BASE NECTARIS (USA) presents:  Neo Nectaris FAQ (1994 Hudson Soft, PC-Engine DUO)                                        return to:  BASE NECTARIS  (site map)

Neo Nectaris FAQ (1994, PC-Engine DUO)

16 QUICK GUIDE for Nectaris veterans
This section has been lovingly prepared for veteran Nectaris gamers who
want to jump right in and start playing Neo Nectaris as soon as possible:
"I know how to play Nectaris already, thank you. I am eager to play, and
I don't want to wade through a tedious FAQ for the few questions I have."
Most likely, Nectaris veterans will have questions concerning the 
(1) user interface (since it is in Japanese) and the (2) new equipment 
(since the purpose/usage of some equipment is not self-evident).

 
Quick Guide 1: Navigating Japanese Interface
   
Turn battle scenes ON/OFF
    Screen layout
    Command Menu
    Unit Attributes
    Saving/Continuing
Quick Guide 2: New Weapons
   AtlasShrugged (SR-22)
   Teknik (GX-97)
   KanonFodder (HA-55)
   KrazeeTrigger (KM-55)
   TimeBomb (TB-10)
   DaddyLongLegs (BT-90)
   BioBeast (BT-91)
   Rodan-sans-wings (BT-92)
NOTE:
Before proceeding to the QUICK GUIDES, you may want to read a brief discussion of the differences between the original 1989 Nectaris (a.k.a. Military Madness), the 1994 Neo Nectaris, and the 1999 PSX Nectaris.

NEW! An attempt to provide accurate English translations of the names and descriptions for the 8 new weapons is documented here.

     
 
 











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

In general, press "I" to SELECT and "II" to CANCEL.
Neo Nectaris’ user-interface is similar to original, 
but rearranged and slightly redesigned:

Nectaris/Military Madness (1989)

Neo Nectaris (1994)

The command menu in Neo Nectaris is now 2 x 2 (instead of 4 x 1). Also, 
now a unit's attributes are displayed at all times, thereby eliminating
the extra step of selecting "GUIDE" every time you want to see this info.
See below for further discussion on these two points.

On the battle map, press RUN to PAUSE,
a small green window pops up:

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

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


-top-


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

 

COMMAND MENU:
Veterans should be familiar with these commands, but now the layout is
different (2 X 2 instead of 4 X 1 menu).
  _________________
 |        |        | 
 | SHIFT  | ATTACK
 |________|________|
 |        |        | 
 | GUIDE  | END    | 
 |________|________|
To access the command menu, press "I". By default, you will be on SHIFT
(the top left button should be blinking red).

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



UNIT ATTRIBUTES:

 _____________________________________
|          |             |            |
| SHIFTING | LAND ATTACK | LAND RANGE | 
|__________|_____________|____________|
|          |             |            | 
| DEFENSE  | AIR ATTACK  | AIR RANGE  | 
|__________|_____________|____________|
Unlike other installments in the series, Neo Nectaris displays this information on the main screen (instead of forcing you to select Guide from the command menu all the time).   -top- The symbols are identical to those used in the original game:

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


SAVING/CONTINUING:

After you beat a map, you are asked if you want to save your game. Thankfully, your
options ("Yes" or "No") are in English. Press "I" to confirm your answer. If you
selected "Yes", simply choose 1 of the 4 memory slots to save your game. Don’t panic
if you accidentally forget to save your game (you can always continue by manually 
inputting the name of the map--just like password system in the original Nectaris). 

To
continue from the battery backup, simply select LOAD from the main title screen,
then choose one of the four slots for saved games.

