is guarding
 a gate. If Moby has received the key from the VZR-2 crewman, she can open
 this gate by touching it. After the gate, expect to find three more green
 soldiers. The one directly in front of the VZR-2's hatch tends to leave
 a Life Heart if he is killed.

 After Moby enters the VZR-2 via the ramp, she will drop into its interior.
 Walk to the right, climbing up the platforms. Drop down past a high wall
 and into the maintenance bay.

                                * * *
   The VZR-2's systems are down, so Moby is forced to grope her way through
 the dim interior, until she finally stumbles into the maintenance bay.
 There, she finds another Underworld soldier, but this one is different.
 For one thing, he is over seven feet tall. He also wears bulky armor of
 a deep red color, and gold hair flows around his magenta-scaled, reptilian
 face. Moby can only observe this towering figure in silent awe. This is
 definitely Zolda, the leader whom the now-dead crewman has mentioned.

   "You must be the one from the surface?," harshly rasps the soldier,
 "You have no right to be here. If you interfere with the Nonmalta Empire,
 you won't leave this place alive."

   Moby, shocked by the creature's language, manages to calmly reply,
 "We didn't intend to interfere."

   "Excuses! I'll send you to the Lab!"

   "The Lab?"
                                * * *

 Moby is not about to let some creepy Underworlder give her orders. Run
 back a bit, and then turn and fire. Pump in as many shots as possible
 before Zolda catches up. If he jumps, Moby should run underneath him to
 the other side where she can turn and shoot again. If he keeps running,
 leap over him. If Zolda manages to touch Moby, she should quickly move
 away to minimize the damage. Keep hitting him, and he will eventually
 leap off the screen. (If Moby takes too long, he will still run away,
 whether or not she hits him. Whacking him only makes him leave faster.)

 After Zolda flees, check the right side of the bay. If Moby doesn't see
 anyone else there, scroll the screen to the left and then return to the
 right. (There is a glitch where the screen may need to be scrolled around
 a bit before new characters appear.)

                                * * *
   Moby catches her breath. What the hell was that all about? She figures
 she should salvage whatever she can get her hands on and then get out before
 that guy comes back with more of his buddies. She curses the poor lighting
 as she nearly trips over something.

   "G-13 Robot," she mutters to herself. Picking up the little unit,
 she checks why it is inactive. "The power line is cut," she discovers,
 "I'll patch it here."

   "WARNING!," blurts out the robot as soon as its energy source is restored,
 "DANGER! MALFUNCTION!"

   "G-13... where's Ziggy?"

   "DOES NOT COMPUTE."

   "Is there nothing we can do?," cries Moby as she stands there, exasperated.

   G-13 only blinks its lights in confusion.

   Later, back in the VZR-5, Dan flips on the myriad switches on his console.
 "VZR-5... ready for take off. We can use the parts from VZR-2 to rig VZR-5
 to fly." Locke, Mike, and he have managed to clean up after Moby, repairing
 their own craft with the help of G-13 and the hopelessly crippled VZR-2.
 "Hydro-Sonic stand-by. Let's get our people back from them."

   "Yes, the battle is just beginning," continues Moby, "VZR-5...
 full power ahead!" Then, in a quiet whisper so Dan can't hear her,
 she adds, "Ziggy, wait for me. I'll be there soon...."
                                * * *


------------------------------------------------------------------------------
[2.2] Act 2: Dyna Crystal
------------------------------------------------------------------------------


Password: 3196


VZR Status:
 - T-Form ............. yes
 - H-Form ............. yes
 - A-Form ............. yes
 - Electro-Gatling .... yes
 - Laser .............. yes
 - Hydro-Sonic ........ yes
 - Melt-Needle ........ no
 - Hyper-Sight ........ no
 - Phaser-Gun ......... no


General Hints:

 The second Act introduces the Vertically Scrolling Mode, but that is nothing
 compared to the Cockpit Scene here, where a cheap-ass boss is waiting for
 the heroes. The Action Platformer Scene in this Act is a little more complex
 than the previous one, but it still isn't that tough to beat.

 The Hydro-Sonic kind of sucks. Although it fires four swirling blades
 around the VZR, its shots are too slow to be effective against the
 quick little enemies in the Horizontally and Vertically Scrolling Scenes.


Walkthrough:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.2.1] Act 2, Scene 1: Crystal Cave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Horizontally Scrolling

 Head right and start flying. The heroes can now use the A-Form, which moves
 faster and handles tighter than the H-Form but requires more Fuel. Whether
 the heroes jet or hover, they should take care as they fly across the large
 chasm. A flower on the ceiling will fire at them, and it moves if they get
 too close to it. Purple rock-like creatures (Geoids) waiting in the middle
 of the air will split up and attack the heroes when they sight the VZR.
 The rocks are tough to avoid, but the damage they cause is nothing a few
 seconds of Shield Energy regeneration can't handle.

 Even when the heroes see some rock surfaces on the bottom again, they should
 continue flying. They will need the mobility to fight off two crystals
 (Quartzes) waiting along the cavern floor and ceiling. The heroes can
 fly through the middle of the screen so they have more room. The crystals'
 bullets do more damage than the purple rocks do, but colliding into walls
 deal even less hurt, so don't stop moving.

 Later, there will be more crystals coupled with flying sparks that try to
 ram the VZR. Keep firing while charging ahead, wasting the bad guys before
 they can shoot back.

 After more purple rocks, expect to find a soft rock wall. Drill straight
 through it. Past the wall, flying red-gold shelled monsters (Anvils)
 will attack. Blow them away.

 Right after a second wall of soft rock, expect a very tough, flashing crystal
 (Diawheel) that will shoot bullets at the VZR, just like the other crystals.
 Dodge its shots while fighting back with the A-Form's laser beams. If the
 heroes fly past the crystal without wasting it, it will try to ram them.

 Two more crystals plan to ambush the heroes from the ceiling, and even more
 are waiting on both the floor and the ceiling later. Afterward, move low
 to continue. The heroes should watch out for purple rocks again as they
 fly over another pit. A short length of rocky floor marks the near end.
 The heroes just have to fight past more rocks and two flashing crystals
 and then climb up the large red slope.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.2.2] Act 2, Scene 2: Montol Lake
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Vertically Scrolling

                                * * *
   Dan peers ahead as the whole cave around the VZR rumbles. The whole
 place is flooded with magma, the entire bottom submerged beneath the
 glowing molten rock. Despite the VZR's insulated interior, the heat
 within the ship begins growing to an uncomfortable level. "Montol Lake,"
 says Dan as he checks the map display, "We must fly from here."

   "VZR change to Aerial Mode and lock. Three, two, one, ... VZR-5...
 full power ahead!"
                                * * *

 To save Fuel, stick with H-Form as much as possible, switching to A-Form
 only when its extra mobility or firepower is needed. Winged eyeballs
 (Iceburns) swarm toward the VZR at the beginning. Shoot them down. Colliding
 into the big rock in the middle of the lake is bad, so veer around it.

 Green bird-like monsters (Firebirds) soon fly down along the sides of
 the screen, dashing at the VZR when they line up laterally. Outmaneuver
 them, switching to A-Form if necessary.

 Revert to H-Form to drill through a wall of soft rock that is looming
 ahead. Get ready to kill the flying worms (Worms) approaching from the
 other side of the wall.

 After the worms, volcanoes spew forth flaming balls of hot magma
 (Fireballs). Weave through the middle of the screen and avoid them.
 After some more green birds, worms, and a second soft rock wall,
 the VZR will automatically stop.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.2.3] Act 2, Scene 3: Ruins of Gaia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Cockpit
Boss: Anrock

                                * * *
   "VZR, touchdown," says Dan as he lands the ship somewhere cool,
 "Current location is 112 miles underground. It was around here that
 VZR-3 disappeared."

   "Ancient ruins...," wonders Moby from her station, "Looks like trinitrite.
 Did this civilization perish because of a nuclear war?" Leaning forward to
 get a better look, a beep on her console catches her attention. "Wait Dan!
 I've got something on the radar. The radar is picking up a life form in
 Sector 1216292E. It's close by!"

   What seems to be a column of rocks scuffles out from behind one of
 the many pillars in the ruins. To the crew's horror, it turns out to
 be a giant made of stone. The ruins echo with the sound of the monster
 cracking its solid knuckles.
                                * * *

Moby:
 "G-13, analyze his weak points." (0% 0)
Dan:
 "Find his weak point." (0% -1)
Locke:
 "That's Anrock, a bio-geo monster." (0% +1)
Mike:
 "Is this analyzing robot broken?" (0% -2)
G-13:
 "COMPUTING." (+5% +1)
Mike:
 "You worthless robot! Hurry up!" (0% 0)
Moby:
 "If its whole body is made of ore...." (0% 0)
Locke:
 "Find its fracture point." (0% 0)
Mike: (after Locke says to find the fracture point)
 "Have you tried using the Hydro-Sonic?" (0% 0)
G-13: (after G-13 says it's computing)
 "COMPUTING MONSTER'S FRACTURE POINT." (+60% +2)
G-13: (after G-13 says it's computing the fracture point)
 "COMPUTING." (0% +1)
Moby:
 "We're getting beat. Locke, do something!" (0% 0)
Dan:
 "It's going to take some time." (0% 0)
Locke: (after G-13 says it's computing the fracture point)
 "Computing complete. Aim for the navel." (-5% +2)
Mike:
 "The Electro-Gatling Gun has more power." (0% +2)
G-13: (after Locke says to aim for the navel)
 "SHOOT HIS NAVEL." (+5% 0)
Moby:
 "Where is the monster's navel?" (0% +2)
Dan: (after Locke says to aim for the navel)
 "Moby, aim for the middle of its forehead." (0% 0)
Locke: (after Dan says to aim for the forehead)
 "The center of his body is his head." (0% 0)

 For a quick victory, talk to G-13 twice, then to Locke, then to Dan, and
 then to G-13 again. This way, the PF will be boosted to 60%. Even if it
 drops back down from talking to Locke, it can be increased later by talking
 with G-13. The Electro-Gatling works fine, so spending an Action to switch
 to the Hydro-Sonic is not necessary. Talk to Moby later to get Shield Energy.

 Confused about the boss' weak point? It is actually his eye, not his stomach.
 Anrock's eye will blink repeatedly. Shoot it when it opens, and after two
 or three hits he will jump. As he flies off above the screen, the hole in
 his stomach launches a boulder. Scroll away to avoid it.

 Now this is where Anrock gets cheap. As the heroes move left or right,
 Anrock will sneak up to the VZR, clawing and kicking it, hitting the ship
 almost all the time. Quickly scroll away in the opposite direction when
 he attacks to reduce the damage dealt to the VZR. Don't bother shooting
 his limbs. (Doing so has no apparent effect.) Sometimes Anrock will return
 to the background to toss out more rocks from the dark. Like with his
 earlier boulder, simply scroll away to dodge it.

