************************************************************************* *************** Neo Nectaris FAQ version 2.0 (12.08.03) *************** ********* By "Esteban" contact: base.nectaris.usa@gmail.com) ********* ************************************************************************* **** Neo Nectaris (1994) for PC-Engine/DUO (Turbografx-16/TurboDuo) ***** ****** Super CD-ROM2 sequel to 1989's Nectaris (Military Madness) ******* ************************************************************************* View the deluxe web version of this FAQ with extensive screenshots and scanned images of the entire instruction manual (Japanese): http://nectaris.tg-16.com/ !!! IMPORTANT TIP !!! Effortlessly navigate through this entire FAQ by using your browser's "find" function (Explorer users: press CONTROL + "F" to bring up the "Find" function; otherwise, select "EDIT" from toolbar, then select "Find") Simply enter the section number, as indicated in the TABLE OF CONTENTS (i.e. "001", "13.b.1", "14.a"), that you are interested in viewing. Then click "find next" and you will jump directly to that section. You may have to indicate whether you want to search "up" or "down." NOTE: Type in "000" to instantly jump back to the TABLE OF CONTENTS. GENERIC DISCLAIMER: Copyright 2003 Esteban (base.nectaris.usa@gmail.com) This FAQ may be reproduced and distributed provided that: (1) it is not altered in any way, shape, or form, (2) you reference the author, source, & URL, and (3) it is not sold for profit. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Lastly, if you fancy, please drop me an email :) =========================================================================== --------------------- 000. TABLE OF CONTENTS ---------------------------- =========================================================================== 001. Introduction 002. Game Information / Glossary of Terms 003. Hardware/Emulation FAQ (System Requirements & Region Compatibility) 004. Why do a FAQ? 005. Story 006. Nectaris Legacy (1989-1999) (summary of entire Nectaris series) 007. Overview: Neo-Nectaris VS. original Nectaris 008. English Translation Project: 8 new weapons 009. Getting Started, Saving/Continuing & Versus Mode 010. Game Basics: Winning, Losing, etc. 011. Strategy Basics: ZOC, Supporting & Surrounding Effects 012. Controls: I, II, and RUN buttons 013. Command Menu and on-screen info: 13.a. Map Info (Map #, Name of Map, Turn) 13.b. Command Menu 13.b.1. SHIFT 13.b.2. ATTACK 13.b.3. GUIDE 13.b.4. END TURN 13.c. Attributes of units (Shifting, Offense, Defense) 13.d. Terrain (0% - 40%) 13.e. Total units (player 1, player 2) 13.f. Unit in transport 13.g. Active unit (Shows "quantity" and "experience" of unit) 014. WEAPON GUIDE (Unit specs, comments, tactics) 14.a. Tanks (TT-1, S-63, T-79, GS-83, GT-88, PT-6, HMB-4) 14.b. Moon Buggies (MB-7, MB-8) 14.c. Long-Range Attack (mobile) (SG-5, MR-23, HA-55) 14.d. Long-Range Attack (fixed) (SS-80, SR-22) 14.e. AeroBlasters (FX-1, AX-87, EF-88) 14.f. Anti-Aircraft (AAG-4, MM107) 14.g. Infantry (GX-78/88/97) 14.h. Little-Honda-Scooter (CBX-1) 14.i. Transport Vehicles (NC-2, C-61) 14.j. Mines (M-77, KM-55, TB-10) 14.k. BioHeiki (BioTech weapons!) (BT-90/91/92) 015. Ye Olde Strategy Guide 016. Cinema Scenes 017. Nectaris too easy? Try this! 018. Cheating B'stards (Passwords & Codes) 019. Faq History / My Wish List / Fin 020. QUICK GUIDE for Nectaris veterans 20.a Navigating the Interface 20.b New Equipment =========================================================================== ------- 001. Introduction ------------------------------------------------- =========================================================================== Mission Statement: to help everyone enjoy this fantastic game, and to encourage people who have not played this game to check it out...NOW! Neo Nectaris (1994, Super CD-ROM2) is a turn-based war strategy game for the PC-Engine / DUO (known as TurboGrafx-16 / TurboDuo in North America). Neo Nectaris is a sequel to 1989's "Nectaris" (a.k.a. "Military Madness" in the U.S.) and both installments were developed by Hudson Soft. Since Neo Nectaris was released in Japan only, most of the user-interface is in Japanese. However, if you use this FAQ to decipher the kana/kanji, you will find that you do NOT need to know Japanese to play this game. In fact, you should easily adapt to the interface of Neo Nectaris, especially if you have played other games in the Nectaris series. !!! ATTENTION !!! If you are already familiar with the Nectaris/Military Madness series and want to play Neo Nectaris immediately, then you should go directly to section 20 "QUICK GUIDE for Nectaris Veterans". =========================================================================== ------ 002. Game Information / Glossary of Terms -------------------------- =========================================================================== Title: Neo Nectaris System: DUO / PC-Engine (NEC) Format: Super CD-ROM2 Country: Japan Developer: Hudson Soft Publisher: Hudson Soft Catalog #: HCD4062 Release Date: 07.29.1994 Release Price: 6800 YEN (approximately $58 U.S. at current exchange rate) Genre: Turn-based war strategy (simulation) # of Players: 1-2 (source: PCEngine Catalog Project, http://www.pcecp.com ) GLOSSARY OF TERMS: MM = Military Madness (U.S. title for "Nectaris") NN = Neo Nectaris (1994 sequel to 1989's "Nectaris") PCE = PC-Engine (video game system released by NEC in Japan, 1987) TG-16 = TurboGrafx-16 (in 1989, NEC began selling the PC-Engine in North America as "TurboGrafx-16") DUO = TurboDuo (1992), known simply as "DUO" (1991) in Japan, was a system that consolidated a PCE/TG-16 and CD-ROM attachment into one component, complete with upgraded memory (system 3.0). CD = "CD-Rom2", an older format for PCE/TG-16 CD games (System 2.0) SCD = "Super CD-Rom2", an upgraded format for CD games (System 3.0) GB = Gameboy (Nintendo) SNES = Super Nintendo Entertainment System (U.S.) known as "Super Famicom" in Japan PSX = PlayStation 1 (Sony) =========================================================================== ------ 003. Hardware/Emulation FAQ: System Requirements & Regions --------- =========================================================================== Yes, you can play Neo Nectaris on a U.S. TurboDuo. Yes, you can also play Neo Nectaris on a U.S. TurboGrafx-16 + CD, but the "Super System Card 3.0" (U.S.) upgrade is required. Why? Well, System Card 2.0, which originally came with the CD attachment, can only play "CD-Rom2" format games. Since Neo Nectaris is a "Super CD-ROM2" format game, it requires the upgraded "Super System Card 3.0". DUO owners don't have to worry about this, of course, because System 3.0 is built into the DUO. NOTE: Both a U.S. and Japanese version of "Super System Card 3.0" exists. They are not interchangeable. So, if you have the Japanese PC-Engine + CD, you will need the Japanese version of the "Super System Card 3.0" upgrade in order to play Neo Nectaris. * Region Compatibility, or, can I play NN on my U.S. system? As the discussion above reveals, you DON'T have to worry about regional lock-outs with CD and SCD games--there are none. You can play any region CD/SCD games without any problem as long as you have: 1) DUO, or 2) PCE/TG-16 + CD with the appropriate Super System Card 3.0. * Emulation, or, can I play NN on my PC/Mac? Of course, it is best to experience the glory of NN on the original hardware. That said, it is possible to play NN on PC/Mac. The following account is derived from my own (limited) experience with PC: MagicEngine (www.magicengine.com) is a reliable PCE emulator--available for PC/Mac--that supports most CD/SCD games. [Note: not all CD/SCD games play flawlessly in MagicEngine, and a few CD/SCD games don?t work at all. Furthermore, some Mac versions of MagicEngine do NOT support CD games.] I have played NN extensively on both original and emulated hardware, and there do not appear to be any significant differences between the two; Neo Nectaris runs smoothly and faithfully with MagicEngine (PC version VO.99 beta 5). When booting the CD, I found "System Card 3.0" to be superior to "Magic System 3.0" =========================================================================== ------ 004. Why do a FAQ? ------------------------------------------------- =========================================================================== Folks have already written superb FAQ's for the original "Military Madness" (TG-16, 1990) and the more recently released "Nectaris: Military Madness" (PSX, 1999). So why do a FAQ for Neo Nectaris? Isn't NN nearly identical to its TG-16, PSX, GB, and PC cousins? Well, yes & no. Yes, Nectaris titles share similar gameplay and graphics. But no, they are not identical games. In fact, NN is unique in that: (1) Neo Nectaris features several military units UNAVAILABLE elsewhere. This FAQ provides an extensive explanation and strategy guide for these eight new units (see section 20 for a summary of the new units; otherwise, you can refer to section 14 "Weapon Guide"). Even veteran Nectaris players will find this useful because the purpose and operation of these new weapons is not entirely self-evident. (2) Unless you know Japanese, navigating the kana/kanji-laden menus can be confusing (see section 13). These are the two primary justifications for this FAQ. Even veteran Nectaris/Military Madness players will need time to adjust to NN... so this FAQ will aid novices and veterans alike. And for folks who are truly obsessed with the Nectaris series: (3) This FAQ provides a lot of Nectaris-related information and trivia that is UNAVAILABLE elsewhere--for example: * Want an English translation for the names and descriptions of the eight new weapons exclusive to Neo Nectaris? See section 7. * Wondering why the enemy is called "Guicy"? Suspect that the North American releases altered the original story? Go go section 5. * Are you curious about how the weapon specifications have changed since the original game? Every change is documented in section 14. * Curious about the Japan- & Germany-exclusive Nectaris games (including the unique hardware designed for them)? See section 6. * Ever wonder if the Nectaris game engine was used in other Hudson Soft games? If so, then see section 6. NOTE: Since there is no need to "reinvent the wheel", I encourage readers to consult FAQs written by other authors (for starters, look in "Credits" below).Since all Nectaris titles share a core set of weapons and game mechanics, you are bound to find something useful in any competent FAQ--even if it is not specifically covering the installment you are interested in. Indeed, these other FAQs contain countless strategies, hints, and insights that are applicable to Neo Nectaris. =========================================================================== ------ 005. Story --------------------------------------------------------- =========================================================================== Neo Nectaris follows the basic storyline from the original game: Earth?s resources have been exhausted, and as a result, the most powerful nations set their eyes upon the Moon--the newest territory ripe for conquest. The moon is quickly colonized and exploited for its resources. Peace, love and harmony for all nations? No, of course not. Imperial wars are about to begin... "In September 2099, the Guicy Empire launches an all-out attack-- capturing most of the moon. The Guicy army now occupies most of the moon's factories where they are continually producing new weapons--including the MOA missile" (MOA is one of those ubiquitous doomsday weapons so often found in the clutches of the enemy...) [PBSaffran notes: "the Empire is called "guy-tchee", which could be an attempt at saying "geizig", "greedy" in German. "Geiz" means "Greed" and is pronounced "guy-ts", which is not that far off.] The Guicy secret police have rounded up many members of the Union (a.k.a Allies) and imprisoned them. Without their key people, the Union stands little chance. Meanwhile, the Guicy Empire draws closer to launching the MOA missile...the weapon they will use to destroy the Earth. You, as commander of the Union army, must defeat the Guicy forces and stop MOA before it is launched from BASE NECTARIS. The fate of planet Earth rests in your hands. . . THANKFULLY, Neo Nectaris proceeds to introduce some fresh new developments into this rehashed storyline: At the close of the opening cinema, for example, we catch a quick glimpse of several mysterious, unfamiliar Guicy troops...who, or what, are these ominous figures? !!! Spoiler !!! The opening cinema in Neo Nectaris adds a twist to the original story by foreshadowing the existence of a new threat--BioHeiki. BioHeiki, literally "Biological Arms/Weapons", are a new class of biotech weapons that have been developed by the Guicy. Will you have to face the BioHeiki on the battlefields of the moon...or elsewhere? !!! End of Spoiler !!! For further details on how the story unfolds in Neo Nectaris, please refer to section 16 "Cinema Scenes". [Note: Since I do not speak Japanese, I cannot provide all of the nuances in the storyline. Still, the cinema sequences are fun to watch and it is relatively easy to surmise the basic elements of the story. If you can help translate soundtrack, please contact me.] =========================================================================== ------ 006. Nectaris Legacy (1989-1999) ----------------------------------- =========================================================================== Here is a comprehensive list of all known Nectaris titles. It is interesting to note that only two of these games have been released in North America: "Military Madness" (TG-16, 1990) "Nectaris: Military Madness" (PSX, 1999) 1989 Nectaris originally released in Japan for NEC?s PC-Engine (HuCard) Developed & published by Hudson Soft (HC63O16) 1990 Retitled "Military Madness" and released in USA for TG-16 (HuCard) Developed by Hudson Soft & published by NEC (TGX030015) 1992 Nectaris (PCE) ported to PC-9800 (NEC) and X68000 (Sharp) platforms Hudson did not do the port themselves, instead allowing SystemSoft to handle it. Published on floppy diskettes. 