    -top-  -next (quick guide 2)-





















QUICK GUIDE 2: New Weapons   -top-
Neo Nectaris adds 8 brand-new types of military units
(click on unit for additional information):

AtlasShrugged 
(SR-22)
Variation of the old Atlas
Teknik 
(GX-97)
Can REPAIR units
KanonFodder 
(HA-55)
Infantry support
KrazeeTrigger
(KM-55)
A flying Trigger
TimeBomb
(TB-10)
Explodes after 2 turns
DaddyLongLegs
(BT-90)
First of 3 giant biotech
BioBeast
(BT-91)
Star of cinemas!
Rodan-sans-wings
(BT-92)
Only flying biotech opponent
 
KEY:
SH = Shifting (0-12 hexes)         DF = Defensive strength (0-90)
LA = Land Attack (0-90)            AA = Air Attack (0-90)
LR = LAND attack RANGE (0-6 hexes) AR = AIR attack RANGE (0-6 hexes)

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




















1. Long Range Artillery (Fixed):   -next-  -back-  -top-

ID # SH DF LA LR AA AR Nickname
SR-22 0 20 45 4 40 4 AtlasShrugged
Girumoa -> Gilmore?

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

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

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


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

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


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

HINT: Don’t forget to use both attacks. It is easy to forget, since no
other weapon in the game can do this.     -next-  -back-  -top-
















2. Infantry:
   -next-  -back-  -top-

ID # SH DF LA LR AA AR Nickname
GX-97 3 4 8 1 5 1 Teknik
Fakuta -> Factor(y)?

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

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

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

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


GX-97 Teknik (new):
Ahh, GX-97 was a mystery for awhile--I couldn’t figure out its purpose.
I kept asking myself, "Why introduce WEAKER infantry when GX-78 Charlie
are already so weak?"

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

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


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

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


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

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

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

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

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






























3. Long-Range Attack (Mobile):
   -next-  -back-  -top-

ID # SH DF LA LR AA AR Nickname
HA-55 6 20 40 2 40 2 KanonFodder
Kanon -> Cannon

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

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

HA-55 KanonFodder (new):
O.K., initially I was totally stumped by this unit...it was supposed to
have decent offensive abilities, but in battle I just couldn’t get it to
attack (even after extensive trial-and-error). "What is this piece of ****
good for?", I asked. "Absolutely nothing," I answered myself, "except as
target practice and an easy means for my opponent to gain experience."
Hence HA-55’s nickname--"cannon fodder." Little did I know, at the time,
that this was quite an appropriate nickname...

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

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


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

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





























4. Mines:
   -next-  -back-  -top-

ID # SH DF LA LR AA AR Nickname
KM-55 9 40 0 0 0 0 KrazeeTrigger
Rappuru -> Rappel?
(German for "Explosion")
TB-10 0 90 80 2 0 0 TimeBomb
Maito2 -> Might2

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

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


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

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


UNIT DESCRIPTIONS:

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

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

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

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

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

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

-next-  -back-  -top-

































5. BioHeiki:
   -back-  -top-

ID # SH DF LA LR AA AR Nickname
BT-90

Mature
 4
 "
 "
60
70
90
50
"
"
1
"
"
40
"
"
1
"
"
DaddyLongLegs (new)
Gaadin -> Guardian?
BT-91

Mature
 3
 "
 "
50
"
"
60
70
90
1
"
"
60
70
90
1
"
"
BioBeast (new)
Majuu -> Demon?
BT-92

Mature
 5
10
14
40
"
"
60
"
"
1
"
"
40
"
"
1
"
"
Rodan-sans-wings (new)
Burenaa -> Brenner?
(German for "Burner")

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

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


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

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

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

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

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


UNIT DESCRIPTIONS:

BT-90 DaddyLongLegs
(new):
BT-90 is a ground-based unit that is pretty slow (shift = 4), so it's 
only slightly more agile than Infantry, HMB-4 Giant, and  BT-91 (below).
It's a good thing that BT-90 is relatively slow, though, because when
it matures it's exoskeleton armor is nearly impenetrable (the only other
unit in the game with a defense of "90" is TB-10 TimeBomb).  Most of the
troops under your command lack the offensive strength to breach armor
this strong, so be careful.  The other BioHeiki are powerful, but since
they have weaker defense, you have a decent chance of breaching their
armor and causing at least some damage.  BT-90, on the other hand, will
frequently emerge from such battles unscathed.
 
Turn  Defense
------------- 
1-2     60      BT-90's armor matures into an impenetrable defense.
3-4     70      Due to the unique features of BioHeiki, BT-90's defense
 5      90      is technically stronger than that of TB-10 TimeBomb.
               
-BioHeiki -top-


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

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

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

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


-top-
 

 
 
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