 Anrock can't be hurt again until the next Battle Phase starts. During
 the Conference Phase, speak to Moby for Shield Energy and speak to G-13
 to increase the PF. If the heroes plan things out very well, they can
 kill Anrock by the beginning of the second Battle Phase.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.2.4] Act 2, Scene 4: Halls of Gaia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: Action Platformer

                                * * *
   Rocky pieces of Anrock slam into the hull of the VZR as he shatters from
 the force of the vessel's gunfire. "Got 'em," Dan says as he maneuvers the
 ship between most of the flying chunks.

   "This place is worse than Persidor," responds Moby. She can't believe
 there are so many dangerous creatures lurking about at these depths. She
 observes the scenery around them. "Ancient ruins of some lost civilization.
 Is there any connection with the Nonmaltas? I'll check it out."

   She exits after the VZR lands. In the smoking pile that used to be Anrock,
 she spots a large gem that looks exactly like the blue one she has found from
 Bemul, only this time it is ruby-colored. "Red Crystal...," she whispers as
 she holds it up, "This is the second one. What secrets do the Crystals hold?"
 Looking up, she decides to explore the ruins that lie before her.
                                * * *

 Moby starts off standing on top of some stone ruins. Go right, hopping over
 the first pit. She should meet three Nonmalta soldiers, the same green dudes
 from the previous Act, before she finds a small tablet on the ground.

                                * * *
   Moby notices a tiny, square piece of fine stone on the floor. Mysterious
 engravings mark its otherwise smooth surface. "A stone tablet. It may hold
 a clue," says Moby to herself as she picks it up and takes a closer look.
 "Carved symbols... like ancient hieroglyphics. Strange... what does it
 all mean?" The secrets on the tablet elude her, so her mind returns to
 the mission at hand. "The people on the VZR-3 were attacked here. The
 Nonmaltas must have a hideout around here."
                                * * *

 Drop into the next pit to the right, and then go down another pit to
 the right (a wall past this point blocks Moby's progress into the rest
 of the same floor).

 Moby should continue to drop into pits, until she lands inside some
 red ruins. There are no enemies on this red floor. On the far right
 is a locked gate. Go up the hole closest to this gate. (This hole should
 be above some stairs.)

 After hopping up, go left, jumping over a pit. Climb the large steps and
 leap up into the hole at the top of the stairs. Watch out for a Nonmalta
 soldier along the way.

 Up there, head right. Jump over the flying gremlins (Stingles) and the
 cougars (Loepins). The cougars will pause for a moment before pouncing.
 Either duck when they leap, or run up close to them and then jump at the
 last moment. If Moby jumps too early, she may scrape against them when
 she lands. Drop into the pit after these purple bad guys.

 Now skip down the steps to the right, killing the two soldiers in the way.
 Moby should see some stairs, which lead up to a chained figure garbed in red.

                                * * *
   Moby finds herself on top of a strange formation of stones. Is this place
 some sort of altar? Suddenly, something in the corner of her eye shifts.
 Moby smells... perfume?

   "Who's there?," calls out Moby, her eyes straining through the darkness,
 her fear confused by the pleasant scent.

   "Are you from the surface?," replies a surprisingly gentle voice. As
 Moby approaches the speaker, she sees a young human woman whose wrists
 are chained to the walls. Her splendid dress is fitted with the finest
 lace and jewels. There is no doubt this captive is of some royal line,
 and her stature doesn't mix well with these cold, dank surroundings.
 "I'm the Princess of the Underworld Kingdom of Dinamur," she introduces
 herself, "I was imprisoned here by Zolda of the Nonmaltas. He plans to
 rule both the Underworld and the Overworld."

   Moby inspects the rusting chains. They are of a sturdy build, but they
 can be easily broken apart by a well-aimed shot.

   "Dinamur is at the mercy of the Nonmaltas," the Princess softly
 continues, "The four Crystals... that protect the Underworld have
 been stolen by the monsters. Zolda is somewhere in his hideout."

   "Dyna Crystals...," Moby says thoughtfully. She carefully breaks off
 the regal prisoner's chains.
                                * * *

 Okay, this is a little weird, but Moby supposedly frees the Princess. (If
 the screen is scrolled to the left and then back, the Princess will be gone.)

 Head left, over the stairs. Don't go up the hole above the top of the
 stairs, but drop down the next hole on the left. Moby will be near the
 gate she has encountered earlier. If she has met the Princess, she can
 unlock it and proceed.

                                * * *
   "Zolda!," cries Moby as she runs into the leader's hideout, with
 the Princess trailing behind her.

   "So you're still alive...," snickers the reptilian humanoid,
 "It's useless to defy me. You won't leave this place alive."

   Moby has had enough of this kind of talk and decides to screw with Zolda
 instead for a change. "Is that all you have to say? We'll see who has the
 last laugh."

   "Whaat?!"

   "You can't escape me!"
                                * * *

 Again, back off and then fire away. Depending on whether Zolda jumps or keeps
 running toward her, Moby should dash underneath or leap over him before he
 catches up. After sucking up enough shots, Zolda will run off for good.

 Pass through the gate on the right side of the room. Moby should
 find the Princess waiting at the end of the hall. (As with G-13's
 first appearance, the Princess may not be there. If Moby doesn't
 see her, scroll the screen to the left and then back.)

                                * * *
   Moby dusts off her hands. She is starting to get used to beating up those
 Nonmalta jerks. Now, where is that Princess? To the rear of the hideout,
 Moby notices a gate is unlocked. She steps through it and walks down the
 hall, finding the Princess waiting for her. It looks like the Princess has
 managed to unseal the exit while Zolda was being distracted.

   "Thank you for saving my life," the Princess humbly begins,
 "Zolda has escaped to Magma Falls."

   "Our people must be at Magma Falls!"

   "Are you going there? I'll come with you. There is a cave by the Falls
 where our King is being held captive by them."

   "All right."

   Moby brings her back to the VZR, where the others have been slaving over
 the repairs and fighting off Nonmalta soldiers creeping up on them. Quick
 acquaintances are made as everyone straps into their seats. It turns out
 Moby's guest prefers to be simply called "Diane" by her new friends.

   Dan powers on the systems, "VZR-5... ready for take off.
 Melt-Needle stand by! Head for Magma Falls!"

   "Three, two, one, ... VZR-5... full power ahead! Ziggy, wait for me.
 I'll be there soon...."
                                * * *


------------------------------------------------------------------------------
[2.3] Act 3: Magma Falls
------------------------------------------------------------------------------


Password: 3569


VZR Status:
 - T-Form ............. yes
 - H-Form ............. yes
 - A-Form ............. yes
 - Electro-Gatling .... yes
 - Laser .............. yes
 - Hydro-Sonic ........ yes
 - Melt-Needle ........ yes
 - Hyper-Sight ........ no
 - Phaser-Gun ......... no


General Hints:

 Compared to the second one, this Act is a lot easier. The Cockpit Scene
 boss is strong but stupid, and the Action Platformer Scene is very short.

 The Melt-Needle is a pretty crappy weapon during the Horizontally Scrolling
 Scene, as it only drops mines that explode on contact, and the heroes may
 even wind up killing themselves by running into their own mines. They should
 use the Electro-Gatling against the enemies, because it is faster and more
 Fuel-efficient.

 During the Vertically Scrolling Scene, the Melt-Needle becomes a lot more
 useful. The heroes can revolve the mines around the VZR (by holding the
 Fire Button), knocking out any bad guys close enough to them. Any mines
 that aren't detonated can be launched, striking enemies in the distance.


Walkthrough:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.3.1] Act 3, Scene 1: Subterranean Jungle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Horizontally Scrolling

 Begin by drilling through the soft rock to the right of the starting point.
 Snail-like monsters (Znails) will bounce forward when disturbed, so let them
 come close before attacking them to make them bounce overhead harmlessly.

 As the heroes drive down the slope, a huge exotic jungle will reveal itself
 in the background. Cool. Unfortunately, fire-breathing pterodactyls (Dragons)
 will also attack at that moment. Kill them, and hopefully get some Fuel.

 Afterward, fly over some deep water. Beware of green reptiles (Bitongas)
 that jump out from the pools. Also look out for flying starfish (Starguns)
 that try to crash into the VZR.

 More snails and jumping reptiles wait on the opposite side of another soft
 rock wall. Keep going, and the last wall of soft rock marks the end.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.3.2] Act 3, Scene 2: Underground Volcano
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Vertically Scrolling

                                * * *
   The earth below the VZR opens up, the molten orange sea exposed underneath
 threatening to swallow the crew. "It's an underground volcano!," yells Dan
 over the loud roar of the cave, "We must fly from here."

   "VZR change to Aerial Mode and lock. Three, two, one, ... VZR-5...
 full power ahead!" According to Diane, the Falls aren't far from their
 current location.
                                * * *

 Eyeballs will greet the heroes while they fly over the lava. Watch out
 for erupting volcanoes along the cave walls. The A-Form is ideal here,
 because its maneuverability and its Melt-Needle can help the heroes
 fend off these optic attackers.

 After the volcanoes, flying gold shelled monsters (Homebases) will join
 the wave of eyeballs. Kill them for Fuel. If the heroes must get hit,
 they should fly through the rock walls instead of the bad guys.

 When a big rock appears in the middle of the magma, green birds will fly
 down along the sides, lining up and then charging toward the VZR. Zip around
 them or blow them out of the sky. The VZR will pause when it reaches the
 foot of Magma Falls.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.3.3] Act 3, Scene 3: Magma Falls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Cockpit
Boss: Zalta

                                * * *
   The VZR glides across the huge caverns, slowing to a halt before
 the might of Magma Falls. The place is hot as hell, but the beautiful
 cascades of flowing molten rock are actually quite a sight to behold.

   Almost expectedly, the vertical streams shiver violently. "It's
 an earthquake!," groans Dan as he wipes the sweat off his forehead,
 "We are currently at 240 miles underground."

   "Wait Dan! I've got something on the radar. I'm showing a life form
 in Sector 3116145W.... It's at the bottom of the Falls!"