1994 Neo Nectaris released in Japan for PCE/Duo (Super CD-Rom2) Developed & published by Hudson Soft (HCD4062) 1995 Nectaris released in GERMANY (PC DOS/Win, floppy diskette) Licensed & published by Sunflowers GmbH (Germany) Credit for the actual production of this game is a tad complicated: This release is unique among all installments because it was developed (level design, artwork, programming, etc.) by a German team...although Hudson Soft (Japan) is credited with some of the programming/computer intelligence (for the core game engine, I assume) and Hudson Soft (Europe) is credited as one of the title's producers. As a result, this installment has a somewhat different look and feel when compared to the rest of the series (i.e. the maps and military units are stylized differently) ... plus, it has the most diverse gameplay with 3 worlds, 98 maps, and many unique units you won't find in other Nectaris titles: helicopters, paratroopers, bunkers, jet-pack infantry, submarines, sea mines, and countless watercraft. Naval warfare is atypical of the Nectaris series. 1997 Re-release of Nectaris ('89 original) in Japan as FREEWARE for personal computers (PC DOS/Win95/98). Identical to PCE version, except it can be played with a mouse & includes a map editor! Was available as a free download from Hudson Soft (Japan) website. 1998 NectarisGB for Gameboy (JP) (cartridge) Developed & published by Hudson Soft (DMG-AN5J-JPN) Not a straight port of PCE Nectaris, this game features simplistic, tiled maps resembling those found in the "Gameboy Wars" series. To offset this disappointment, a map editor is included. Even better, you can share your creations with fellow GameboyColor owners via the infrared (IR) communication port. Could it get any better? Yes... Hudson also released "GB Kiss Link"--one of the rarest and most intriguing peripherals for Gameboy. GB Kiss Link (available exclusively from Hudson of Japan) was a special cable for connecting between a PC--with game data downloaded from the web--and a Gameboy. This enabled gamers to download new, special maps for NectarisGB. 1998 Nectaris for PSX (JP) Developed & published by Hudson Soft (SLPS-01245) 1999 Nectaris: Military Madness for PSX (US) Developed by Hudson Soft and published by Jaleco (SLUS-00764) Identical to Japanese PSX version, but re-titled for North American release (to reveal its lineage to TG-16's "Military Madness", no doubt) source: I embellished/clarified Almon Tang?s basic list of releases-- http://www.geocities.com/almontang/Nectaris/necgames.html RELATED GAMES: 1992 "Earth Light" (Japan, Super Famicom) Developed & published by Hudson Soft (catalog # ?) 1996 "Earth Light II: Luna Strike" (Japan, Super Famicom) Developed and published by Hudson Soft (catalog # ?) Earth Light is not a direct sequel to Nectaris, but it was written by the same programmer at Hudson Soft (the company that developed/published both games), so consider them close cousins. ( source: Lee Pappas http://www.leepappas.com/nectaris_1.html ) Earth Light (1992) possesses similar graphics, gameplay, atmosphere, and addictiveness of Nectaris, but it takes the battles into space and adds a neo-medieval twist to the gameplay (i.e. mechs are armed with both swords and guns; bases resemble hi-tech "castles", etc.). The hand-to-hand melees, by the way, are an interesting extension of the Nectaris battle system. The military units, maps, and battle scenes in Earth Light, however, are far more colorful, cutesy, and "cartoon-like" than the drab & dreary atmosphere depicted in the Nectaris series. Luna Strike is an even further departure from the classic Nectaris formula. In fact, Luna Strike is closer to the RPG/strategy genre: for each map, you select one of several "commanders"--each with specific attributes--to lead your troops in battle. Sounds promising, but the gameplay graphics are horrid and control is cumbersome. As a result, Luna Strike lacks the atmosphere, ease-of-use, and addictiveness of the Nectaris games. Of the two, I recommend Earth Light (1992) since it is more fun to play (and more reminiscent of Nectaris). =========================================================================== ------ 007. Overview: Neo-Nectaris VS. original Nectaris ------------------ =========================================================================== Invariably, the question arises: "How does Neo Nectaris compare to the other Nectaris/Military Madness titles?" The purpose of this section is to contrast the original Nectaris/Military Madness with its sequel Neo-Nectaris. I comment on PSX Nectaris as well-- thereby creating a three-way comparison to illustrate the similarities/differences amongst the Nectaris games most familiar to North American audiences. Of these three games, Neo Nectaris is (surprisingly) the "oddball" that stands out: PSX Nectaris is very similar to the original (minus the 3-D battle scenes, of course), while Neo Nectaris features many novelties that are absent from its brethren... Although I am focusing on the differences (nuances) between Nectaris games, please keep in mind that the SIMILARITIES outweigh the differences--if you like one Nectaris game, you will most likely enjoy them all! (a) NN adds 8 brand-new types of military units: AtlasShrugged (SR-22), Teknik (GX-97), KanonFodder (HA-55), KrazeeTrigger (KM-55), TimeBomb (TB-10), BioBeast (BT-90), DaddyLongLegs (BT-91), Rodan-sans-wings (BT-92) * These 8 units are ABSENT from the PSX version (b) Attributes on many units have changed. For example, GX-88 Kilroy's DEFENSE and AIR ATTACK are twice as powerful now, increasing from "10" to "20". And HMB-4 Giant and NC-2 Mule are faster now--their SHIFTING increased from "2 -> 3" and "6 -> 7", respectively. See section 15 for a chart of military units & their attributes: a "+" denotes a change in specifications from the original game. * PSX maintains original attributes (c) You can now turn on/off battle scenes (turning battle scenes "off" speeds up flow of game) * PSX allows this as well (d) NN?s battle scenes have been revamped: now a 3/4 perspective is used; all vehicles have been given a facelift and new animation. * PSX offers 3-D rendered battle scenes. Personally, I think these 3-D scenes suffer from choppy/awkward camera angles and end up being a gratuitous use of polygons. (e) NN has CD soundtrack (a really impressive & dramatic score featuring new compositions). * PSX rehashes the original soundtrack. Granted, the new renditions are nicely done and sound great--but it would have been more interesting to hear more diverse arrangements and remixes of these familiar tunes. (f) In NN, midway through your campaign, the battle relocates to Mars. The change of venue is mostly superficial--geography and level design adhere to the same formula--but the rusty-blood tinged battlefields complement the evolving storyline and create an appropriate atmosphere for the BioHeiki. * PSX, like the original, takes place on Moon only. (g) NN has three cinema sequences throughout game. In fact, developments in the storyline correspond with developments in gameplay (i.e. Mars). * PSX has intro/ending cinemas, but lacks cinema midway through the game. (h) NN?s user-interface is similar to original, but rearranged and slightly redesigned. (A MAJOR improvement. A unit's attributes are now displayed at all times, thereby eliminating the extra step of selecting "GUIDE" every time you want to see this info.) * PSX maintains the (more cumbersome) interface of the original. (i) As a bonus, NN includes the original 1989 Nectaris game on the same disc (plays identical to HuCard!). * PSX also allows you to play the original 1989 campaign--but you play these classic maps in the updated PSX game environment (CD music, 3-D graphics) (j) Unlike the original Nectaris, NN provides 5 special "VS" (versus) maps for 2 player competition. Weapons are evenly distributed between both players on these 5 maps--allowing for a "fair" competition. This is a nice feature because 2-player mode with the regular maps handicaps player 1 (player 1 controls the Union forces, who are outnumbered by the Guicy arsenal under player 2's command). * PSX supports 2-player competition, but the feature must be "unlocked" first (by defeating both "Original" and "Main" campaigns). PSX does not provide maps specifically designed for 2-player competition, unfortunately, but offers a PLETHORA of bonus maps instead--this fact alone makes the PSX version a worthy addition to your library. =========================================================================== ------ 008. English Translation Project ----------------------------------- =========================================================================== Neo Nectaris features eight new weapons and I wanted English translations for both the names and descriptions of each new unit. Below you will find an earnest attempt to complete this translation project. Thank You's go out to sokaku, PBSaffran, elusivepotato, DingoEnderZOE2, & vilaeth for helping out. Sokaku, PBSaffran, & elusivepotato get an extra big "thank you!" for their diligent work. This is a work-in-progress so please contact me if you can clarify and/or improve upon these translations. Note: "Guicy" is Anglicized as "Gaichi." "BioHeiki" are "Biological Arms/Weapons." Also, PBSaffran suggests that some of the weapons in Neo Nectaris were given German names. ---------- 1. BT-90 ---------- (Japanese -> English) (Gaadin? -> Guardian?) ROMANJI: Gaichi-gun no saishuuheiki to shi'te kaihatsu sareta bougyokei no baio heiki. Keitaihenka ni yori bougyoryoku ga seichou shi'te iku to omowareru. ENGLISH: "Developed to be the Gaichi army's ultimate defensive bio-weapon. It seems that its defensive strength continually increases through metamorphosis." ---------- 2. BT-91 ---------- (Majuu -> "magic/demonic creature" ) Is "demon" too generic as a translation? ROMANJI: Gaichi-gun no saishuuheiki to shi'te kaihatsu sareta kougekikei no baio heiki. Keitaihenki ni yori kougekiryoku ga seichou shi'te iku to omowareru. ENGLISH: "Developed to be the Gaichi army's ultimate attack bio-weapon. It seems that its attack power continually increases through metamorphosis." ---------- 3. BT-92 ---------- (Burenaa? / Bulena? -> Brenner?) Bulena could be Brenner--German for "burner". ROMANJI: Gaichigun no saishuuheiki to shi'te kaihatsu sareta kousokukei no baio heiki. Keitaihenki ni yori idouryoku ga seichou shi'te iku to omowareru. ENGLISH: "Developed to be the Gaichi army's ultimate high-speed bio-weapon. It seems that its movement speed continually increases through metamorphosis." ---------- 4. SR-22 ---------- (Girumoa -> Gilmore?) ROMANJI: Taichitaikuuryouyou no 75mm sokushakeikikanhou wo soubi shi'ta tokushuyahou. Ichi-do ni ni-kai no hougeki ga kanou. Shinki ni kaihatsu sareta yunitto. ENGLISH: "A special field gun equipped with dual 75mm anti-ground anti-air rapid-fire machine guns. Capable of two strikes at once. A newly-developed unit." ---------- 5. GX-97 ---------- (fakuta --> factor?) GX-97 can repair units, much like factories. Perhaps it should be translated as "factory"? ROMANJI: Ripeapaatsu wo keikou shi'te iru gijutsuhohei de, rinsetsu shi'ta butai no shuuri ga okonaeru. Shinki ni kaihatsu sareta yunitto. ENGLISH: "A state-of-the-art infantryman carrying repair parts and able to mend adjacent forces. A newly-developed unit." ---------- 6. TB-10 ---------- (maito2 -> might2) ROMANJI: Secchi kara 2 taan ato ni shuuhen wo makikomu bakuhatsu wo okosu. Jigenbakuhajikichirai. ENGLISH: "Causes an explosion enveloping the surrounding area two turns after placement. A land-mine with a time-delayed explosion system. A newly-developed unit." ----------- 7. KM-55 ----------- (rappuru? / labulu? -> Rappel?) Rappuru is probably Rappel--German word for "explosion" ENGLISH: "A lighter version of the "yamaarashi" [a.k.a. Trigger in the U.S. release; yamaarashi literally translates as "mountain tempest"], mobility was added to this version, hence turning them into a new kind of moveable floating mines. This new model of flying units is used in battle as a support or as a surrounding unit." ----------- 8. HA-55 ----------- (Kanon [german] -> Cannon) ENGLISH: "A new model of tank, equipped with 4 automatic cannons of 20mm. They can't fire when soldiers are [not] staying just beside them, but they can attack after having moved." =========================================================================== ------ 009. Getting Started, Saving/Continuing & Versus Mode -------------- =========================================================================== On the title screen, the main menu options are--thankfully--in English. They are self-explanatory, but just in case: 1. Start (Begin a new campaign) 2. Load (load a campaign saved in one of the 4 memory slots available) 3. VS. & Password (VS. = 5 special maps for 2 player) (Password = map name) 4. Nectaris 1 (play the HuCard classic!) 