   This is no mere quake. With a terrifying roar, a massive form emerges
 from the lava. Looming before the VZR is a six-story-tall bipedal lizard.
 Moby and Dan exchange glances of disbelief at the sight of the dinosaur...
 and the row of jagged teeth glistening underneath his wide grin.
                                * * *

Moby:
 "It's a reptilian monster." (0% -1)
Dan:
 "Find his weak point." (0% -1)
Locke:
 "Increase Possibility Factor to 100%." (0% -1)
Mike:
 "Let's use the Melt-Needle." (0% +1)
G-13:
 "DANGER! DANGER!" (0% -1)
Diane:
 "Zalta's weakness is water!" (+50% +2)
Moby:
 "There can't be any water in this sea of fire." (0% +1)
Dan:
 "Its weak point is water." (0% 0)
Locke:
 "Water is a combination of oxygen and hydrogen...." (0% 0)
Mike:
 "This Melt-Needle is useless...." (+30% -1)
G-13:
 "WATER! WATER!" (0% 0)
Moby: (after G-13 keeps saying "water!")
 "We can't use our ration of drinking water!" (0% 0)
Locke: (if Moby says that they can't use their water ration)
 "Use the Hydro-Sonic...." (-10% +1)
Mike:
 "Water... I'm sounding like Helen Keller." (0% +1)
Diane:
 "...." (0% 0)
Moby: (after Mike mentions Keller)
 "We're getting beat. Locke, do something!" (0% 0)
Dan:
 "We can't beat it unless it transforms itself." (0% 0)
Locke: (after Moby asks Locke to do something)
 "Check your Life Meter." (0% +1)
Mike:
 "Let's blow him away." (+1% 0)
G-13:
 "...." (0% 0)
Diane:
 "Don't give up." (0% +4)

 Princess Diane, being a native of the Underworld, is familiar with
 the likes of Zalta. Speak to her first to learn about the monster's
 weakness, and then talk to Mike to boost the PF all the way up to
 80%. Be sure to switch to the Hydro-Sonic before the fight begins.

 During the Battle Phase, unleash a tsunami of death upon the boss.
 Zalta is tough, so Moby will need to squeeze off several shots at
 his body before she can score a solid blow. When he charges, scroll
 away to safety. (Moby can still hurt Zalta while he is charging,
 but by doing so the heroes risk getting rammed multiple times.)

 Zalta will emerge in front of the VZR as the heroes move. When he appears
 up close, he will charge again. When he shows up from afar, he will lash
 out with his tail. The tail attack is much faster than the charge, only
 giving Moby enough time to hit Zalta once before the VZR needs to back off.

 During the Conference Phase, talk to Mike for more PF, and get encouragement
 from Diane to get Shield Energy. If the heroes plan their moves well, they
 can actually kill Zalta during the first Battle Phase.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.3.4] Act 3, Scene 4: Behind the Falls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: Action Platformer

                                * * *
   Zalta's fiery home does not prepare him well against the VZR's advanced
 weaponry. In his raging death throes, he sinks back into the molten sea
 from whence he came. "Got 'em," sighs Dan with a breath of relief.

   "Look, a cave!," exclaims Moby, pointing to a large crack in the cavern
 walls. When Zalta died, a section of the Falls seemed to have parted,
 revealing the concealed entrance. "VZR, touchdown."

   As Moby leaves the ship, a huge but invisible wave of heat immediately
 washes against her. Undeterred, she climbs up to the cave, where she
 spots a round piece of emerald stashed away inside a small cleft.
 "Green Crystal...," Moby utters as she takes it, "One more Crystal
 and we'll have all four." A faint cry, ringing out from the shadowy
 depths of the cave, interrupts her train of thought. "What?," she wonders
 as she pockets the third Dyna Crystal and enters the scorching darkness.
                                * * *

 This is one of the easiest Scenes in the entire game. The cave is a
 simple, single-floor room that extends far to the right. Run ahead,
 dashing underneath two bats. Jump over the cougar and the gremlin.
 Moby should be able to run past a trio of bats with little problem.
 A single bat and another cougar are the last bad guys she will encounter
 before reaching the end of the cave.

                                * * *
   Moby manages to fight off and escape from the monsters, leaning against
 a large stalagmite to catch her breath. Suddenly, something sidles behind
 the rock column, and Moby jumps back, caught off guard. Timidly poking her
 head out from around the stalagmite, a figure appears. Dirt cakes her skin
 and the unmistakable tags on her wrinkled uniform.

   "Silvia!," cries Moby, lowering her gun. At last, she has finally located
 a lost crewman.

   "Moby?," gasps Silvia, clutching her, "Help me!"

   "Where are the others?"

   "Allan and Davis are still held by the Nonmaltas," Silvia sniffles,
 and then pausing a bit to gather her courage, "We must save them."

   "The Lab?"

   Silvia nods. Apparently, this Lab is getting to be quite popular in the
 Underworld. Moby tells Silvia where the VZR-5 is and then drops down into
 the entrance of the secret base, hoping to find the other two crewmen alive
 and well.
                                * * *

 Don't worry about Silvia, who will be fine. When Moby lands inside the base,
 she should head right. (The left leads to a dead end with a soldier.) As
 Moby advances, she should meet several soldiers and a pit. Go into this hole.

 Moby will find herself in front of a locked gate, so she should head left
 until she sees another sealed gate. There are no enemies on this floor.

 Hop up on the blue-gray platforms and get up into the hole. Now go left
 (because the right leads back to the base entrance). There will be a soldier
 and another hole on the far left. Fall down through this gap to find...

                                * * *
   "Dan!," Moby exclaims as she drops down. Her second-in-command is standing
 on top of some steps, panting hard, gripping his gun in one sweaty hand and
 leaning against the wall with the other.

   "The Nonmaltas have taken the VZR-5!," Dan forces out between
 heavy breaths, "I left Locke and Mike with the VZR-5. Diane, G-13
 and I were searching for dilenium to refuel with the VZR-5."

   "We're doomed!," wails Moby, "Without the VZR-5..."

   "... we're stranded," Dan finishes her sentence. Both of them
 think of their lost friends again, and then he brings her mind
 back on track. "We must save our people and the King."

   Moby stays silent for a while, analyzing their situation. "Never give up.
 Perhaps, we can see the future beyond the rain."

   She runs past Dan, leaving him baffled with her strange comment.
                                * * *

 Dan, like Silvia, will be fine. Move past him and continue into the
 dark hall on the right. Moby will meet another person.

                                * * *
   "Davis!," gasps Moby, "You're alive!" It looks like more than one VZR
 crewman have managed to take advantage of the confusion and succeeded in
 making an escape.

   "Moby, you came to save me!" Davis doesn't look any better than
 Silvia. His grainy hair is matted, and his Nonmalta captors seem to
 have roughed him up. Yet, he somehow manages to keep his spirits high.
 "Allan is being held somewhere in the hideout."

   "Is Ziggy all right?"

   "I don't know the details but... Ziggy has been sent to the Lab."

   "The Lab?"

   Davis helps her unlock the gate behind him, and then leaves to catch up
 with Dan and the others.
                                * * *

 After talking to Davis, exit through the gate. Remember this place? Moby
 has jumped up those blue-gray platforms just a few minutes ago, before
 Dan told her the whole VZR-5 situation was turning to hell. Anyway, keep
 heading right, backtracking across this path. The gate at the extreme right
 that once barred Moby's path should now be unlocked. Open it and proceed.

                                * * *
   Moby enters what appears to be a storage room. Standing in the middle
 of the floor is an exceptionally large Nonmalta soldier. He isn't quite
 like Zolda, though. His scaly face is blue, and his hair is magenta, but
 he wears the same type of blood-red armor. This guy must be some sort of
 leader, so she waits for him to speak.

   "Ha! Ha! Ha!," laughs the warrior with the same sibilance found in all
 Nonmalta speech, "So you're the one who defeated Zolda.... If you interfere
 with the Nonmalta Empire, you won't leave this place alive."

   "Why do you want to corrupt the worlds?"

   "Shut up! No Overworlder has the right to tell me what to do down
 here! You're making peace as an excuse for your own cowardliness."

   Moby, taken aback by this insult, has nothing else to say as she readies
 her weapon.
                                * * *

 This mysterious Nonmalta officer fights no differently than Zolda. Moby
 should run back to give herself some room before firing. Jump over or run
 below him when he approaches. Because there have been so few enemies in
 the previous areas, Moby should have plenty of ammunition for this battle.

 After Moby pumps his ass full of energy bullets, the boss will retreat.
 Forget about him for now and exit to the right. (If Moby doesn't see someone
 at the end, scroll the screen to the left and then back to the right.)

                                * * *
   Moby can't help but smirk as she watches her enemy scamper away.
 She resumes her search for Allan and, surely enough, walks right into
 him at the end of the hall.

   "Allan!," her face beams ecstatically.

   "Moby! You're okay!," greets the young engineer. Like Silvia and Davis,
 he is still in good shape, despite the conditions of the past few days.
 "The Underworlders are heading for the Control Tower. They plan to execute
 the King," he reports, and then sensing Moby's uneasiness about Ziggy's
 well-being, he quickly adds, "The Lab is located inside that Tower!"

   "The VZR-5 has been stolen by the Nonmaltas," she gravely informs him.

   "Don't worry, we can take the VZR-4. I found it hidden in the hideout. Dan
 and Davis are repairing the VZR-4 right now. Head for the Control Tower!"

   "All right."

   The two quickly work their way to the VZR-4. When they arrive, they
 see Dan and Davis buzzing frantically around the entire ship, patching
 up parts. Silvia, G-13, and Princess Diane are also helping, reinitializing
 and recalibrating the various systems. It won't take long before the
 remaining Nonmalta soldiers figure out what is happening, so the group
 decides to leave immediately.

   "VZR-4 ready for take off," calls out Dan as he pushes the throttle
 forward, "We can't fly... the Aerial Mode is disabled."

   "Ah... there is still much to do," sighs Moby, "We must save the King and
 our people... and find the four Crystals." She settles into the commander's
 chair. It used to be her father's. "VZR-4 take off! Prepare to dive." As
 the ship plunges into the rock floor, her mind wanders back to her beloved.
 "I'm concerned for Ziggy's life. Ziggy, wait for me. I'll be there soon."
                                * * *


------------------------------------------------------------------------------
[2.4] Act 4: Ziggy
------------------------------------------------------------------------------


Password: 1719


VZR Status:
 - T-Form ............. yes
 - H-Form ............. yes
 - A-Form ............. no
 - Electro-Gatling .... yes
 - Laser .............. no
 - Hydro-Sonic ........ no
 - Melt-Needle ........ no
 - Hyper-Sight ........ yes
 - Phaser-Gun ......... no


General Hints:

 This is the only Act where two Horizontally Scrolling Scenes appear one after
 the other. The bad guys also hit a lot harder now. The VZR-4 handles exactly
 like the VZR-5. As in the first Act, the heroes can't switch to A-Form due
 to their ship's damaged stabilizers.

 The Hyper-Sight fires six homing energy spheres that seek out bad guys.
 Don't go crazy with it, however, because it reloads very slowly, requiring
 all six current shots to disappear before another barrage can be launched.


Walkthrough:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.4.1] Act 4, Scene 1: Lemuria
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Horizontally Scrolling

 Check out these purple caves. Take in the scenery now, because the heroes
 are going to be heading into some nasty territory. Start hovering and fly
 right, watching out for a shooting crystal.

 Soon enough, the heroes must go underwater. The VZR obviously can't float
 in T-Form, so it must hover through the water in H-Form. Blast any green
 amoebae in the way. After emerging on the other side, the heroes will
 meet some brain-stalks.

 Flashing bats will ambush the VZR beyond a wall of soft rock. Just keep
 flying straight ahead, shooting them down. More brain-stalks await in
 front. The Hyper-Sight works pretty well here. Later, there is another
 underwater section with more amoebae.

 Past even more stalks and flashing bats, the heroes should spot some
 submerged rock near the bottom of the screen. (The rock looks ice-blue
 under the water.) If they are low on Fuel, the heroes can land on it
 and finish the Scene in T-Form.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.4.2] Act 4, Scene 2: City of Lemuria
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Horizontally Scrolling

                                * * *
   Dan skillfully drives the VZR-4 up and out of the water.
 "We are currently at 380 miles underground."

   "We are surfacing on the Underworld ocean," responds Moby, "There
 are some islands around here." Amazing! Strange-looking buildings
 inhabit the small bits of dry land dotting the vast underground body
 of water. There isn't time to enjoy the view though, because Nonmalta
 patrols can be seen closing in from the distance.
                                * * *

 As the heroes burrow through massive walls of soft rock near the beginning,
 they should blast the orange flexing beings. Waiting on the other side of
 the walls are purple rocks that split apart.

 Switch to T-Form and slowly advance. Blast the purple rocks and wait for the
 Shield Energy to recharge, if needed, before moving ahead. After drilling
 through the last wall of soft rock, charge ahead in T-Form and keep firing.

 Aerial bombardment time. Fireballs (Crysbalis) will rain down on the VZR
 like a hellish meteor shower, but keep shooting and advancing. The spreading
 bullets of the Electro-Gatling should knock out any fireballs threatening to
 hit the VZR from the front, and the ones behind will not touch the ship if
 the heroes are constantly driving forward. Shoot down or avoid the flexing
 beings trying to crash into the heroes. The heroes should have enough Fuel
 to reach the end, so they shouldn't stop to grab any Fuel left behind by
 the bad guys. Doing so will give the fireballs a chance to waste the heroes.

 The hail of death stops when the heroes go up a large slope, but then
 hordes of flying red-gold shelled monsters will swarm them. Start hovering
 for the extra speed, and keep moving and shooting until reaching a long
 stretch of land along the bottom of the screen. Staying low will help the
 heroes avoid the flying enemies, so they should drop down and ride on to
 the end in T-Form.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.4.3] Act 4, Scene 3: The Control Tower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Cockpit
Boss: Bandal

                                * * *
   Dan slows the craft as the Nonmalta Control Tower rises into his field
 of vision. "VZR, touchdown. We are currently at 696 miles underground."

   "696 miles? I feel bad about this," worries Moby just as a large
 blip pops onto her screen, "I'm showing a life form in Sector 5351022E.
 It's near the Control Tower."

   A gruesome monster leaps out from thin air and lands in front of the
 VZR-4, crushing the ground beneath his feet. He is unlike anything Moby
 and Dan have ever seen, resembling a large metallic skeleton with weapons
 grafted onto his arms. What strikes them as most peculiar about this
 frightful cyborg is the mass of organic tissue, plugged with wires,
 lying under the transparent cap of his skull.
                                * * *

Moby:
 "...." (0% 0)
Dan:
 "Increase Possibility Factor to 100%." (0% 0)
Davis:
 "Find his weak point." (0% 0)
Silvia:
 "Allan may know something." (0% -1)
G-13:
 "ACCORDING TO COMPUTATION, IT'S A BIONIC MONSTER." (0% -1)
Diane:
 "The same monsters were used to conquer the Underworld." (+5% -2)
Dan: (after Diane says these monsters were used to conquer the land)
 "It is Bandal, the bionic monster." (0% 0)
Davis:
 "Does that monster have the brain of an Underworlder?" (0% 0)
Silvia:
 "They call the monster Bandal." (+10% 0)
Allan: (if spoken to before Diane)
 "But, to use a human brain for such a thing...." (-5% +2)
Allan: (if not spoken to before Diane)
 "It's a creation of their laboratory." (+10% +1)
Moby: (after Allan says Bandal is a lab creation)
 "That monster has sad eyes. I wonder why?" (0% 0)
Allan: (after Diane says these monsters were used to conquer the land)
 "At this rate we'll be defeated." (0% 0)
Diane: (after talking to Allan)
 "The Underworld has succeeded in creating a prototype." (0% +1)
G-13: (after talking to Diane)
 "THE BRAIN IS CONTROLLED MECHANICALLY." (+10% -1)

 All lines below occur after G-13 says the brain is controlled mechanically.

Silvia:
 "I wonder what that protector in its right shoulder is?" (0% 0)
Davis:
 "Everything has a weak point." (0% 0)
Dan:
 "G-13! Find his weak point quick!" (0% 0)
Moby:
 "Increase Possibility Factor to 100%." (0% +2)
G-13:
 "THE PROTECTOR COVERS THE NERVE CONNECTOR." (0% 0)
Diane:
 "We need to destroy the nerve protector." (+50% +2)
Allan:
 "Has his nerve connector illuminated yet?" (+1% 0)
Silvia:
 "Check your Life Meter and Possibilities." (+1% 0)
Dan:
 "Is that the nerve connector on its right shoulder?" (0% 0)
Davis:
 "Is that the nerve connector on its right shoulder?" (0% 0)
Diane:
 "Don't give up." (0% +2)
G-13: (after G-13 says the protector covers the nerve connector)
 "DOES NOT COMPUTE." (0% 0)
Moby:
 "...." (-1% 0)

 Talk to Diane, to Silvia, to G-13, and then to Diane again. That should
 push the PF up to 75%. The Princess is right. Moby must blow off Bandal's
 protector. After talking to the others, the shoulder pad above the boss' big
 claw will be identified as the protector. What nobody says is that Bandal
 is vulnerable to the Hyper-Sight. Equip it before the Battle Phase begins.

 Fire on Bandal's blue-colored shoulder pad until he jumps away. Bandal
 has only one attack, and that is firing a projectile, either his claw
 or a single missile, as he retreats into the background. The claw and
 missiles fly straight toward the VZR in the same fashion, and both
 types of projectiles can be avoided by scrolling to the sides.

 This boss is actually pretty crappy, not to mention how every successful
 hit dealt to him should raise the PF by 10%. During the Conference Phase,
 talk to Silvia or Allan for more PF, and extra Shield Energy can be gained
 from Diane.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.4.4] Act 4, Scene 4: The Laboratory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: Action Platformer

                                * * *
   The force from the VZR's attacks knocks Bandal into a smoking heap
 on the cold, hard ground. "Got 'em," says Dan as usual, but he can't
 help but feel that something is terribly wrong about this encounter.

   "It's a bionic monster," Moby says bewildered, "They're using life forms
 for their sick experiments...."

   She walks out toward the remains. Encrusted on the creature is the fourth
 Dyna Crystal. As she takes it, Bandal's silent eyes seem to stare into her
 face. Moby, disturbed by this tortured visage, hurries and leaves with the
 precious jewel in hand. "The Yellow Crystal. We must take back the other
 three Crystals." She looks up. The Nonmalta base of operations seems to
 stretch forever into the dark sky, looming over and watching the landscape
 like a grim tyrant. "The Control Tower," Moby whispers with dreadful awe.
                                * * *

 Despite what the Tower appears like from the exterior, Moby will not have
 to climb many floors. Actually, she won't have much to do here. First,
 go right. Hop over the first pit, and meet an old acquaintance.

                                * * *
   Moby runs into the Nonmalta who has escaped from Magma Falls. She quickly
 aims with her weapon, waiting for her enemy's move.

   "Ha! Ha! Ha!," haughtily laughs the scaly officer, "You crumbs
 are still alive? So you think you can defy me? The great Icamod?"

   After pausing for a moment, Moby asks, "Why do the Nonmaltas keep fighting
 this stupid war?"

   "Then I shall explain it to you," he answers impatiently, "The Over- and
 Underworlds were once all ours. 34 million years ago, our kingdom was in the
 Overworld. We're merely taking back what was rightly ours to begin with."

   "34 million years ago?" What can he be possibly talking about?
                                * * *

 The "great Icamod" is not so big and mighty, as Moby should know by now.
 Run back, blast him, and then jump or run past him when he gets up close.

 When Icamod retreats a second time, exit through the gate on the right.
 Moby should jump over the pit she will see and continue to the extreme
 right. There is someone she should be very glad to find.

                                * * *
   "Father...," Moby cries out happily, "You're alive! Icamod has escaped!"

   "Moby, you came to save me!," coughs Banda. The elderly and gentle
 professor is no match against his burly and aggressive warders.
 "We just missed him. They've taken Ziggy's brain and... transplanted
 it into the bionic monster, Bandal."

   "Bandal? Our Ziggy? You mean the monster had Ziggy's brain?," Moby
 gasps in horror, "That's the most cruel thing.... Where is Ziggy's body?"

   "It's in the Lab."

   "...."
                                * * *

 Apparently, Moby is too distressed to untie her dad now, but be assured that
 he will be rescued. (Unlike Diane in the second Act, he does not disappear
 when the screen is scrolled away and back.)

 Moby should go left and drop into the hole she has jumped over earlier.
 After landing, she should jump over the hole to the right and recover
 something her crew has lost.

                                * * *
   Moby, sick over the demise of Ziggy, nearly trips as she staggers
 through the Tower's long and winding hallways. Looking down, she notices
 something familiar.

   "The stone tablet? The one at the ruins.... I can read a bit of the
 ancient hieroglyphics." Diane has taught her some basics about the script.

   "One kingdom to survive," Moby slowly translates, "Atlantis victorious."

   She pauses at this, and then continues.

   "The defeated Lemurians. The Gaia dies in the Light."

   "What does it mean?," wonders Moby as she notices that the edges
 of the stone denote a missing part, "We need the other tablet."
 She pockets the artifact and continues searching for the Lab.
                                * * *

 Go into the hole on the left and drop down in front of another gate.
 Moby has talked to her dad, so she should be able to open it.

                                * * *
   At last, Moby locates the awful Lab. After what seems like an eternity
 of walking through its endless corridors, she turns a corner to see her
 nightmare become a reality. Ziggy's body lies motionless on a surgical
 table, his violated head hastily wrapped with filthy bandages. Various
 instruments of malicious intent, stained with crusted blood, are recklessly
 scattered about near his corpse.