5. Sound Mode (listen to songs from the game) NOTE: Selecting "VS. & Password" will provide the following options... 1. 1P Password (Password = map name) 2. 2P Password (2 players compete against each other: 1P = Union 2P = Guicy) 3. VS Mode (5 unique maps; both players evenly matched in terms of weapons) 4. Exit TIP: To add variety to your 2-player games, see section 18 for the passwords to all maps. SAVING YOUR GAME: After you complete a stage, you are asked (in Japanese) if you want to save your game. Conveniently, your options ("Yes" or "No") are in English. Press "I" to confirm your answer. If you selected "Yes", simply select 1 of the 4 memory slots to save your game. Press "I" to confirm. If you are unable to save, your memory back-up is probably already full from saving other games. Don?t panic if you are unable or forget to save your game. Why? CONTINUE (Password): While saving is nice, it is not necessary, since you can manually enter in a password to continue where you left off. The password is simply the name of the map (i.e. Map 1 = "Shekel"). Select "VS. & Password" from title screen, then choose either "1P" or "2P Password" to manually enter a password and continue playing. Go to section 19 "Cheating B'stards" for a complete list of all maps. CONTINUE (Memory Backup): Select "LOAD" from title screen, a new screen appears displaying the following information: NECTARIS BACKUP DATA LOAD 1. NECTARIS01 2. NO DATA 3. NO DATA 4. NO DATA Press "I" to confirm your selection. =========================================================================== ------ 010. Game Basics: Winning, Losing, Etc. ---------------------------- =========================================================================== WINNING: destroy all enemies -OR- capture enemy prison camp (only GX-78 Charlie, GX-88 Kilroy, GX-97 Teknik, and CBX-1 Panther can capture prison camps). Players take turns, like chess. NN is not a "real time" war simulation; you can take as long as you like, per turn, to devise your strategy. You lose, by default, however, if you don?t win in 50 turns. HEXES (hexagons) are the basic unit of measurement in Neo Nectaris. Hexes are used to measure distance. _ _ _ /3\_/3\_/ \ \_/2\_/3\_/ In this diagram, "*" represents a military unit under /2\_/2\_/3\ your command and the numbers indicate distances. \_/1\_/2\_/ /1\_/1\_/3\ SHIFTING refers to the number of hexes a unit can move \_/*\_/2\_/ per turn. LAND/AIR ATTACK RANGE refers to the range / \_/1\_/3\ of hexes that a weapon can reach. See "ATTRIBUTES" in \_/ \_/ \_/ section 14 for more info on weapon range and shifting. Each turn typically consists of: 1. Shifting troops 2. Attacking enemies 3. Sending/Removing troops from FACTORY / TEKNIK (when appropriate) 4. Capturing factories (when appropriate) 5. Ending your turn SHIFTING TROOPS a. Place cursor on the unit you want to move and press "I"--you are now in the "COMMAND MENU" b. Select "SHIFT" (top left button) and press "I"... c. The movement range of the unit you've selected will be displayed d. Move the cursor to desired destination and press "I", then press "I" once more to confirm (press "II" to cancel). TRANSPORTING TROOPS a. Some units can be loaded onto transport vehicles (C-61 Pelican or NC-2 Mule) to be moved. A unit CANNOT be loaded and unloaded in a single turn. b. Place cursor on the unit to be moved and press "I" c. Move the cursor on top of the transport vehicle and press "I" to load the unit on the transport d. Now you can SHIFT THE TRANSPORT VEHICLE to a desired location. e. After shifting, transport vehicles attempt to unload their cargo: Press "I" to unload, otherwise press "II" to keep cargo onboard. f. Cargo can ONLY be unloaded onto pavement (0%), flat ground (5%), or a factory (0%). ATTACKING ENEMIES There are two ways of attacking your opponent: "Direct Attack" and "Indirect Attack." Direct Attack is used to attack an enemy unit in a hex directly next to yours (adjacent). Indirect attack is used to attack an enemy in a hex not located next to you (long range attack). Few units possess both Direct and Indirect capabilities. See sections 14 and 15 for an explanation of the different methods of attack available to each unit. Military units earn EXPERIENCE (1-8 stars) from their battlefield confrontations. In genderal, a full star of experience (8) produces the most pronounced benefit, so nurturing--not sacrificing--your troops is rewarded. The OUTCOME of a battle is determined by: the offensive/defensive attributes of each unit, the "quantity" and "experience" of these units, the terrain (rough terrain boosts defense), and the proximity of both comrades and enemies (proximity affects both offensive and defensive capabilities). See section 14 for step-by-step instructions on attacking enemies. CAPTURING FACTORIES You can capture Neutral (yellow) or Guicy (green) factories with CX-78 Charlie, CX-88 Kilroy, CX-97 Teknik, and CBX-1 Panther. You need to capture factories because: (1) any equipment stockpiled in a factory becomes YOUR property upon capture, and (2) factories can replenish damaged troops. If you can't capture a factory, at least try to prevent your opponent from getting it. FACTORIES Send war-torn troops to your factory to be replenished. By next turn, they can be deployed from factory at full-strength. REMOVING TROOPS FROM FACTORY a. Place cursor on factory and press "I"; the inventory is displayed b. Move cursor to the unit you wish to remove from factory; press "I" c. Deploy unit onto road (0%), flat ground (5%), or transport vehicle (NC-2 Mule, C-61 Pelican) adjacent to factory. d. You CANNOT send and remove troops from a factory in a single turn. CX-97 TEKNIK Place war-torn troops adjacent to Teknik. Every unit ADJACENT to TEKNIK will increase by a quantity of "2" pieces per turn. Up to six different units can surround TEKNIK, for a maximum of 12 pieces replenished per turn. Teknik are invaluable for repairing IMMOBILE units (i.e. SS-80 Atlus) and SLOW MOVING UNITS (i.e. HMB-4 Giant). DEFEND YOUR PRISON CAMP Don?t let your opponent capture your home turf. The computer often loads infantry into C-61 PELICAN transport planes and attempts to slip past you. . . ENDING YOUR TURN a. Press "I" to enter the COMMAND MENU b. Select "END TURN" (bottom right button) and press "I" =========================================================================== ------ 011. Strategy Basics: ZOC, Supporting & Surrounding Effects -------- =========================================================================== It is crucial that you understand how the Zone Of Control (ZOC) works in order to maximize your offense and defense. However, if you are new to the Nectaris series, the ZOC may seem confusing at first. The main lesson is simply this: your troops will be slaughtered unless you coordinate your units to fight as a team. An isolated unit on a solo mission cannot attack at its full potential and risks being overwhelmed by a team of enemies (i.e. even a heavilly armored unit loses its defensive advantage when it fights solo against a team of enemies). Of course, there are times when it is prudent to send units on solo missions--but in general your offensive and defensive strategy should focus on teamwork. If this section is confusing, skip ahead and read the rest of the FAQ. Just be certain that you revisit this section at some point--it's that important. A. ZONE OF CONTROL: The Zone of Control (ZOC) is an area of 6 hexagons surrounding each unit. A unit has "force" in this area. An opposing unit can go no further than the first hexagon in an enemy?s ZOC. You may not pass through an enemy's ZOC in a single turn and must wait until the next turn to proceed. / \_ \_/5\_ In this diagram, hexes numbered 1-6 represent unit G's ZOC. /6\_/4\ \_/G\_/ Suppose an enemy occupies hex 5. This enemy cannot simply /1\_/3\ ignore G and shift through hex 4, 3, and 2 in one turn. \_/2\_/ It can only advance to hex 4 (or 6) in one turn since / \_/ its mobility is constrained by being in G's ZOC. Constraining your opponent's ability to move has tremendous advantages-- you can prevent your opponent from moving into a better offensive and/or defensive position during a battle. Also, by coordinating your units as a team, you can create a defensive "wall" to prevent opponents from advancing too quickly (i.e. when you need to stop an enemy from capturing a factory). HINT: You can "expand" your ZOC by incorporating NATURAL, GEOGRAPHIC OBSTACLES into your overall strategy! Natural obstacles (i.e. mountains, valleys) also inhibit your opponent's mobility (except aircraft), so your opponent will always try to advance down the "path of least resistance" (i.e. roads 0%, flat ground 5%, etc.) Very often, you can block this "path of least resistance" with 1 or 2 well-placed units. Your unit's ZOC, combined with the natural obstacles, creates a veritable "wall" to slow down your opponent's advance. B. SUPPORTING EFFECT: The offensive attack power and defensive capacities of your unit will increase if your other units are in close proximity. This is called the "support effect." You may gain a strategic advantage over your enemy by using this tactic: (1.) Defensive Supporting Effect: when your unit is under attack, you may obtain additional support by having your other units within the front line of your ZOC. The defensive capacity of the unit under attack will be increased with this support. For example: / \_ \_/G\_ /1\_/3\ G attacks 1; 1 supported by 2; defense of 1 is increased \_/2\_/ G attacks 2; 2 supported by 1 & 3; 2's defense boosted EVEN MORE / \_/ (2.) Offensive Support Effect: when attacking an enemy unit you may obtain greater attack power by having your other units within the front line of your ZOC. The offensive capacity of the attacking unit will be increased with this support. For example: / \_ \_/G\_ /1\_/3\ 1 attacks G; 1 supported by 2; offense of 1 is increased \_/2\_/ 2 attacks G; 2 supported by 1 & 3; 2's offense boosted EVEN MORE / \_/ C. SURROUNDING EFFECT: When attacking an enemy, you strengthen your offensive power and weaken enemy's defensive capacity by SURROUNDING your opponent. / \_ \_/5\_ /6\_/4\ To cut G?s defense in HALF, simply flank G on \_/G\_/ OPPOSITE sides: 1 & 4 or 2 & 5 or 3 & 6 /1\_/3\ \_/2\_/ Tough enemies: try to completely encircle G by occupying 1-6 / \_/ HINT: By combining the Supporting and Surrounding effect, you gain the ultimate advantage! Use this combined effect to defeat the most formidable enemies. HINT: The terrain also effects a unit's defense! See section 14 for further discussion of TERRAIN EFFECTS. SHORTCUTS: where do you want to go from here? (a) If you are already familiar with the Nectaris series and want to play Neo Nectaris immediately, then go directly to section 20 "QUICK GUIDE for Nectaris veterans" (b) Goto section 14 "Weapon Guide" to quickly and easily reference specifications and explanations of the different weapons in this game. An evaluation of the eight new units is included there as well. (c) Goto section 15 "Ye Olde Strategy Guide" for advice, hints, and tips on the best tactics (and COUNTER-tactics) to use when playing. (d) See below (sections 12 & 13) for help deciphering the kana/kanji, navigating the various menus, and understanding all the info displayed throughout the game. =========================================================================== ------ 012. Controls: I, II, and RUN buttons ------------------------------ =========================================================================== A. In general, press "I" to SELECT. Press "II" to CANCEL. B. "II" Button On the battlefield map, pressing "II" will automatically jump the cursor to each active unit under your command. TIP: Using button "II" really speeds up the game, since the cursor instantly jumps to the units you can manipulate. Plus, sometimes you may inadvertently forget to use a unit because it is away from the action; pressing "II" will prevent you from forgetting about such units. TRIVIA: This wonderful feature is not found in other Nectaris