   "Ziggy, though we finally meet...," weeps Moby after gazing long
 into her fiance' pale face, "I love you."

   A tear streams down from her watery eyes as her warm lips embrace
 his cold ones.

   There is nothing else she can do here. Moby heads back to the VZR-4
 with her father and the news. Diane also informs the crew that the
 Nonmalta forces have fled toward the volcanic Capital of Dinamur.
 The enemy must be planning to exploit the power of the Dyna Crystals.

   "VZR-4 ready for take off," reports Dan glumly, "Aerial Mode
 has been repaired. We can fly again. Head for the Volcanic City."

   "The King must be there.... Let's go," replies a sullen Moby,
 "VZR-4 take off!" For the final time, she stares bitterly at the
 Tower, then at the lonely remains of Bandal. "Never give up," she
 whispers to herself, "Perhaps, we can see the future beyond the rain."
 After a while, Dan swears he hears her sob, "I miss Ziggy."
                                * * *


------------------------------------------------------------------------------
[2.5] Act 5: Dual Duel
------------------------------------------------------------------------------


Password: 1024


VZR Status:
 - T-Form ............. yes
 - H-Form ............. yes
 - A-Form ............. yes
 - Electro-Gatling .... yes
 - Laser .............. yes
 - Hydro-Sonic ........ no
 - Melt-Needle ........ no
 - Hyper-Sight ........ yes
 - Phaser-Gun ......... yes


General Hints:

 Things are not going well at all. Ziggy's dead. Diane's dad is going to
 be executed. Three of the Dyna Crystals and the other tablet are still
 in enemy hands. Moby is losing her mind here, man! This is the longest
 and the toughest Act of all.

 The Phaser-Gun is perhaps the VZR's most powerful weapon. It fires quickly,
 and its shots are very wide, but it also guzzles serious amounts of gas.
 The heroes should keep an eye on their Fuel Meter if they use it.


Walkthrough:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.5.1] Act 5, Scene 1: Dilenium Mines
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Horizontally Scrolling

 Everything is so green. Drill through the soft rock and then start flying.
 The heroes should switch to H-Form so they can use the Phaser-Gun against
 the fire-breathing pterodactyls. Each of these creatures sucks up two
 Phaser-Gun waves before dying. The heroes should also move up and down
 to avoid the fireballs. Flying along the extreme bottom of the screen
 may help the heroes avoid most of the bad guys here.

 When the heroes see some rock floor again, they should fly high to avoid
 the bouncing snails before encountering a second wall of soft rock. Next,
 there is a large pit. Quickly shoot down the pterodactyls and grab any
 Fuel left behind by them. Upon landing, the heroes will come across more
 soft rock. A single snail lurks inside this wall. Keep shooting while
 drilling, so it will get blasted before it rams into the VZR.

 After the soft rock, the heroes should resume flying and immediately shoot
 the starfish that will swarm them. Again, the Phaser-Gun is their best bet,
 but if they are low on Fuel, they can switch to A-Form and rely on laser
 beams. When possible, land, and then prepare to enter the Dinamur Capital.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.5.2] Act 5, Scene 2: Volcanic City
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Vertically Scrolling

                                * * *
   Dan struggles with the flight stick as he fights off the Nonmalta forces
 guarding the airspace of the Dinamur Capital. "It's the Underworld's Volcanic
 City," he shouts, "We must fly from here." Diane explains how a lava canal
 runs through the Capital, serving as an energy source for its citizens.
 Unfortunately, this means the VZR can't continue via the surface.

   "VZR change to Aerial Mode and lock," commands Moby, "Three, two,
 one, ... VZR-4 take off!"
                                * * *

 Touching the fluctuating barriers made of tiny flashing squares (Spilguts)
 means instant death for the VZR, so don't collide into them. Eyeballs and
 a wall of soft rock will greet the heroes after the third barrier, so they
 should stay in H-Form for now.

 While flying over the lava canal, avoid the anti-aircraft fire from turrets
 occupied by Nonmalta forces below on the ground. The heroes can ram through
 the walls of the canal if they are desperate to minimize the damage to their
 ship. Shelled monsters will intercept them after the anti-aircraft guns.
 Use the Phaser-Gun for an easier time. (Only the walls lining the canal
 can hurt the VZR upon impact. Once the VZR flies through the walls, it
 won't be damaged until it crashes into them again.)

 The heroes will eventually exit the city limits and fly over a huge lava
 lake. A large rock will be in the middle, splitting the path. The left
 route contains a turret (Homegun), while the right has more lethal barriers.
 Take the left fork and kill the turret for an easier time.

 Afterward, volcanoes along the sides will erupt. Avoid both fireballs and
 barriers in this area. The A-Form works best here.

 Later, the cavern narrows, so carefully fly past the barrier guarding the
 mouth of the tunnel. Shoot down any shelled monsters and eyeballs in the
 way. If the heroes have not already, they should change to H-Form so they
 can break through the last wall of soft rock.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.5.3] Act 5, Scene 3: The VZR-5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: VZR Cockpit
Boss: VZR-5

                                * * *
   "We are currently at 680 miles underground," Dan reads off from his
 monitor, "We have penetrated the Volcanic City." He glides the VZR-4
 over some springs, from which water flows down to the people of the
 Dinamur Capital.

   "Wait Dan!," interrupts Moby, "I've got something on the radar.
 I'm showing a life form in Sector 0211522E," and then much to
 everyone's horror, "The VZR-5. Locke and Mike are on it."
                                * * *

Moby:
 "...." (0% -1)
Dan:
 "We can't leave Locke and Mike for dead." (0% -1)
Silvia:
 "...." (0% 0)
G-13:
 "MAY THE POWER BE WITH YOU!" (-5% +2)
Diane:
 "...." (0% 0)
Diane: (if spoken to first)
 "There must be a way." (0% +1)
Allan:
 "Increase Possibility Factor to 100%." (0% +1)
Banda:
 "...." (0% -2)
Allan:
 "I think the variable generator in VZR-5 is...." (+20% 0)
Dan:
 "The VZR-5 stays balanced by the gyroscopic drill action." (0% 0)
Moby:
 "The variable generator...." (0% 0)
G-13:
 "VZR-5 HAS THE UPPER HAND." (+10% 0)
Davis:
 "Can't we defend ourselves from VZR-5?" (+10% 0)

 All lines below occur after Davis asks if they can defend themselves.

Allan:
 "If we stop the drill, the VZR-5 can no longer fly." (+20% 0)
G-13: (if Davis is spoken to first and Allan is spoken to second)
 "ATTACK THE CENTER OF THE DRILL." (+1% +0)
Davis:
 "Can we stop the variable generator?" (0% 0)
Banda: (after Allan says to stop the drill)
 "Use the Phaser." (+20% +2)

 All lines below occur after Banda says to use the Phaser-Gun.

Moby:
 "Energy 120%. Stand-by." (0% 0)
Dan:
 "...." (+1% 0)
Davis:
 "...." (0% 0)
Silvia:
 "Professor Banda." (0% 0)
Banda:
 "It's all yours...." (+1% +1)
G-13:
 "DOES NOT COMPUTE." (0% 0)
Diane:
 "...." (0% +1)

 Talk to Davis, to Allan, and then to Banda to hike the PF up to 50%.
 From there, continue to speak with Banda to increase both Shield Energy
 and the PF. As the Professor suggests, equip the Phaser-Gun.

 Shoot the VZR-5 as it charges. Aim for the front part of the ship, where the
 cockpit and the drills are. The VZR-5's hovering speed is a lot faster than
 it seems. As soon as the VZR-5 is completely vertically banked and directly
 in front of the VZR-4, it will hit the heroes.

 The VZR-5 is sneaky and tends to hide more than any other boss. Moby should
 scroll back and forth, lining the reticle up with the middle of the screen
 so she will be prepared for the VZR-5 when it appears.

 Sometimes the VZR-5 will launch a spiky Melt-Needle mine. (It looks like
 Bandal's missile, but it moves even faster.) Move away as soon as a mine
 appears. Shooting it has no effect.

 If the heroes have enough Shield Energy, Moby can keep firing at the boss
 even as it rams them to hasten the battle. Play things right, and the VZR-5
 will be nailed for good by the second or third Battle Phase.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.5.4] Act 5, Scene 4: Underworld Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: Action Platformer

                                * * *
   Its drills jammed due to its junked actuators, the VZR-5 teeters in
 midair before careening downward and carving a trench into the hard,
 brown rock beside the clear river, amidst a storm of smoke and sparks.
 "Got 'em," reports Dan hesitantly, not believing that they have just
 shot down their former friends.

   "And so is Icamod," Moby mentions as she spots the red-clad figure kicking
 open a hatch from the inside of the downed VZR. Slightly dazed, he jumps
 down, dropping three small objects, and dashes toward the Dinamur Palace
 near the center of the springs. "Icamod is escaping to the Palace."

   She walks out and hurries to the smoking wreckage. Sadly, there is no time
 to search through the VZR-5 for anything more than the artifacts left behind
 by Icamod. Moby quickly scoops up the three shining jewels, adding them to
 the one she is already carrying. "Our Crystals are safe! Now we have all
 four Dyna Crystals! The war is finally coming to a climax!" She chases
 after Icamod.
                                * * *

 The Dinamur Palace is not much bigger than the areas explored in the earlier
 Action Platformer Scenes, but the arrangement of its corridors can seem
 rather complex. First, keep going to the right, fighting past three Nonmalta
 soldiers. On a raised section of the floor will be something important.

                                * * *
   Moby finds a small piece of stone on the floor. A soldier must have
 dropped it there accidentally. Oh well, it is hers now. Picking it up,
 she notices that its edges match those of the other tablet she is carrying.
 "The missing stone tablet! This may solve the mystery."

   Juxtaposing both pieces, Moby slowly translates the ancient hieroglyphics
 again. "4 kingdoms of the Earth. 3 kingdoms to the Underworld. 3 kingdoms,
 each sought to rule the other. After Lemuria... Vahna becomes Atlantis and
 Mu. One kingdom to survive. Atlantis victorious. The defeated Lemurians.
 The Gaia dies in the Light."

   The hieroglyphics end. Moby stands there, examining the tablets once more.
 "We and the Dinamur are descendants of Vahna. Which means the Nonmaltas are
 descendants of Lemuria. Then what is the Gaia? The King of Dinamur must know
 the answer."

   Gripping the tablets and her pistol even more tightly than before, Moby
 rushes off to find the King. She must learn the truth about the Gaia.
                                * * *

 Keep going. Head right and fight off four soldiers. Moby can avoid the
 last one by jumping straight up into the hole at the end. Once she is
 up there, she should go left and then drop down the next hole she will
 see. (The far left is a dead end.) Look out for a soldier along the way.