games! C. "I" Button * On the main battle map, press "I" to access the COMMAND MENU (4 options: SHIFT, ATTACK, GUIDE, END TURN). See section 15 for further details. * If you are on a factory, press "I" to view contents of factory (don't confuse prison camps w/ factories). * How to Remove units from Factories: Place the cursor on factory and press "I". The screen will display all units in stock. Place cursor on the unit you wish to remove and press "I". The screen will return to the battle map with highlighted hexagons indicating where you may unload troops. You can unload onto PAVEMENT (0%), FLAT GROUND (5%) or TRANSPORT VEHICLE (NC-2 Mule, C-61 Pelican) only. NOTE: a unit may not be sent to a factory and put back on the battlefield in one turn. Repair service takes a full turn to complete. D. "RUN" Button On the battle map, press "RUN" to PAUSE the game, a small green window pops up with 3 options (in kana/kanji): 1. Return to game (Continue Fighting) 2. Quit game (Surrender) 3. Turn battle scenes ON/OFF (OFF speeds-up flow of game) NOTE: Press RUN + SELECT to reset the game. =========================================================================== ------ 013. Command Menu and on-screen info ------------------------------- =========================================================================== During play, lots of info is on the screen. What do all the kana/kanji, symbols and numbers represent? From the bottom-left corner of the screen, going COUNTER-clockwise: a. MAP INFO (Map #, Name of Map, Turn) b. COMMAND MENU (Shift, Attack, Guide, End Turn) c. ATTRIBUTES of military units (Shifting, Land Attack, Land Range, Defense, Air Attack, Air Range) d. TERRAIN (0% - 40%) e. TOTAL UNITS (player 1, player 2) f. UNIT BEING TRANSPORTED (Shows "quantity" of unit being transported by NC-2 MULE or C-61 PELICAN) g. ACTIVE UNIT Shows "quantity" (1-8) and "experience" (1-8) of unit ----------------------------- ------ 13.a. MAP INFO ------ ----------------------------- Name of Map = Password. You cannot exceed 50 turns--else you LOSE. TRIVIA: Believe it or not, it IS possible for a game to last 50 turns... but this rarely ever occurs. So what happens if you are unable to vanquish your opponent in 50 turns? Game over. In the original game, however, the screen faded black and the following message was displayed: "Your soldiers are worn out from the excesses of war. They have committed mutiny and you have lost the battle." I like it when a game rubs my defeat in my face. Unfortunately, this text is absent from Neo Nectaris. CAMPAIGN MAP # ------------------------ Normal (Moon) 01-12 Normal (Mars) 13-24 Advanced (Moon) 25-36 Advanced (Mars) 37-48 NOTE: The Advanced campaign recycles all the maps from the first campaign, but completely changes the type, quantity, and placement of weapons. Unfortunately, the cinema scenes are recycled as well. See section 18 for passwords to all levels. --------------------------------- ------ 13.b. COMMAND MENU ------ --------------------------------- Confused by kana/kanji? No sweat: _______________________ | | | | SHIFT | ATTACK | |___________|___________| | | | | GUIDE | END TURN | |___________|___________| To access the command menu, press "I" when you are on the main battle map. By default, you will be on SHIFT (the top left button should be blinking red). Use the direction pad to highlight 1 of the 4 commands. Press "I" to confirm. Press "II" to cancel. NOTE: If you?ve played the original Nectaris, you should be familiar with these commands, but now the layout is different (2 X 2 instead of 4 X 1 menu command menu). 13.b.1. SHIFT (top left command) -------------------------------- This command allows you to move all of your units. First, place cursor on one of your (blue) units. Press "I"; a hexagonal grid pops up indicating how far you can move your unit. Move cursor to desired hexagon and press "I"; to confirm, press "I" once more. Otherwise, press "II" to cancel. NOTE: Some units, once deployed, can never be moved again, such as: SS-80 Atlus, SR-22 AtlusShrugged, M-77 Trigger, and TB-10 TimeBomb. MANY UNITS CAN IMMEDIATELY ATTACK after SHIFTING: If you move a unit within range of an enemy, all available targets are highlighted by hexagons. If you do NOT want to ATTACK, press "II" to cancel. Otherwise, move cursor onto the enemy unit you wish to ATTACK and press "I". Battle ensues. When a unit finishes moving/attacking, it will fade from "blue" to "gray" and cannot be manipulated until next round. NOTE: SG-5 Hadrian, MR-23 Octopus, & MM-107 Hawkeye cannot SHIFT & ATTACK in the same turn. 13.b.2. ATTACK (top right command) ---------------------------------- If a unit is already in a position to ATTACK, you can choose the command "ATTACK". Hexagons will highlight all available targets. Place cursor on the enemy unit you wish to attack and press "I"; Press "II" to cancel, otherwise press "I" to confirm (battle ensues). When a unit finishes moving/attacking, it will fade from "blue" to "gray" and cannot be manipulated until next round. INDIRECT ATTACK: Certain units (any unit w/ RANGE of 2-6 hexes, i.e. MB-7 LYNX) have the ability to attack from a distant hexagon . Place cursor on unit, press "I" to enter COMMAND MENU. Use direction pad to highlight "Attack" (top right button) and press "I". All enemy targets within range will be highlighted. Place cursor on the enemy unit you wish to attack and press "I". Press "I" once more to confirm; battle will ensue automatically. NOTE: SG-5 Hadrian, MR-23 Octopus, SS-80 Atlas, SR-22 AtlasShrugged, HA-55 KanonFodder and MB-7 Lynx can all launch indirect attacks against GROUND units. MM-107 Hawkeye, HA-55 KanonFodder and SR-22 AtlasShrugged can launch indirect attacks against AIR units. 13.b.3. GUIDE (bottom left command) ---------------------------------- Place cursor on any unit (blue or green) on battle map. Press "I". Select the bottom left button in the command menu (GUIDE). A new screen appears with the *attributes*, *description* and *picture* of unit selected. Unfortunately, for non-Japanese gamers, this option is redundant: the ATTRIBUTES for a unit are already displayed on the main screen (see below) and the "description" of the unit is entirely in kana/kanji. Thus, the only reason for non-Japanese players to use GUIDE is to see a picture of the unit (...but the same sprite is used in the battle scenes, so there really isn't anything worthwhile in the GUIDE). REQUEST: Please send me English translations of the descriptions of units provided in the GUIDE--top priority on the eight new units :) 13.b.4. END TURN (bottom right) ------------------------------- Before ending your turn, be certain you haven?t forgotten about any units (i.e. sending/receiving units from factory). HINT: Pressing "II" will automatically move the cursor to all active units on the battlefield--this is an easy way to make sure you haven?t forgotten about any units. ------------------------ --- 13.c. ATTRIBUTES --- ------------------------ Place cursor on any unit (blue or green) on battle map, and the unit's attributes will be displayed instantly. This is a crucial source of information and you should refer to these specs as you develop your offensive/defensive strategies. Compare your troop's attributes to those of your opponent's before going to battle, otherwise you might be sending your soldiers to the slaughterhouse. What do those six odd symbols represent? Here?s the scoop: ______________________________________ | | | | | SHIFTING | LAND ATTACK | LAND RANGE | |___________|_____________|____________| | | | | | DEFENSE | AIR ATTACK | AIR RANGE | |___________|_____________|____________| Look closely, and you should be able to distinguish these symbols (they are identical to those used in the original Nectaris, by the way): 1. "X" denotes shifting (speed of vehicle: 0-12 hexes per turn) 2. "blob of black pudding" (?) denotes defensive strength (0-90) 3. "tank turrent" for Land Attack (offensive strength 0-90) 4. "plane" for Air Attack (offensive strength 0-90) 5. "arrow" for Land Attack Range (0-6 hexes) 6. "arrow" for Air Attack Range (0-6 hexes) NOTE: Battle performance is NOT determined by these attributes ALONE. These attributes interact with terrain, # of units, experience of units, proximity of ally and/or enemy units, etc. to determine the outcome of a battle. _ _ _ /3\_/3\_/4\ \_/2\_/3\_/ In this diagram, "*" represents a military unit under /2\_/2\_/3\ your command and the numbers indicate distances. \_/1\_/2\_/ /1\_/1\_/3\ LAND/AIR ATTACK RANGE refers to the range of hexes \_/*\_/2\_/ that a weapon can reach. /1\_/1\_/3\ \_/ \_/ \_/ LAND RANGE: "1" = in order to attack, you must be adjacent to enemy. "2+" = MB-7 Lynx, SG-5 Hadrian, MR-23 Octopus, SS-80 Atlas, SR-22 AtlasShrugged, and HA-55 KanonFodder can ONLY attack ground units that are at least 2 hexes away. They CANNOT attack a GROUND unit adjacent to them. AIR RANGE: "1" = in order to attack, you must be adjacent to enemy. "2+" = MM-107 Hawkeye & SR-22 AtlasShrugged can ONLY attack AIRBORNE enemies that are at least 2 hexes away. They CANNOT attack an AIRBORNE enemy adjacent to them. SPECIAL SHIFTING: MB-8 Rabbits and MB-7 Lynxes are the ONLY vehicles that can SHIFT, ATTACK, and then SHIFT AGAIN in one turn. This capability is not indicated in the attributes. STATIONARY UNITS: Once deployed, SS-80 Atlas, SR-22 AtlasShrugged, TB-10 Timebomb, and M-77 Trigger have NO shifting abilities (SHIFTING = 0 hexes). --------------------- --- 13.d. TERRAIN --- --------------------- Terrain affects MOBILITY and DEFENSE of ground units. However, terrain has NO effect on aircraft. (1) The MOBILITY of all GROUND units is hampered by rough terrain. Furthermore, (a) Panthers (CBX-1) & Mules (NC-2) cannot traverse 30%+ terrain since they have tires, unlike tanks who have treads. (b) Even on flat ground (5%), Panthers and Mules suffer decreased mobility (again, the tires). (c) Only infantry and aircraft can traverse 40% terrain (Mountain). (d) Paved roads and Bridge offer full mobility. (e) Only Infantry & Aircraft can traverse a VALLEY. But, 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. EXCEPTION: you have full mobility on prison camps; the 35% terrain is for defensive purposes only (see below)! (2) Terrain affects the DEFENSIVE STRENGTH of unit under attack. The rougher the terrain, the greater the defensive benefit: (a) Paved roads (0%) (b) Bridge (0%) (c) Valley (0%) (d) Flat Ground (5%) (e) Hills (20%) (f) Harsh Land (30%) (g) Prison Camp (35%) (h) Mountain (40%) HINT: Always use geography to your advantage! Trap enemy on flat ground (5%) and pavement (0%) while attacking from rougher terrain. Pin an opponent against mountains (40%), thereby restricting its escape. Use mountains as a protective "wall", behind which you can safely bombard enemy with long range attacks. Mountains can be a safe haven for infantry and aircraft, since they are the only units that can traverse this rough terrain. Etc., etc. ------------------------- --- 13.e. TOTAL UNITS --- ------------------------- "Total Units" provides a rough estimate of "how well" you are doing against your opponent. It is not too useful, however, because the TYPE (not the quantity) of units is a more appropriate gauge of your "military strength." For example: 2 Union Hunters VS. 15 Guicy Bison...in this scenario, the Union Hunters will inevitably emerge victorious. VERDICT: Since Guicy Bison are totally vulnerable to Union Hunters, "Total Units" was NOT an accurate measure of Union military strength. ------------------------------------ --- 13.f. UNIT BEING TRANSPORTED --- ------------------------------------ This box provides the "nickname" and "quantity" (1-8) of units being transported in NC-2 MULE or C-61 PELICAN. To find out what you or your opponent is transporting, simply place cursor on Mule or Pelican. NOTE: A single Mule/Pelican can fully transport up to eight (8) items. So a Pelican (X 1) can carry Bison (X 8). Yes, this defies logic, but it doesn't detract from the fun. ------------------------- --- 13.g. ACTIVE UNIT --- ------------------------- This box reveals the "quantity" (1-8) and "experience" (1-8 stars) of the unit highlighted by the cursor. You will constantly refer to this information when deciding your offensive and defensive strategy. NOTE: A single, giant star is used to represent maximum experience (8). *************************************************************************** *************************************************************************** ********** 014. WEAPON GUIDE (unit stats & descriptions) ************** *************************************************************************** *************************************************************************** a. Tanks (TT-1, S-63, T-79, GS-83, GT-88, PT-6, HMB-4) b. Moon Buggies (MB-7, MB-8) c. Long-Range Attack (mobile) (SG-5, MR-23, HA-55) d. Long-Range Attack (fixed) (SS-80, SR-22) e. AeroBlasters (FX-1, AX-87, EF-88) f. Anti-Aircraft (AAG-4, MM-107) g. Infantry (GX-78/88/97) h. Little-Honda-Scooter (CBX-1) i. Transport Vehicles (NC-2, C-61) j. Mines (M-77, KM-55, TB-10) k. BioHeiki (BioTech Weapons) (BT-90/91/92) KEY: SH = Shifting (0-12 hexes) DF = Defensive strength (0-90) LA = Land Attack (0-90) LR = LAND attack RANGE (0-6 hexes) AA = Air Attack (0-90) AR = AIR attack RANGE (0-6 hexes) ID# = when playing Neo Nectaris, nicknames are in kana/kanji. As a result, perhaps the easiest way to use these charts is by referring to a unit?s "ID #" "+" = indicates a change in attributes from original game. The game designers were meticulous, and to maintain consistency between Nectaris installments, they updated ID#'s to reflect the change in attributes. For example, in the original game, Giant (HMB-2) is really slow and can only shift TWO hexes per turn. But Neo Nectaris has a faster Giant (HMB-4) that can shift THREE hexes per turn. *new* = eight brand new units were introduced in Neo Nectaris. I made up my own English nicknames for these units. Earnest guesses of the actual Japanese names for these new units are also provided. nick- names = In the translation of nicknames, there are discrepancies between North American and Japanese versions of Nectaris. These discrepancies are listed in parantheses. 14.a. TANKS: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese) --------------------------------------------------------------------------- TT-1 5 30 45 1 0 0 Lenet S-63 6 40 55 1 0 0 Bison + GS-83 7 50 55 1 0 0 Slagger + (Slugger) GT-88 5 50 65 1 0 0 Titan + (Monster) T-79 4 50 70 1 0 0 Grizzly PT-6 4 60 60 1 0 0 Polar (Arumajiro -> Armadillo) HMB-4 3 80 90 1 40 1 Giant + (Gigant) --------------------------------------------------------------------------- OVERVIEW: HMB-4 Giant is the only tank that can attack aircraft. The remaining tanks lack air offense, so they are utterly helpless against EF-88 Hunters and AX-87 Eagles. HINT: Use C-61 Pelican to swiftly transport the slower moving tanks (T-79 Grizzly, PT-6 Polar, HMB-4 Giant). HINT: Unless a factory is nearby, the slower moving tanks (T-79 Grizzly, PT-6 Polar, HMB-4 Giant) are best repaired by GX-97 Teknik. UNIT DESCRIPTIONS: TT-1 Lenet: "This twin turret tank has two guns of 95mm and 75mm. Only a small number of these tanks were made for trial purposes so its performance has been below satisfactory." Yes, Lenet is horrible and a few of them are scattered throughout the game. And yet, it would have been neat if Lenet appeared more frequently--it is more challenging (and thus satisfying) to conquer your opponent with inferior equipment. S-63 Bison (+5 LA compared to S-61): "The bison is a main battle tank with a 105mm turret gun and a durable armor plating. This mass production tank is the primary force of front line battles. Good mobility." Bison are the most common unit in your entire arsenal, so you will quickly appreciate it's versatility. You can compensate for Bison's weak armor by teaming-up with other units and making strategic use of terrain (remember, the rougher the terrain, the greater the defensive benefit). GS-83 Slagger (+5 LA compared to GS-81): "The Slagger is a main battle tank with good mobility. It can quickly enter a front line battle and has a good defense capacity. Equipped with a 105mm class gun." Slagger's exceptional speed comes in handy for many situations: send GS-83 on a "sucicide solo mission" ahead of slower troops when you want to be the first to occupy strategic territory (i.e. when you are attempting to capture a factory). Sometimes it is worth sacrificing a unit to prevent Guicy troops from entrenching in a strategic position--and only the fastest units can get there first. ASIDE: "Slagger" is actually a much kooler name than the insipid "Slugger" translation found in other Nectaris games. GT-88 Titan (+5 LA compared to GT-86): "This heavy tank is equipped with a 120mm heavy cannon. It has fair mobility and its heavy armor is good defense. Use to support the Slagger and other front line units." Titan is a powerful tank and can boost the offense and defense of weaker units when it "supports" them (see section 11 for an explanation of "support effects"). ASIDE: Again, as far as names go, "Titan" is superior to the lackluster nickname "Monster". T-79 Grizzly: "This heavy batttle tank is armed with a 120mm recoiless cannon. Its heavy defense armor makes it durable but slow. Best used as support for front line battles." Since Grizzly is slow, consider using C-61 Pelican for rapid transport and GX-97 Teknik for repairs if a factory is not close at hand. Grizzly, as the name suggests, is a solid performer and should be used to assist wimpier units (i.e. Bison) during battle. PT-6 Polar: "This medium-sized heavy tank is equipped with a 105mm turret gun. Its limited mobility is compensated by its high armor plating and defense capacity." Be sure to support weaker units with Polar's impressive offensive/defensive abilities. Again, slow tanks such as the Polar can be swiftly transported by C-61 Pelican and repaired by GX-97 Teknik if a factory isn't available. ASIDE: Since PT-6 has superb armor, the nickname "Armadillo" is appropriate. So why was the name changed to "Polar"? "Armadillo" is too long, I reckon. Only a shorter name with fewer letters could fit in the space allotted for nicknames. HMB-4 (+1 SH compared to HMB-2): "The Giant fortress tank has supreme firepower with a 180mm surface gun and a 35mm anti-air turrent. Has heavy armor but is slow. Can only be transported by Pelican." Although the Giant is the most powerful ground unit, don't get cocky and use it thoughtlessly--you still need to be careful. Safely build up experience points by crushing much weaker opponents, because a Giant with a "full star" of experience is a force to be reckoned with. Be careful if you send out Giant on a solo mission: even the mighty Giant can be quickly dispatched if it is surrounded by a team of enemies. If you do not use C-61 Pelican to quickly transport Giant, then you should carefully plan out the route HMB-4 will travel. Roads and flat ground are your best bet, since Giant will limp over anything else. Just be thankful you are not stuck with the older variant of the Giant (HMB-2), which could only shift TWO hexes per turn...that truly was a giant sloth. As previously stated, damaged Giants are best repaired by GX-97 Teknik, if available, since it usually takes too long to use a factory with this sloth-like unit. 14.b. MOON BUGGIES: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname --------------------------------------------------------------------------- MB-7 6 20 40 2 20 1 Lynx + MB-8 8 20 70 1 20 1 Rabbit + --------------------------------------------------------------------------- OVERVIEW: These buggies are described as "anti-tank vehicles" in the Japanese game manual, but they prove far more versatile than this... Buggies are the ONLY units that can shift, attack, and SHIFT AGAIN in one turn--take this special ability into consideration when planning your offensive/defensive strategy. HINT: After attacking, especially if you suffer high losses, try to retreat to a FACTORY or GX-97 TEKNIK for repairs (thereby squeezing four moves into a single turn: shift, attack, shift again, repair!) This technique allows you to make bold offensive strikes that would otherwise be too costly to make. Since moon buggies are so fast, it is easy to use factories for repairs. UNIT DESCRIPTIONS: MB-7 Lynx (+10 AA compared to MB-4): "This buggy is equipped with indirect attack missiles. It has the ability to move after attacking but it has a weak defense and is not as mobile as the MB-8." LYNX cannot attack adjacent ground units (ground targets must be two hexes away). For airborne enemies, however, LYNX must be adjacent in order to attack. MB-8 Rabbit (+10 AA compared to MB-5): "This buggy has great mobility and a capacity to move after attack. Has powerful anti-surface missiles and a small anti-air gun. Its thin armor gives it minimal defense." The Rabbit's powerful ground attack and phenomenal speed makes it quite versatile...but if you aren't savvy you'll lose them (their armor is pitiful, after all) after a few skirmishes. SPECIAL SHIFTING: The Rabbit and Lynx are the only vehicles that can SHIFT, ATTACK, and then SHIFT AGAIN in one turn. So you get to race in, attack your opponent, and then run away. Your ability to run away, however, is constrained by terrain and the position of other units...so sometimes you won't be able to "run away." After attacking, you should opt to "run away", because Lynx and Rabbit have pitiful defense. This "running away" capability is not indicated in ATTRIBTUTES. HINT: Since Rabbit and Lynx have negligible armor, be sure to use TERRAIN and SUPPORT from other units (see section 11) to boost their defense! HINT: Don't forget that rough terrain (20%+) and natural obstacles (i.e. valley) severely restrict mobility and your ability to "run away." 14.c. Long-Range Attack (MOBILE): --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese -> English) --------------------------------------------------------------------------- SG-5 4 40 45 2-5 0 0 Hadrian + (Nashorn) MR-23 4 40 60 2-4 0 0 Octopus + (Estool) HA-55 6 20 40 2 40 2 KanonFodder *new* (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 these units are mobile, they can advance as your front line advances, unlike fixed artillery (see next section). Be sure to protect Hadrian, Octopus, and KanonFodder behind your front lines, however, because they have no means of defending themselves from a direct attack (they 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 Hadrian and Octopus. IMPORTANT: Hadrian and Octopus may either attack OR shift per turn, but they CANNOT do both. This means that you always have to be thinking "one turn ahead" when devising your strategy. For example, you will often be faced with the following situation: "Should I attack this turn (thus leaving me vulnerable for attack next turn), or should I shift the unit to a safer place (and essentially forfeit my chance to attack this turn)." UNIT DESCRIPTIONS: SG-5 Hadrian (+10 DF compared to SG-4): "This self-propelled gun has a precise 155mm indirect attack cannon. Because of no direct attack ability, it must have additional support from other units to survive." Hadrian can either 1) attack or 2) shift per turn, but it CANNOT do both. Select ATTACK and all available targets will be highlighted by a hexagon. Remember, Hadrian CANNOT attack adjacent enemies, so it should NOT be on the front lines. HINT: Since Hadrian has a range of 2-5 hexes, use it to safely destroy MR-23 Octopus and SR-22 AtlusShrugged (both of which have a range of only 4 hexes). MR-23 Octopus (+10 DF compared to MR-22): "This self-propelled gun has 24 connected 6mm rockets for indirect attacks. It has good firepower but lacks precision. Support is needed because of its light armor." Again, Octopus can either 1) attack or 2) shift per turn, but it CANNOT do both. Select ATTACK and all available targets will be highlighted by a hexagon. Remember, Octopus CANNOT attack adjacent enemies, so it should NOT be on the front lines. HINT: Don't allow Octopus to get too close to SS-80 Atlus or SG-5 Hadrian, since they have greater attack range and can strike Octopus first. 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" well suits HA-55. 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. 14.d. Long-Range Attack (FIXED): --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese -> English) --------------------------------------------------------------------------- SS-80 0 20 90 2-6 0 0 Atlas (Monokerosu ->Monoceros) SR-22 0 20 45 2-4 40 2-4 AtlasShrugged *new* (Girumoa -> Gilmore?) --------------------------------------------------------------------------- OVERVIEW: SS-80 and SR-22 are stationary artillery. When removing these units from a factory, load them into NC-2 Mule or C-61 Pelican. Once deployed, these units CANNOT be moved, so be sure to place them 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.). SS-80 and SR-22 CANNOT attack adjacent units, so be sure they are adequately defended by other units when an enemy is within striking distance. HINT: The ONLY way to repair damaged SS-80 and SR-22 is with GX-97 Teknik. UNIT DESCRIPTIONS: SS-80 Atlus: "The ultimate battle gun with long range and awesome power--a great performer. Needs transport for mobility and can only move once. No anti-air ability." The Atlus rules, especially when it gets a full star for experience (it can take out entire ground units in a single turn). Thus, Atlus has immense value as a DETERRENT TO GROUND TROOPS--it's just not worth enduring the high losses inflicted by an Atlus safely tucked behind the front line. HINT: Atlas, of course, are helpless against AX-87 Eagle and EF-88 Hunter. Also, on difficult maps, if you are unable to capture a factory, you may shift your strategy to preventing your opponent from capturing the factory...a well-positioned Atlus can (hopefully) destroy any infantry that attempt to capture said factory. 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. 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. 