 Moby should land in the caves that run underneath the Palace. From here, she
 can go left, down a long tunnel, or right, through the gate. The left leads
 to Icamod, who offers an optional battle. The right leads to Diane's dad,
 the King of Dinamur.

 Now, Moby can actually take a shortcut here by avoiding Icamod (because
 unlocking the prison gate only requires her to have found the tablet),
 but just for story purposes she should go left to meet Icamod. If so,
 continue on. If not, she can screw the Nonmalta bastard and go right,
 toward the King (skip down to the next story section pertaining to the
 dialogue between Moby and the King).

                                * * *
   "Icamod," seethes Moby as she runs right into him, "You can't escape me."

   "Ha! Ha! Ha!," laughs Icamod with his usual arrogance, "You're
 a persistent human. Those who defy our leader, the great Sogalz,
 will no longer be tolerated!"

   "You don't know what it means to lose the one you love."

   "Whaat?!"

   "This is for Ziggy."
                                * * *

 Moby knows the drill: move back, fire, and then jump over or run past
 Icamod when he catches up.

 After Moby beats Icamod, she should go left and up the hole to escape.
 Climb up the steps and drop down the wall, continuing forward. Kill a
 soldier around here and then drop into the hole between the twin gold
 structures. Moby will return to the tunnel, falling into an area where
 she has passed earlier. Go right, backtracking to the prison gate leading
 to Diane's dad. Moby should enter the cell if she hasn't already.

                                * * *
   Moby smashes the butt of her gun against the lock, breaking open the
 prison door. Inside the dark cell, flickering torches reveal the elegantly
 dressed figure chained to the wall to be none other than Diane's father.

   "The King of Dinamur!," exclaims Moby as she hops down into the pit
 and approaches him.

   "Dyna Crystals...," mutters the King.

   Moby pauses, not quite hearing what he has just said.

   "Dyna Crystals...," the King speaks again in a much stronger voice,
 "Hurry! Before Sogalz finds out, set the Crystals in the giant statue."

   "The statue?"

   The King motions for Moby to leave, and she obeys. Whatever this statue
 is, Moby understands that she must reach it and unleash the power of the
 Dyna Crystals before all is lost.
                                * * *

 After climbing back up the hole in front of the prison, run all the way to
 the right, jumping over the pit along the way. Moby will have to fight off
 one last soldier. Enter the gate.

 There are no more enemies beyond this point. Moby should keep walking to the
 right, skipping over the small steps along the way, until she sees a statue
 that resembles a moai.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.5.5] Act 5, Scene 5: Statue of Dyna
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mode: First-Person ("VZR Cockpit")
Boss: Sogalz

                                * * *
   Moby, out of breath, finally locates the great statue mentioned by the
 King. Without wasting any time, she scrambles around with the Dyna Crystals,
 hastily plugging them into the relief at the base of the massive stone head.

   Silence.

   The statue continues to gaze at Moby sternly, unmoving, unspeaking.
 "The Crystals are set!," cries Moby desperately, "Nothing's happening."

   Just then, a shadow engulfs her and the stoical head. She turns around to
 see a twelve-foot-tall ogre with a gnarled face, flashing his sharp teeth
 through a wicked smile. The towering Emperor of the Nonmalta, clad in full
 battle gear, erupts into hideous laughter.

   "Sogalz!," gasps a terrified Moby.
                                * * *

Moby:
  "Is there an order to the Crystals?" (0% -1)
Green - Moby:
  "The Green Crystal." (+10% +2)
Red - Moby:
  "The Red Crystal." (+40% +2)
Yellow - Moby:
  "The Yellow Crystal." (+20% +2)
Blue - Moby:
  "And lastly, the Blue Crystal." (+30% -2)
R./Y./B. - Moby: (if Moby picks the wrong first Crystal)
  "...." (0% -1)
Y./B. - Moby: (if she screws up the order after picking Green)
  "No... we have to start over." (-10% 0)
Blue - Moby: (if she screws up the order after picking Red)
  "No... we have to start over." (-50% +1)
G./R./Y./B. - Moby: (if she picks an already selected Crystal again)
  "...." (0% 0)

 Ever wonder why the name of this Act is "Dual Duel?" Go ahead, take a
 wild guess. Yep, this is the only Act where there are two Scenes played
 from a first-person perspective. However, this Scene can be beaten only
 by solving a puzzle.

 The King has forgotten to tell Moby that the Dyna Crystals must be placed
 in a certain order. Normally, she needs to figure out this secret order
 through old-fashioned trial-and-error, but the 8 Actions she has will
 limit her to only so many attempts before she needs to fight off Sogalz.

 "Talk" to the Crystals to align them. If Moby picks the wrong Crystal,
 she is forced to restart the whole order. If she has already picked a
 Crystal and accidentally chooses it again, she will just waste an Action.

 Sogalz can't be killed by any normal means. If Moby enters the Battle Phase
 without setting the Crystals correctly, she can only avoid his two attacks:
 a grab and a barrage of laser beams emitted from an eyeball in his hand.
 Sogalz can inflict massive amounts of damage, so begin scrolling away as
 soon as he appears. Moby needs to survive long enough so she can return
 to the Conference Phase to try aligning the Crystals once again.

 After enough attempts, Moby should discover the secret order to be:

 #1 - Green
 #2 - Red
 #3 - Yellow
 #4 - Blue

 Once the Crystals are properly aligned, the PF will jump straight to 100%,
 allowing Moby to outright destroy Sogalz. Obviously, if she knows the
 order, she can kill him at the beginning of the first Battle Phase.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[2.5.6] Act 5, Scene 6: End of the Empire
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                * * *
   Moby, evading Sogalz's blasts, frantically rearranges the Dyna Crystals.
 It doesn't take long before Sogalz finally acquires Moby in his sights. This
 is the end for the pesky Overworlder, the Nonmalta Emperor thinks to himself,
 sneering as he charges up the laser weapon implanted in his bionic hand.

   However, before he can fire, Moby, in an incredible stroke of luck, chances
 upon the correct order of the Crystals. Intense light immediately bursts
 forth from the gems, blinding Sogalz. Moby, looking down, notices her own
 Star-Light Gun pulsating with the same colors as those of the Dyna Crystals.

   Taking aim, the memories of friends who have lost their lives to this
 conflict flood her mind. Moby pulls the trigger for the final time, releasing
 an incredible surge of energy that vaporizes the paralyzed enemy before her.

   Sogalz is no more. Without their great leader, the demoralized Nonmalta
 forces will break off their attacks and retreat. Moby leans back against
 the statue, exhausted, her eyes never leaving the smoking ashes burnt
 into the marble floor before her.

   Suddenly, something else starts to shine! Moby jumps away, turning
 her attention back to the stone head that has just witnessed the climatic
 battle. "The statue... what's happening?," Moby wonders in panic.

   Powered by the glowing Dyna Crystals, the eyes of the statue begin
 to project a large field of sparkling light into the air. The form of
 a beautiful woman slowly fades into view, floating serenely in the middle
 of the light. The elegantly dressed figure opens her eyes, but Moby notices
 that her sad gaze does not seem to be focusing on any particular object.

   "I'm Sowne, the Princess of Gaia," the lady speaks after a long pause.
 Her calm voice echoes eerily throughout the grand hall, as though she is
 speaking from ages past.
                                * * *


------------------------------------------------------------------------------
[2.6] Epilogue
------------------------------------------------------------------------------

 This, my
 friends, is a
 holographic
 projection...

 Long ago, on
 young Earth, a
 civilization
 known as Lemuria
 ruled the
 Overworld.
 Suddenly one
 day, the surface

 of Lemuria sank
 into the
 Underworld,
 which was
 inhabited by
 my peaceful
 people of Gaia.

 Many thousands
 of years of wars
 followed as the
 Lemurians tried
 to take our
 world from us.

 During the
 Underworld Wars,
 the Vahn
 Civilization
 from the moon,
 took the
 Overworld and

 began two
 cities, Atlantis
 and Mu. When
 Atlantis sank
 into the
 Underworld, they
 conquered the
 Lemurians.

 Our Gaia
 Civilization was
 slowly declining
 from the steady
 attacks of the
 Lemurians and
 then later, by
 the Atlantans.

 But in the end,
 we all destroyed
 ourselves and
 our beautiful
 planet with one
 last great war,
 a nuclear war.

 This holographic
 projection is
 our last great
 testament to the
 evils of war.

 Now that we are
 gone, please
 heed our warning
 and always seek
 peace. For only
 love, not war
 will bring
 peace.

 Goodbye, my
 friends, and
 good luck.

     The End


==============================================================================
[3] (reserved)
==============================================================================


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------------------------------------------------------
[4.1] Passwords
------------------------------------------------------------------------------

********************************
  Act      Title      Password
********************************
   1      Nonmalta      0000
   2    Dyna Crystal    3196
   3    Magma Falls     3569
   4       Ziggy        1719
   5     Dual Duel      1024
********************************


------------------------------------------------------------------------------
[4.2] Stage Select and Invulnerability
------------------------------------------------------------------------------

 On the Title Screen, on Controller 2, hold A, B, and Down, and
 on Controller 1, hold A, B, and Up.

 The Stage Select Option will appear at the top. On Controller 1,
 press B to increase the Stage number, and press Select to toggle
 invulnerability (as indicated by the message saying "Test").

 Repeating the input to access the Stage Select Option will make
 the Stage number appear as "11" again, but its actual value will
 remain the same as what it has been before the input is made.

 +------------------------+
  ##  Scene
 +------------------------+
  11  G-Point Fault
  12  Cave Entrance
  13  Caves of Persidor
  21  Crystal Cave
  22  Montol Lake
  23  Ruins of Gaia
  24  Halls of Gaia
  31  Subterranean Jungle
  32  Underground Volcano
  33  Magma Falls
  34  Behind the Falls
  41  Lemuria
  42  City of Lemuria
  43  The Control Tower
  44  The Laboratory
  51  Dilenium Mines
  52  Volcanic City
  53  The VZR-5
  54  Underworld Empire
  55  Statue of Dyna
 +------------------------+


------------------------------------------------------------------------------
[4.3] Sound Test
------------------------------------------------------------------------------

 On the Title Screen, on Controller 2, hold A, B, and Up. (This can also
 be done after accessing the Stage Select and Invulnerability options.)