14.e. AeroBlasters: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese) --------------------------------------------------------------------------- FX-1 12 30 0 0 90 1 Falcon AX-87 10 30 70 1 20 1 Eagle (Jabee) EF-88 11 50 70 1 70 1 Hunter --------------------------------------------------------------------------- OVERVIEW: This class of weapons should actually be called "Space Battle Craft"... Anyway, aircraft (including the C-61 Pelican transport plane) are incredibly versatile, due to their high mobility, and can be used in many creative ways (i.e. for SUPPORTING your other troops and SURROUNDING your opponents). As a result, your opponent will prioritize the destruction of your airforce--be careful! HINT: Eagles are great for attacking tanks and other ground units that lack air offense. Be careful with both Falcons and Eagles: due to their poor armor, they can be quite vulnerable. Hunters, on the other hand, have great armor and can devastate both ground and air forces. UNIT DESCRIPTIONS: FX-1 Falcon: "The fighter has the ultimate in anti-air attack power and mobility but has no surface atack power and low defense abilities. Keep away from the Hunter and the Hawkeye." You better keep Falcon away from AAG-4 Seeker as well since it will easilly slice through Falcon's thin armor as well. Falcon can easilly eradicate Eagles, but the only "safe" way to attack Hunters is to SURROUND them and cut their defense in half (see section 13 for an explanation of Surround Effects). HINT: If you eliminate your opponent's airforce, the Falcon can still be used to SUPPORT your other troops and SURROUND your enemies. AX-87 Eagle: "This attack plane is armed with light Stinger anti-air missiles and heavy surface bombs. It has high mobility but a weak defense so watch out for anti-air missiles." Since Eagle has pitiful armor, you better stay away from FX-1 Falcon and EF-88 Hunter in addition to anti-air MM-107 Hawkeye and AAG-4 Seeker. Use Eagle to eradicate vulnerable ground units (i.e. SS-80 Atlus, tanks, infantry, etc.). HINT: Sometimes you should keep Eagle safely tucked-away in a FACTORY until you eliminate all major threats it faces (i.e. Falcons and Hunters) on the battlefield...otherwise, your Eagle may not last more than a few rounds. EF-88 Hunter: "This fighter-bomber is armed with heavy air missiles and heavy surface bombs. It is the supreme aircraft with paramount power, mobility and defense." Hunters are the ultimate death machine. Fear them. In fact, destroying your opponent's Hunters should be your #1 priority--even a single Hunter can wreak havoc on your forces. That said, the Hunters under your command are not immune to poor strategy--so don't get overly cocky and needlessly sacrifice them. 14.f. Anti-Aircraft: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname --------------------------------------------------------------------------- AAG-4 6 30 30 1 65 1 Seeker MM-107 5 30 0 0 85 2-5 Hawkeye --------------------------------------------------------------------------- OVERVIEW: Annhilating your opponent's airforce is often a top priority; Seeker and Hawkeye are invaluable assets in this endeavor. AX-87 Eagles and FX-1 Falcons, due to their low defense, make easy targets for Seeker and Hawkeye. EF-88 Hunters, on the other hand, are stalwart fighters--even against the mighty Hawkeye--and are one of the most difficult enemies to eliminate. UNIT DESCRIPTIONS: AAG-4 Seeker: "The Seeker is a high power anti-air vehicle with fair surface missiles as well. It has 4 connected 20mm machine guns and has good mobility but is weak in defense." Seekers can attack FX-1 Falcon without worry, but be extremely careful when attacking AX-87 Eagle or EF-88 Hunter (these aircraft decimate ground units). In fact, the best strategy for attacking Eagles and Hunters is to SURROUND them: use two of your units to flank your opponent on opposite sides. This way, Seeker is less likely to suffer high losses. Seeker isn't so bad attacking ground forces--just don't expect it to be like a tank. Initiate ground assaults with tanks and save Seeker for "clean up" (follow-up assaults). MM-107 Hawkeye: "The Hawkeye has enormous indirect anti-air attack power but no surface attack and little defense. Best if used behind the front line to shoot down incoming air." * Hawkeye CANNOT attack adjacent aircraft. Thus, your opponent can place their aircraft directly next to your Hawkeye without fear of reprisal. * Always strike enemy aircraft with Hawkeye first--indirect attacks allow you to weaken your opponent without risk--then send in other units to finish the job. Hawkeye acts as a DETERRENT AGAINST AIRCRAFT--your opponent will take great pains to keep all aircraft out of range. Simply put, it's not worth worth sufferring the high losses inflicted by a Hawkeye tucked behind enemy lines. TIP: Hawkeye CANNOT shift and attack in a single turn. As a result, you should always be thinking "one turn ahead" when devising a strategy. For example, you will often be faced with the following situation--should I attack this turn (thus leaving my Hawkeye vulnerable for attack), or should I shift Hawkeye to a safe place (thus forfeiting a chance to attack). TIP: Since Hawkeye deters aircraft, you might try to "lure" enemy aircraft into MM-107's range with "bait" (i.e. infantry, transport vehicles w/ cargo, AX-87 Eagle, etc.). If your opponent takes the bait, first attack with Hawkeye (and any other long-range anti-air units), then surround opponent (to prevent its escape). This is a risky maneuver, of course, and shouldn't be attempted unless you can afford to lose the "bait." TIP: Regardless of what the specs indicate, Hawkeye seems to possess decent defense. So when Hawkeye outlives its intended use (destroying aircraft), you SHOULD place Hawkeye on the frontlines to SUPPORT your troops defensively. In this situation, MM-107 functions as an "obstacle" (akin to M-77 Trigger) that hinders your opponents advance. When placed on rough terrain, the ostensibly "helpless" Hawkeye can withstand many assaults. 14.g. Infantry: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese -> English) --------------------------------------------------------------------------- GX-78 3 4 15 1 10 1 Charlie+ (Munks) GX-88 2 20 40 1 20 1 Kilroy+ (Darbeck) GX-97 3 4 8 1 5 1 Teknik *new* (Fakuta -> Factory?) --------------------------------------------------------------------------- OVERVIEW: Only infantry and CBX-1 Panther (next entry) 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. Charlie should also avoid battle (although it can handle light skirmishes if you're savvy). Kilroy can handle (limited) heavy combat if used intelligently. 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" (see section 11). UNIT DESCRIPTIONS: GX-78 Charlie (+5 LA compared to GX-77): "Charlie can capture and occupy factories and prisons but has minimal attack and defense power. Movement is slow so it is best to use transporters to get close." Charlie is the most common infantry you'll encounter in the game and are more versatile than you might think. When opponent is within striking distance, move Charlie off roads/flat ground and into rough terrain. When GX-78 is no longer needed to capture factories and prisons, they are useful for SUPPORTING and SURROUNDING your troops defensively. GX-88 Kilroy (+10 DF and +10 AA compared to GX-87): "The heavy infantry has some surface attack and a small air attack. They can capture and ocupy factories and camps but movement is slow and defense is low." Kilroy has really been improved from the original game! True, it's still the slowest unit in the game. But now its defense is five times better than other infantry (still, that isn't saying much). Also...behold Kilroy's Land Attack of 40! For wimpy infantry, Kilroy can cause some serious damage to ground units. Of course, infantry shouldn't be used to initiate a battle. Let other (stronger) units strike first, thus weakening the enemy before bringing in Kilroy for clean-up. 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-existant). 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. 14.h. Little-Honda-Scooter: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese) --------------------------------------------------------------------------- CBX-1 9 8 10 1 10 1 Panther (Dreiper) CBX-1 Panther: "These motorcycle troops can capture and occupy factories and camps but have only a machine gun for attack and defense is minimal. Speed and mobility are very good." Panthers are quite fast (especially on paved roads), so they are great for quickly capturing factories/prison camps. However, Panthers CANNOT traverse 30%+ terrain--so plan your route accordingly. Panther, like infantry, make good "bait" to lure opponents into battle. While Panther doesn't fare well in battle, it can still be used defensively to SUPPORT your troops and SURROUND your enemy. 14.i. Transport Vehicles: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname --------------------------------------------------------------------------- NC-2 7 10 10 1 10 1 Mule + C-61 9 10 0 0 0 0 Pelican --------------------------------------------------------------------------- OVERVIEW: Transport vehicles are great for swiftly moving troops across great distances--but Mule and Pelican are absolutely invaluable for transporting STATIONARY (i.e. SS-80 Atlus) and SLOW MOVING (i.e. GX-88 Kilroy) units. Transport vehicles have WEAK defense, so avoid battle at all costs when carrying cargo. Thankfully, the cargo itslef CANNOT be damaged in transport--unless, of course, the entire Mule/Pelican unit is destroyed. * A unit CANNOT be loaded and unloaded in a single turn. * When cargo is unloaded, it must wait until the next turn before it can perform any operations. * Cargo can ONLY be unloaded on PAVEMENT (0%), FLAT GROUND (5%), or into a FACTORY already under your control. You CANNOT unload cargo directly onto a prison camp! (This prevents you, and your opponent, from getting "cheap" victories!) TIP: A single Mule/Pelican can fully transport up to eight (8) items. So Bison (X 8) can be loaded and transported by Pelican (X 1). Does this defy logic? Of course! But this only adds fun and a sense of urgency to the game, because you know that unless you can destroy ALL EIGHT Mules/Pelicans in a unit, your opponent will be able to deploy the FULL, original cargo as if nothing happened! UNIT DESCRIPTIONS: NC-2 Mule (+1 shifting compared to NC-1): "The Mule transports mines, infantry, motorcycles and field guns. Vulnerable to attack during transportation so support is needed. Fair mobility and limited attack." Neo Nectaris offers an improved, faster version of the Mule--unfortunately, it still suffers from thin armor and weak offense. Mules are fastest on paved roads, but be careful--roads offer no defensive advantage. C-61 Pelican: "This transport plane can air lift all units except other aircraft. There is no attack ability and defense is small but mobility is great. Watch for other attack aircraft." Watch out for anti-aircraft MM-107 Hawkeye and AAG-4 Seeker (in addition to FX-1 Falcon and EF-88 Hunter aircraft) because all of these units can eradicate Pelican in the blink of an eye. STRATEGY FOR TRANSPORT VEHICLES: Success in capturing a factory/camp is often determined by who gets there FIRST--so load infantry in transport vehicles to swiftly move them to factories and prison camps. Stationary equipment such as SS-80 Atlas, SR-22 AtlasShrugged, TB-10 TimeBomb, and MM-7 Trigger cannot move by themselves and must be shifted with transport vehicles. Once these units are deployed they cannot be moved again (so be strategic in your placement). Slow-moving units (i.e. GX-88 Kilroy, T-79 Grizzly, PT-6 Polar, HMB-4 Giant, etc.) should be transported in these units as well. Take note that INFANTRY are the only slow-moving units that MULE can carry. You will need PELICAN to transport tanks and other heavier items. INSTRUCTIONS FOR LOADING/UNLOADING: You CANNOT load & unload units in a single turn (a minimum of 2 turns is required). (a) LOADING a unit onto Pelican/Mule: To move a unit by means of a transport vehicle, place the cursor on the unit you wish to transport and press "I". Select "Shift" command by pressing "I" once more--a hex grid is displayed revealing the unit's shift range. Place the cursor on the hexagon of the PELICAN or MULE and press "I". Press "I" once more to confirm; your unit is now loaded on the transport vehicle. (b) UNLOADING unit from Pelican/Mule: Place cursor on transport vehicle, press "I". Select "Shift" command. A hex grid will display the shift range of the transport vehicle. When you are finished moving PELICAN/MULE, the transport vehicle will automatically try to UNLOAD the cargo. Hexagons will highlight where cargo may be unloaded. Choose a hex and press "I" to unload (press "II" to keep the cargo aboard). Remember, cargo can only be deployed on PAVEMENT (0%) or FLAT LAND (5%). 