 Use Controller 1 to navigate the menu. Press Select to cycle between the
 tunes and the sound effects. Press Left and Right to change the tunes or
 sound effects. Press A to play them. Press B to stop them. Press Start to
 return to the Title Screen.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.3.1] BGM: Background Music
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Time  Tune (18 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 00  -:--  (silence)
 01  0:26  Title
 02  0:29  Action A
 03  0:39  Action B
 04  0:40  Action C
 05  0:46  Action D
 06  0:43  Action E
 07  0:40  Action F
 08  0:51  Ziggy Part 2
 09  0:19  Ziggy Part 1
 10  0:17  Unused
 11  0:25  Cockpit Mode
 12  0:13  Intro to Action Platformer Mode (Moby walking)
 13  0:07  Unused
 14  0:40  Epilogue (Sowne)
 15  0:13  Movie VZR Bridge A
 16  0:10  Movie VZR Bridge B
 17  0:04  Game Over
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.3.2] SE: Sound Effect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Effect (28 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 00  Electro-Gatling        10  heroes die           20  VZR weapon switch
 01  Cockpit Mode shot      11  rock crumble         21  high beep
 02  Hyper-Sight            12  Drills activate      22  Moby land
 03  Phaser-Gun             13  Drills deactivate    23  Moby kick
 04  Star-Light Gun         14  beep-bloop           24  warning beep
 05  Hydro-Sonic            15  bloop                25  flit
 06  Melt-Needle            16  bump                 26  pause
 07  Cockpit Mode hit       17  quake rumble         27  unpause
 08  Cockpit Mode boss die  18  beep
 09  heroes hit             19  low beep
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------------------------------------------------------
[4.4] Boss Strategies
------------------------------------------------------------------------------

Name: Anrock (a cyclops made completely out of living rock)
Attack: fires boulders from his navel, kicks, claws
Weak Point: eye (when open)
Weak Against: Electro-Gatling
Act: 2 (VZR Cockpit Mode)
Notes:
 Anrock can be hurt when his eye is open. When Anrock jumps up and away,
 dodge the boulder he launches out from his abdomen. Minimize the damage
 from his kicks and claws by quickly moving away to the sides. Be sure to
 recover Shield Energy and to increase the PF during the Conference Phase.
 After defeating this boss, the heroes will obtain the Red Dyna Crystal.

Name: Bandal (a skeletal cyborg with a mean-looking claw)
Attack: fires claw, fires missiles
Weak Point: right shoulder plate (above the claw)
Weak Against: Hyper-Sight
Act: 4 (VZR Cockpit Mode)
Notes:
 Aim at the blue shoulder pad above Bandal's large claw, which is on his
 right arm. When Bandal jumps away, he will launch his claw or a missile.
 Just move away to the sides to avoid the projectile. Shoot him again
 when he dashes out in front, exposing himself to another pounding.
 After defeating this boss, the heroes will obtain the Yellow Dyna Crystal.

Name: Bemul (a floating spheroid being with an ugly mouth and tentacles)
Attack: rams, fires eyestalks
Weak Point: eye (when open)
Weak Against: Electro-Gatling
Act: 1 (VZR Cockpit Mode)
Notes:
 Shoot the eye whenever it is open. Bemul will eventually rear up and try to
 ram the heroes. After that attack, each of his eyestalks will split off and
 attempt to crash into the heroes. Scan the cavern ceiling and blast these
 eyestalks when they appear. Destroying the eyestalks will increase the PF.
 After defeating this boss, the heroes will obtain the Blue Dyna Crystal.

Name: Icamod (a Nonmalta soldier with blue skin and purple hair)
Attack: touches Moby
Weak Point: any part
Weak Against: Star-Light Gun
Act: 3, 4, 5 (Action Platformer Mode)
Notes:
 Run as far back as possible, and then turn and fire. Pump in as many shots
 as possible before he catches up. If the boss jumps high, run underneath him
 to the other side and resume shooting. If he keeps running, leap over him.
 He will always flee eventually, but damaging him makes him leave sooner.

Name: Sogalz (a bald, blue-skinned warlord in blood-red armor)
Attack: fires laser beams, grabs Moby
Weak Point: any part
Weak Against: Dyna Crystal-powered Star-Light Gun
Act: 5 (First-Person Mode)
Notes:
 Arrange the Dyna Crystals in the following order: Green, Red, Yellow, Blue.
 Afterward, the PF will shoot up to 100%, and Moby can just waste the boss.

Name: VZR-5 (the cool vehicle in which the heroes have been riding)
Attack: rams with Drills, fires Melt-Needle mines
Weak Point: front section (the drills and the cockpit)
Weak Against: Phaser-Gun
Act: 5 (VZR Cockpit Mode)
Notes:
 When the VZR-5 appears, blast it and then move away before it gets too
 close with its ramming attack. Sometimes it will launch a mine (it looks
 like Bandal's missile). Avoid this by moving away to the side.

Name: Zalta (a big purple dinosaur)
Attack: head rams, tail lashes
Weak Point: any part
Weak Against: Hydro-Sonic
Act: 3 (VZR Cockpit Mode)
Notes:
 Keep shooting Zalta whenever he shows up. If he appears close, he will
 make a ramming attack. If he appears far away, he will perform a much
 faster tail lash. To avoid both attacks, simply move away to the side.
 After defeating this boss, the heroes will obtain the Green Dyna Crystal.

Name: Zolda (a Nonmalta soldier with red skin and gold hair)
Attack: touches Moby
Weak Point: any part
Weak Against: Star-Light Gun
Act: 1, 2 (Action Platformer Mode)
Notes:
 Run as far back as possible, and then turn and fire. Pump in as many shots
 as possible before he catches up. If the boss jumps high, run underneath him
 to the other side and resume shooting. If he keeps running, leap over him.
 He will always flee eventually, but damaging him makes him leave sooner.


------------------------------------------------------------------------------
[4.5] Patch Codes
------------------------------------------------------------------------------

 For convenience, the game's superficial units are used throughout the rest
 of this document. For those who wish to understand the game's inner workings
 and to know what figures should be used with the patch codes, here are the
 details about the internal values and rates used within the game.

VZR (Horizontally Scrolling Mode and Vertically Scrolling Mode)
 Total Fuel:          16 "Fuel Units" = 256 Points (1 "Fuel Unit" = 16 Points)
 H-Form Base Cost:     6 Points every 2.0 seconds
 A-Form Base Cost:     8 Points every 2.0 seconds
 Shield Recharge Cost: 1 Point  every 0.5 seconds

Moby (Action Platformer Mode)
 Total Arms:          20 "Ammunition Units" = 320 Points
 (1 "Ammunition Unit" = 16 Points)
 Dilenium Crystal:     4 "Ammunition Units" =  64 Points
 Ammunition Cost:      1 shot = 4 Points
 (4 shots = 1 "Ammunition Unit")

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Address   Value Range   Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 00C8      00 to FF      Fuel/Ammunition - Part 1
 00C9      00 to 01      Fuel/Ammunition - Part 2
 To find the appropriate number to which this value should be set, multiply
 the desired amount of Fuel/Ammunition Units by 10 (HEX). The Fuel/Ammunition
 formula is "00C8"+("00C9"*100) (HEX). For example, to have 18 Ammunition
 Units, set 00C8's value to 20 (HEX) and set 00C9's value to 1, because
 20+(1*100) = 120 (HEX) Points, which equals 18 Ammunition Units. To have
 just 16 Ammunition Units, set 00C8's value to 0 and set 00C9's value
 to 1. Setting this value so the heroes will have over 16 Fuel Units during
 the Horizontally Scrolling and Vertically Scrolling Scenes results in a
 graphics glitch.

 00CA      00 to 10      VZR Shield Energy - Type 1
 00CA      00 to 14      Life - Type 2
 Depending on the Mode, this value's range is different (just like the
 Fuel/Ammunition value). Do not set this value above 10 (HEX) during
 the Horizontally Scrolling and Vertically Scrolling Scenes (Type 1),
 or else the VZR will think it is not at full Shield Energy and will
 waste Fuel trying to "regenerate" its defenses. Falling into a pit
 or touching a fluctuating barrier still results in death.

 04F2      80 to 8A      Possibility Factor
 This value is a little weird. Setting it to 80 (HEX) will put the PF
 at "00%." Every time 1 is added to the value, the PF increases by 10%,
 so setting this to 8A (HEX) will result in a PF of 100%. Any value
 greater than 8A (HEX) will also be treated as a PF of 100%.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


------------------------------------------------------------------------------
[4.6] Game Genie Codes
------------------------------------------------------------------------------

 Using the Game Genie will mess up the audio effects in this game.
 The "Infinite Fuel" code does not give Moby infinite ammunition for
 her Star-Light Gun. The Arms Meter will always read full, but she
 will still be limited to 80 shots.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Code        Effect(s)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 SXNGZTSA    Infinite Shield Energy and Life
 SZSGYNSE    Infinite Fuel (but not Arms)

 ZEXITGPA    New Game begins at Act 2
 LEXITGPA    New Game begins at Act 3
 GEXITGPA    New Game begins at Act 4
 IEXITGPA    New Game begins at Act 5

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


==============================================================================
[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Source Information
------------------------------------------------------------------------------

Name: Chitei Senkuu Vazolder (Japanese)
Name: Wurm: Journey to the Center of the Earth (North American)

Code: SFL-3V (Japanese)
Code: NES-WQ-USA (North American)

Genre: action
Players: 1

Save: Password

Mapper: 4 (Nintendo MMC3)
Size: 256 KB

Publisher: Sofel (Japanese)
Publisher: Asmik (North American)

Release Date: 1991-11-15 (Japanese)
Release Date: 1991-11--- (North American)

JAN: 4988623301048 (Japanese)
UPC: 096066900019 (North American)

Cartridge Color: black (Japanese)
Cover Art: (Japanese)

 An alternate version of Moby is facing the left. Although she generally
 resembles her in-game counterpart, her hair is blond instead of green,
 and her suit is blue in some parts instead of being all-red. Her right
 hand holds a large blaster pistol, which looks more like a submachinegun,
 and her left hand holds what looks like an electronic key or some other
 tool. Past her, in the distance, is a VZR traveling over a fiery lake.

Cover Art: (North American)

 Moby charges through some rocks in a smaller, alternate version of the VZR
 with an open cockpit. She is raising her left fist in unholy anger, shouting
 something terribly frightening as she drives forward like Rambo. To her
 right, beside the VZR, is Dan, also screaming. He is wrestling with Bandal,
 whose claw (which is on the left arm instead of the right) is grabbing the
 machinegun Dan is firing. Fortunately, the characters in the actual game
 look much, much prettier than this.

Case Details: (North American)

 The year is 1999.
   Strange phenomena has begun to take place on
 the surface of the earth. Destructive earthquakes and
 volcanic eruptions have scarred the planet.
   Moby the top Commander of the Marine Corps
 has been selected to Wurm, the Vector Zilus Research
 vehicle deep into the center of the earth.
   Ground control has lost all contact with the previous
 Wurm missions. Now Moby's is the only one left.
   But she's not going in alone. There's an experi-
 enced crew you can turn to for advice before you help
 find her father, who was lost in the last expedition.
   When the heat is really on, you can make Wurm
 change forms from a drill tank, to a hover craft, to
 a Super Jet Fighter, each specially equipped with the
 latest Weapons 1999 has to offer.
   Wurm is the ultimate game of adventure because it
 combines the skill of Role-playing with the exciting
 shoot'em up action of the arcades.
   Moby and her crew are a long way from home,
 but even a longer way from exploring all 20 levels
 that will give you the clues to successfully complete
 the mission and rescue the Earth.
   It's time to board Wurm.
   Going down anyone?


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[5.2] Really Small Details Even More Inconspicuous Than Dirt
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Epileptic Moby
 Pressing Up and Down at the same time (which the Controller normally
 prevents from happening) may screw up the game at certain Scenes.
 During the Horizontally Scrolling Scenes, doing this will scramble
 the VZR's graphics and cause it to drop downward. If you aren't careful,
 you can make the heroes drop below the edge of the screen and die.
 During the Action Platformer Scenes, doing this will make Moby go epileptic.
 If she is standing still when you do it, she will twitch, quickly shifting
 through some of her death and kicking animations. If she is jumping straight
 up when you do it, you will hear the Drills' deactivation sound. If she
 is jumping to the sides when you do it, her graphics will scramble, turning
 her into an unrecognizable mess until she lands. Sometimes she will even
 start to fire twin spread shots, as though her gun has dropped down to
 her feet and become the VZR's Electro-Gatling Cannon (double spread).

Staff Credits?
 Who are the people responsible for the creation of this game? Who are all
 its programmers, graphics artists, audio composers, and project leaders?
 Why the creators have not bothered to put in Staff Credits seems odd.

Back to the Intro
 The earthquakes and eruptions back on the surface are caused by exactly
 what? There is no way they can directly result from the monsters running
 around in the Underworld. The nukes can't be the cause, either, because
 they have supposedly happened a very long time ago. Maybe the earthquakes
 are just due to a coincidence?

Back to the Intro Again
 You know, after losing so many VZRs, why the hell do they wanna send in
 yet another one? Sure, the heroes really care about their loved ones, but
 those VZRs aren't cheap. How about sending them in all together instead
 of one by one?

Wrong Face?
 Remember that unnamed VZR-2 crewman? He sure looks a lot like Ziggy,
 doesn't he? In the English version of the Instruction Booklet, his picture
 is actually used as Ziggy's. We guess this doesn't matter much, considering
 how both characters have similar hair and how both wind up being dead.

Loopy Lines
 Something is wrong in the second Act, during the part when Moby finds
 the first stone tablet. A section of the dialogue there gets repeated,
 most likely due to an error on the scripter's part. (In this document,
 the duplicated lines are omitted.)

On the Dyna Crystals
 In the English version, in the second Act, how does Moby learn the name of
 the Dyna Crystals? Diane only says "Crystals," but never "Dyna Crystals."
 (In the Japanese version, this isn't a problem, because Diane mentions
 their complete name.)

On the Princess of Dinamur
 What actually happens to Diane toward the end of the second Act? After Moby
 frees her, where does she go? Diane appears again only after Zolda is beaten,
 when she asks to join Moby's crew. Furthermore, in the English version, Diane
 never tells anyone her name, and it is first seen during the Conference Phase
 in the battle against Zalta. (In the Japanese version, this isn't a problem,
 because she fully introduces herself to Moby when they first meet.)

Stupid Superstition
 In the Japanese version, when the heroes encounter Bandal, they are at a
 depth of 666 kilometers, but this detail is changed to "696 miles" in the
 English version.

Locke and Mike
 What happens to Locke and Mike? After the VZR-5 is shot down, Moby pays
 attention to pretty much just Icamod and the Dyna Crystals. Are the two
 explorers assumed to be dead, or are they saved by the rest of the crew?

Zolda and Icamod
 Moby's friends aren't the only people with uncertain fates. What happens
 to Zolda and Icamod? They normally run away whenever Moby defeats them.
 From the way the story sounds, are Zolda and Icamod supposed to die when
 she meets each of them for the final time? (If Moby pumps enough shots
 into them quickly enough, they will explode like any regular enemy, but
 doing so isn't very easy, given how the bosses will try to retreat through
 the top edge of the screen when they take enough damage.)

Half-Assed Ending
 The Epilogue is really inconclusive. The Dyna Crystals play Sowne's message,
 and that is it. There is nothing about the rest of the crew. Will Diane
 be shocked by her father for hiding the secret of the Gaia from her for
 so long? How will the Dinamur deal with the remnants of the Nonmalta Empire?
 Will the Overworlders and the Underworlders want to re-establish contact
 with each other? After all, the people of Dinamur and the people of the
 surface have a common ancestry. However, will the heroes keep the existence
 of the Underworlders a secret for fear of further aggression from the
 surface? If that is the case, they are going to need one hell of an alibi
 when they return home.

Underworld Mutants
 How come the Gaia look so much like the Vahna? Okay, we know the Vahna
 originated from the moon, and then they split up into the Mu (us on the
 Overworld) and the Atlanteans (the Dinamur). The Lemurians (originally
 from the Overworld) sank down to the Underworld to become the Nonmalta,
 and the Gaia get their asses kicked by both the Lemurians and the
 Atlanteans, but not before nuking everything in the end. All of the
 races appear human, except the Nonmalta. What has happened? Has their
 genetic structure been like that all this time, or have the nukes warped
 the Lemurians into their current forms? If that is the case, then why
 don't the Dinamur also look more lizard-like?

Blinking Hard
 This game is full of small details, if you know where to look. During the
 VZR Cockpit scenes, when the characters speak with each other, they will
 blink after a period of time, except for Professor Banda, because his eyes
 never move. This is kind of creepy, considering how even G-13 "blinks" by
 flashing the lights on its upper body.

Beholder and Bemul
 Bemul sure resembles a Beholder from TSR's Dungeons and Dragons, doesn't
 it? If you give the eyestalks some spell-casting abilities and maybe put
 in an anti-magic barrier that emanates from the main eye, we could have
 been looking forward to a nasty lawsuit.

Waterfalls, Lavafalls, They're All the Same
 If you look closely, you'll see that the backgrounds during the battle
 against Zalta and the battle against the VZR-5 are actually the same,
 but with different colors (using red for lava and using blue for water).
 Talk about recycling scenery.

Red Hot Drilling Action
 The VZR-5 as a boss is a big load of crap, at least when it makes its
 ramming attack with the Drills. Why can't the heroes do that with their
 own Drills? Being able to use them to bore through rock and to kill enemies
 at the same time would kick ass.

Alone in the Dark
 Ever wonder why Moby always enters the Action Platformer Scenes by herself?
 Isn't it standard procedure to have at least two people explore together
 for very obvious reasons? Moby doesn't seem to be aware of this. That, or
 Dan and the others are too smart to go out on foot with Moby. Who wants
 to hang around all those dark, creepy caves anyway?

Nonmalta Miserliness
 Why don't the Nonmalta soldiers use guns? All of them, from Zolda and Icamod
 to the lowly green guys, can kill Moby only by touching her. Think about
 this for a minute. These guys supposedly belong to a civilization that
 has mastered cybernetics, bioengineering, nuclear physics, and other forms
 of science and technology that should provide plenty of kick-ass tools of
 destruction. We aren't counting the beam-spitting eyeball in Sogalz's hand.

Crouching Trooper, Hidden Noise
 Ever try kicking at the extreme ends of an area? For some reason, if Moby's
 foot disappears off the edge of the screen in the Action Platformer Scenes,
 you won't hear the whoosh that accompanies her kick.

Nonmalta Punching Bags
 Here is some more action platformer fun. Scroll the screen so Moby can see
 Zolda or Icamod without talking to him. While the boss is standing there,
 waiting for her to approach him, she can blast him. She can even pump all
 her ammunition into the boss, but he won't die. Yep, those Nonmalta guys
 are pretty tough if they can suck up 80 bullets in the chest without
 slumping over dead on the cold, hard ground. That red crap they are
 wearing must be tougher than we think.

Nonmalta Fourth Dimensionality
 While fighting Zolda or Icamod, scroll the screen and attack the boss so
 he gets hit as he is jumping up into a corner of the screen. Sometimes,
 when the boss is beaten like this, he will warp to the middle of the screen
 and then escape as usual by jumping up through the ceiling.

Missing Faces
 There is something really weird about Zolda and Icamod whenever Moby
 meets and talks with them. Their faces disappear at the beginning of
 the conversation, not appearing again until they speak. Does this have
 something to do with the colors being displayed during those moments?

On Your Knees
 During the Action Platformer Scenes, the dialogue normally kicks in when
 Moby approaches another main character, like a friend or a boss. However,
 if Moby jumps forward and keeps ducking whenever she lands (by holding
 diagonally downward while pressing the Jump Button), she can move up close
 to these other characters without causing the dialogue to begin. There is
 no real point in doing this, though. In case you are wondering, Moby can
 still get wasted if she touches a boss (Zolda or Icamod) while doing this.

Critical Depth
 As one travels deeper and deeper into Earth, the temperature and the
 pressure rise. If the extreme heat doesn't lead to death, the force
 of the air will. However, here we are, hundreds of kilometers beneath
 the surface, and Moby can skip around without having her head cave in.

Strolling Through the Nukes One Day
 When the heroes arrive at the Ruins of Gaia in the second Act, Moby wonders
 whether the ancient civilization has perished because of some nuclear war.
 So what will a sensible person do next? Hop right out into the radioactive
 ruins without any proper protective gear.

Underground Seasons
 Does the Underworld go through different seasons just like the Overworld?
 In the beginning of the third Act, the heroes travel beside a nice jungle
 consisting of flora in a tropical zone, which should be possible only on
 the surface. From where do the trees get their sunlight? If it isn't from
 strange electrical phenomena in the air, maybe it's from the nukes.


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[5.3] Document Credits
------------------------------------------------------------------------------

Sofel (www.sofel.co.jp)
 For publishing Vazolder.

Asmik (www.asmik-ace.co.jp)
 For publishing Wurm.

Nintendo Power (www.nintendopower.com)
 For providing some information about Wurm.
 (See Volume 12, May/June 1990 Issue, page 88.)

Code Masters
 For providing the Game Genie codes. (See the Game Genie Code Update,
 Volume 1, Number 3, page 22.)

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alex Round for actually authoring this document.


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[6] Contact Information
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 mail: faididi@yahoo.com


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