14.j. Mines: --------------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese) --------------------------------------------------------------------------- M-77 0 80 0 0 0 0 Trigger (Yamaarashi?) (Maito?) KM-55 9 40 0 0 0 0 KrazeeTrigger *new* (Rappuru?) (Labulu?) TB-10 0 90 80 1-2 0 0 TimeBomb *new* (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. STRATEGY: Use mines to block access through a narrow route. Or, use mines as a "decoy": the computer priortizes the destruction of mines and is often distracted by them. These assaults would otherwise be levelled 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: Triggers & TimeBombs have very high defense (80 & 90, respectively) that is rarely matched by other equipment. You can TAP INTO this defense by placing your other troops adjacent to M-77 and TB-10 (thereby boosting your other troops? defense significantly). See section 11 "support effects" for more info. UNIT DESCRIPTIONS: M-77 Trigger: "The land mines are used to interupt enemy advancement. Movement is only possible by truck or air transporter and can only be moved once. High defense capacity. No attack." 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 is "armed" and detonates, destroying everything in a 2-hex radius. For example, if TimeBomb is deployed in round 1, it will be armed for turn 3 and detonate if adjacent hexagons are occupied. 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. 14.k. BioHeiki (BioTech weapons): ----------------------------------------------------------------------- ID # SH DF LA LR AA AR Nickname (Japanese -> English) ----------------------------------------------------------------------- BT-90 4 60 50 1 40 1 DaddyLongLegs *new* (Gaadin -> Guardian) " 70 "" " "" " (Mature) " 90 "" " "" " BT-91 3 50 60 1 60 1 BioBeast *new* (Majuu -> demon?) " "" 70 " 70 " (Mature) " "" 90 " 90 " BT-92 5 40 60 1 40 1 Rodan-sans-wings *new* (Burenaa -> Brenner?) 10 "" "" " "" " (Bulena?) (Mature) 14 "" "" " "" " ----------------------------------------------------------------------- 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 games. !!! 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 resoureful 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"). 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 BioHeiki... 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 GX-97 Teknik does have the ability to heal injuries. 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. 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. 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. =========================================================================== ------ 015. Ye Olde Strategy Guide ---------------------------------------- =========================================================================== Advice, hints, and strategies are peppered throughout this FAQ. If you can't find what you're looking for in the present section (15), try looking through other parts of this FAQ. I tried to be as thorough as possible in this FAQ, but I encourage you to check out other FAQs for additional insights (there's no need to "reinvent the wheel", right?). Finally, keep in mind that your OPPONENT will utilize the following tactics as well, so you have to devise a strategy to counter all of the strategies listed below (my suggestions are listed as COUNTER-measure). (a.) PRIORITZE THREATS! When playing against the computer, the "Artificial Intelligence" prioritizes threats and then attempts to destroy those threats in order of significance: (1) infantry (the ability to capture factory/prison camp is a threat, especially when infantry are in the vicinity of factory/prison camp) (2) aircraft (their high mobility and versatility is a threat) (3) units w/ long range attack (Hadrian, Octopus, Atlas, AtlasShrugged, Lynx & Hawkeye are a threat because they can strike first, from a distance). (4) MULE/PELICAN (especially if they are transporting a threatening unit) (5) Trigger, KrazeeTrigger, and TimeBomb--often, the computer seems to be totally distracted by these units and wastes several turns in an effort to destroy them (use this to your advantage). COUNTER: Keep #1-4 in mind for devising your OWN strategy. You want to neutralize enemy's Infantry, Airforce, Transport Vehicles and Long Range Attack. If you can relocate a battle away from enemy mines, then you may be able to avoid the pitfalls of #5. COUNTER: In general, destroying HUNTERS is a top priority. This is especially true when the Guicy have *several* HUNTERS. Since the computer will send weakened HUNTERS to a factory, cut HUNTER's mobility by SURROUNDING it, and be prepared to COMPLETELY destroy Hunters one-by-one. The computer prioritizes the destruction of your airforce, you may as well return the favor. COUNTER: Eliminating opponent's transport vehicles will severely hamper their options for offense/defense. Since PELICAN/MULE have weak defense, you should destroy them when they are transporting threats (i.e. GIANT, Atlas, Infantry, etc.) You will be killing two birds with one stone, as well as avoiding a potentially costly battle in the future (would you rather attack a PELICAN or a GIANT?) If you can't destroy PELICAN/MULE, at least BLOCK the transport vehicle in an effort to thwart opponent's plan. (b.) BOMB FROM AFAR! Learning how to use long-range attack is crucial--you don?t risk losses when you bomb from afar. Of course, be sure to adequately defend your long-range units (i.e. don't put them on the front line, as the computer tries to eliminate them first). COUNTER: There are three ways to deal with GUICY's Long Range Attack: 1. Stay away! Always make sure your units are out of enemy's range. 2. Rush in and attack pesky unit directly (this is most easily done with an EAGLE or HUNTER). Remember, units with Long Range Attack CAN'T attack adjacent hexes! So, although Hawkeye is deadly to aircraft 2-5 hexes away from it, you'll be safe if you are right next to it. The same logic applies for attacking Hadrian, Octopus, Atlas, AtlasShrugged. 3. Pit your Hadrian against enemy Octopus and AtlasShrugged: Hadrian has range of 5 hexes and can safely attack Octopus & AtlasShrugged (who have a range of only 4 hexes). (c.) LYNX & RABBIT. Lynx and rabbit do not actually possess long range offense comparable to Octopus, Hadrian, Atlas, etc. However, their "special shifting" allows them to function AS IF they had long range attack--as long as you RETREAT behind front lines after attacking. And you SHOULD run away, because Lynx and Rabbit have pitiful defense. If possible, retreat to a FACTORY or TEKNIK for repairs (thereby squeezing four moves into a single turn: shift, attack, shift again, repair!) (d.) REPAIRING TROOPS: Factory Vs. Teknik For advice on how best to repair your battle-weary troops, see commentary on "Teknik" in CHART #7 (above). The advantages and disadvantages of the two methods for replenishing troops boil down to this: 1. only TEKNIK can repair immobile units (i.e. Atlas, Trigger) 2. TEKNIK is more convenient for slow-moving units if factory is far away 3. TEKNIK can repair up to 6 units per turn by quantity of "2" 4. FACTORY can repair 100%, but unit is unavailable for 2 turns 5. TEKNIK and troops being repaired are always vulnerable to attack 6. FACTORY can be captured, but barring this, the units inside are safe COUNTER: Prevent damaged units from accessing Teknik/Factory. Due to their mobility, aircraft (including KM-55 Krazee Trigger) are great for blocking the escape of damaged troops when they attempt to flee. The high mobility of RABBITS also makes them good "blockers". Hopefully, once you prevent an enemy from fleeing, you'll be able to destroy them. (e.) NEUTRALIZING FACTORIES. Controlling factories is always a strategic advantage. Even if you don't use the factory, at least you are preventing your opponent from using it. (f.) If you can?t capture a factory, shift your strategy to PREVENTING the enemy from capturing the factory (i.e. surround factory with your units). If you can?t prevent Guicy from capturing a factory, strategically place units with long-range attacks near their factory--this will enable you to bomb opponents as soon as they are removed from the factory. (g.) For your opponent, factories are most useful when they can add/remove troops. But if you strategically place your troops on the FLAT GROUND (5%) and ROAD (0%) adjacent to enemy factory, your opponent will NOT be able to remove their troops! You have effectively trapped all enemy units in the factory! (h.) USE ALL THE INFO DISPLAYED ON MAIN SCREEN! The information is provided to aid you, why not use it before going into battle? Remember, the outcome of a battle is determined by: (1) unit's offense/defense attributes (comparing specs will reveal which unit has "baseline" advantage. This baseline is further influenced by the following factors) (2) Terrain (the rougher the terrain, the greater the defensive advantage; Don?t forget that your prison camp provides 35% terrain defense boost!) (3) Experience [1-8 stars, see (j.) below for details] (4) the Quantity (1-8) of units (5) the extent to which you SURROUND your enemy and SUPPORT your troops [see (l.) below for explanations; the surround/support effect is calculated and displayed during the battle scenes only--if you blink you'll miss it). Also, don't forget to keep track of what your opponent is transporting with his/her MULE/PELICAN. Simply move the cursor on top of MULE/PELICAN to see if there is a threatening enemy (i.e. GIANT, Atlas, Infantry, etc.) in transport. Remember, destroying a transport vehicle does NOT reduce the number of units being transported--UNLESS all transport vehicles are obliterated. (i.) USE GEOGRAPHY TO YOUR ADVANTAGE! Trap enemy on flat ground while attacking from rougher terrain. Pin enemy against mountains, thereby restricting its escape. Use mountains as a protective "wall", behind which you can safely bombard enemy with long range attacks. Mountains (40%) can be a haven for Infantry and Aircraft, since they are the only units that can traverse this rough terrain. Etc., etc. (j.) EXPERIENCE COUNTS! Experience DOES effect the outcome of battles, although the benefit is most pronounced when a unit earns a "full star" (8 stars). Experience is awarded as follows: 1 star for surviving an attack; 1 star for destroying one or more enemies in any given turn; 2 stars for completely destroying enemy unit. Beware the HUNTER, Atlas, GIANT, etc. that has gained full experience. (k.) Do not provide your opponent with "free" experience points. Only attack when you are likely to have success (you must destroy at least one enemy to earn a star), otherwise you'll be digging your own grave (the enemy EARNS A STAR for every attack they survive). For example, attacking Trigger (X8) with Charlie (X4) only makes the Trigger more experienced, and thus TOUGHER to defeat. (l.) SURROUND ENEMY; SUPPORT YOUR TROOPS! In fact, the only way to effectively attack enemies with high defense is to surround them and "cut their offense/defense in half" (see "xv. Strategy: ZOC - SURROUND EFFECT" for details). GIANTs, TRIGGERs, TimeBombs, BioBeasts, HUNTERS, etc. must be surrounded and strangled, otherwise they will earn "free" experience points. (m.) Due to their high mobility, aircraft (including KM-55 KrazeeTrigger) are PERFECT for surrounding enemies and "cutting them in half". Rabbits are similarly mobile, and thus handy for outflanking opponents, but remember they have weak defense [see (c.) for more on Rabbits]. (n.) If you cannot "cut an enemy in half" by flanking them on opposite sides, you can still "double-team" your enemy. By coordinating two or more units together, you can boost BOTH your offensive AND defensive abilities. See "xv. Strategy: ZOC - SUPPORT EFFECT" for details. (o.) So, weak units get a BOOST by teaming up with powerful units (i.e. GIANT, HUNTER). For example, TRIGGER?s have exceptional defense (80) in the game--so use this to your advantage and team up with them! Deploy Trigger (and KrazeeTrigger) wherever you anticipate an ongoing battle. Not only will you boost your defense, but the computer is often distracted into destroying Triggers first (sparing your other units from attack for a turn or two). (p.) NO UNIT IS REDUNDANT! Following from the previous discussion, it should be evident that there is no such thing as a "redundant" or "useless" unit--you can always use "extra" units to SUPPORT your troops or SURROUND an enemy! For example, Hawkeye & Falcon can only attack aircraft. If you eliminate the Guicy airforce, Hawkeye & Falcon can still SUPPORT or SURROUND. Same goes for a PELICAN or KanonFodder that has outlived its original purpose. (q.) FORMIDABLE FOES: All-or-nothing When attacking tough enemies (i.e. HUNTERs, GIANTs, TITANs, BioTechBaddies, etc.), your strategy should be "all or nothing"--only attack if you think you can destroy them completely. Otherwise, they will most likely flee, repair themselves, and then come back with a vengeance (now they have experience points). =========================================================================== ------ 016. Cinema Scenes ------------------------------------------------- =========================================================================== OPENING CINEMA: The intro cinema, as far as I can tell, closely follows the story of the original Nectaris. It is essentially an updated and and animated version of 1989's original intro (the old intro was simply a series of still images accompanied by text)...BUT, there is a twist: at the end of the opening cinema, we catch a quick glimpse of some mysterious figures. These figures, unlike any other enemies appearing in the Nectaris series, foreshadows a menacing new opponent in the Guicy arsenal... MIDPOINT CINEMA: Halfway through the game you are treated to a cinema that introduces a new development in the Guicy/Union War: After winning your first campaign on the moon (maps 1-12), a huge Union fleet is sent to Mars. Mars? Yes, the Guicy have created BioHeiki (Biological Weapons/Arms) on Mars!! You will encounter these enemy BioHeiki as they are gradually introduced in three successive maps. ENDING CINEMA: Ahhhhh, the generic video game denoument: the enemy base explodes violently, and the victorious Union troops celebrate as Union spacecraft prepare to head back home. =========================================================================== ------ 017. Nectaris too easy? Try this! ---------------------------------- =========================================================================== If you are a Nectaris-Godhead, try to defeat each map by focusing your strategy on capturing the enemy camp (as opposed to destroying all the enemy units). This may not be possible for all maps, but it is fun to try (it requires an entirely different and creative strategy to pull this off--very often you have to "distract" the computer and try to sneak past their defenses). The fewer enemy units defeated, the greater the achievement! =========================================================================== ------ 018. Cheating B'stards (Passwords & Codes) ------------------------- =========================================================================== These codes work with Neo Nectaris as well as Nectaris (which is included on the CD-ROM as a bonus). * Play as the GUICY instead of the UNION: On title screen, press and hold SELECT (be sure to keep the SELECT button pressed for the duration of this code). Highlight "VS. & Password" & press "I" Then, highlight "1P Password" & press "I" Enter a map name. * Watch the computer fight itself: On title screen, press and hold SELECT (be sure to keep the SELECT button pressed for the duration of this code). Highlight "VS. & Password" & press "I" Then, highlight "2P Password" & press "I" Enter a map name. * Sound Test (for original Nectaris only): Enter "ONGAKU" as a password. You will be able to listen to all the music and sound effects in the original game. Not surprisingly, "Ongaku" means "music" in Japanese. This password doesn't work in Neo Nectaris, however, because a "SOUND MODE" is already available as an option in the main menu. Here are the passwords for all maps in NEO NECTARIS: (TIP: Use this list to add variety to your 2-player matches) first campaign: 1. SHEKEL 2. RUPIAH 3. DOLLAR 4. PESETA 5. FORINT 6. ESCUDO 7. AGOROT 8. DINARS 9. SATANG 10. HALERS 11. PAISAS 12. GROSZY 13. MARDUK 14. ARBELA 15. KHUSRO 16. SAFFAH 17. MEDICI 18. CORTES 19. ARMADA 20. MOZALT 21. THIERS 22. FUHRER 23. MONROE 24. ADVENT advanced campaign: 25. LEKEHS 26. HAIPUR 27. RALLOD 28. ATESEP 29. TNIROF 30. ODUCSE 31. TOROGA 32. SRANID 33. GNATAS 34. SRELAH 35. SASIAP 36. YZSORG 37. KUDRAM 38. ALEBRA 39. ORSUHK 40. HAFFAS 41. ICIDEM 42. SETROC 43. ADAMRA 44. TLAZOM 45. SREIHT 46. RERHUF 47. EORNOM 48. TNEVDA TRIVIA: take the passwords from the first campaign, reverse them, and voila!--you have the passwords for the advanced campaign. This holds true for the original Japanese version of Nectaris as well. Here are the passwords for the original Japanese version of NECTARIS (listed as "NECTARIS1" in the title screen menu): first campaign: 1. REVOLT 2. ICARUS 3. CYRANO 4. RAMSEY 5. NEWTON 6. SENECA 7. SABINE 8. ARATUS 9. GALOIS 10. DARWIN 11. PASCAL 12. HALLEY 13. BORMAN 14. APPOLO 15. KAISER 16. NECTOR advanced campaign: 17. TLOVER 18. SURACI 19. ONARYC 20. YESMAR 21. NOTWEN 22. ACENES 23. ENIBAS 24. SUTARA 25. SIOLAG 26. NIWRAD 27. LACSAP 28. YELLAH 29. NAMROB 30. OLOPPA 31. RESIAK 32. ROTCEN TRIVIA: When Nectaris was released in North America for the TG-16 under the title "Military Madness", 18 passwords were altered. For example, Map 9 changed from "GALOIS" to "GALIOS" and map 14 "APPOLO" was altered to "APOLLO". In addition, the passwords for the entire advanced campaign were changed to: 17. MILTON 18. IRAGAN 19. LIPTUS 20. INAKKA 21. TETROS 22. ARBINE 23. RECTOS 24. YEANTA 25. MONOGA 26. ATTAYA 27. DESHTA 28. NEKOSE 29. ERATIN 30. SOLCIS 31. SAGINE 32. WINNER Needless to say, these passwords do not work with the Japanese version of NECTARIS included on the Neo Nectaris CD. =========================================================================== ------ 019. FAQ History / My Wish List / CREDITS -------------------------- =========================================================================== If you can help improve this FAQ in any way (i.e. correcting my errors/omissions) please do so! Thanks :) 1. ANY additional info (i.e. magazine scans) concerning: [a] GERMAN "Nectaris" (1995, PC DOS/Win) [b] "NectarisGB" (1998, Gameboy, Japan) [c] how did "GB Kiss", "Kiss Mail" and "GB Kiss Link" work? 2. Confirm the accuracy of the English translation for 8 new unit names [section 20 "New Equipment"] 3. English translation of cinema scenes [section 16] 4. What else? Tell me. ----- CREDITS ------------------------------------------------------------- This FAQ was tremendously improved by. . . demonami: for the countless Nectaris all-nighters back in the day sokaku (Dirk Mayer): English translation for names of 8 new units; clarified how HA-55 operates; pointed out different nicknames for units in U.S. versus Japanese versions. Please check out his great site here. He was the first to help with translating and his work was corroborated by later translators--THANK YOU! elusivepotato: Provided the "Romanji" and subsequent English translation for SIX of the new weapons (BT-90/91/92, SR-22, GX-97, TB-10) He was a tremendous help and his diligence in tranlating this information is GREATLY appreciated! PBSaffran: Provided English translations for "introduction" & "game over" text in both Necatris and Neo Nectaris. He also helped translate the descriptions of KM-55 & HA-55. His excellent work on several different aspects of the translation project was INVALUABLE! pigstaub (Dale Staub): provided passwords and explanations on how to use HA-55 & GX-97. He was the first person to actually answer some of my initial questions. JKO (Almon Tang): list of all Nectaris releases (and his inspiring Nectaris Union) Lee H. Pappas: invaluable info on Earth Light (SNES) & Nectaris found here. Kev (Kevin Lee): for his inspiring Military Madness FAQ (TG-16) Pbeattie (Peter Beattie): for his Nectaris FAQ (PSX) Bt Garner & Dave Shadoff: for their PC Engine Catalog Project DingoEnderZOE2 & vilaeth: they both helped with the translation project to the best of their abilities. Thanks! . . .thank you! ----- FAQ HISTORY: -------------------------------------------------------- 01.25.03 Version 1.0 my first FAQ :) 02.04.03 Version 1.1 overhauled strategy guide; clarified storyline concerning Guicy, Mars, and BioTech weapons; added info on Nectaris FREEWARE (PC/DOS, Japan) and Earthlight (SNES, Japan) 02.16.03 Version 1.2 added section "022. QUICK GUIDE for veterans"; clarified "Saving/Continuing" and "VS. & Password" 07.25.03 Version 1.5 re-organized and re-formatted entire FAQ; expanded "Legacy"; added "search" function; added unit descriptions & Japanese nicknames; specified units who's attributes differ from original 1989 Nectaris; added specifications for mature BioHeiki 12.08.03 Version 2.0 Finally done. Sick to death of this FAQ. Tell me if there are any outstanding errors/omissions. ------ FIN ---------------------------------------------------------------- Sick of the songs in Neo Nectaris? Only hardcore gamers play Nectaris while blasting the "Foxes" Soundtrack (1980, LP only). Track down the album, slap the vinyl onto your turntable and destroy the Guicy to the killer soundtrack, especially the following tunes: Fly Too High (Janis Ian), Shake It (Brooklyn Dreams), Greedy Man (Keith Forsey), Valley of the Dolls (Giorgio Moroder), & perhaps the greatest song in the cosmos: 20th. Century Foxes (Angel)... Still here? You must be obsessed with Nectaris or in a CATHODE RAY COMA: www.tg-16.com "runnin' with the foxes..." ------ FIN ---------------------------------------------------------------- *************************************************************************** *************************************************************************** *********** 020. 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). See the QUICK GUIDES (1) "Navigating Japanese Interface", and (2) "New Equipment" to find the answers to these questions. Enjoy! NOTE: Before proceeding to the QUICK GUIDES, you may want to read section 7 for 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. =========================================================================== ------ QUICK GUIDE 1: Navigating the Japanese User Interface -------------- =========================================================================== In general, press "I" to SELECT. Press "II" to CANCEL. "RUN" BUTTON: On the battle map, press "RUN" to PAUSE, a small green window pops up: 1. Return to game (Continue Fighting) 2. Quit game (Surrender) 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: 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 TURN | |___________|___________| 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. MILITARY UNIT ATTRIBUTES: 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). ______________________________________ | | | | | SHIFTING | LAND ATTACK | LAND RANGE | |___________|_____________|____________| | | | | | DEFENSE | AIR ATTACK | AIR RANGE | |___________|_____________|____________| The symbols are identical to those used in the original game: 1. "X" denotes shifting (speed of vehicle: 0-12 hexes per turn) 2. "blob of black pudding" (?) denotes defensive strength (0-90) 3. "tank" for Land Attack (offensive strength 0-90) 4. "plane" for Air Attack (offensive strength 0-90) 5. "arrow" for Land Attack Range (0-6 hexes) 6. "arrow" for Air Attack Range (0-6 hexes) SAVING/CONTINUING: After you beat a map, you are asked (in Japanese) 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. =========================================================================== ------ QUICK GUIDE 2: New Equipment --------------------------------------- =========================================================================== Eight brand new & unique units are featured in Neo Nectaris: 1. SR-22 AtlasShrugged (a variation of the old Atlas) 2. GX-97 Teknik (Infantry that can REPAIR units) 3. HA-55 KanonFodder (Only becomes operational if Infantry are threatened) 4. KM-55 KrazeeTrigger (a flying Trigger) 5. TB-10 TimeBomb (a bomb that explodes after 2 turns) 6. BT-90 DaddyLongLegs (the first of 3 giant biotech enemies) 7. BT-91 BioBeast (BT-91, like DaddyLongLegs, is a ground unit) 8. BT-92 Rodan-sans-wings (the only biotech opponent that flies) *********************************************************************** KEY for reading CHART: 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# = since nicknames are in kana/kanji, the easiest way to use these charts is by referring to a unit?s "ID #" *********************************************************************** 1. Long Range Artillery (Fixed) ----------------------------------------------------------------------- ID # SH DF LA AA LR AR Nickname ----------------------------------------------------------------------- SR-22 0 20 45 40 4 4 AtlasShrugged (new) ----------------------------------------------------------------------- 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. 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. 2. Infantry: ----------------------------------------------------------------------- ID # SH DF LA AA LR AR Nickname ----------------------------------------------------------------------- GX-97 3 4 8 5 1 1 Teknik (new) ----------------------------------------------------------------------- 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). 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.). 3. Long-Range Attack (Mobile): ----------------------------------------------------------------------- ID # SH DF LA AA LR AR Nickname ----------------------------------------------------------------------- HA-55 6 20 40 40 2 2 KanonFodder (new) 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. 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. 4. Mines: ----------------------------------------------------------------------- ID # SH DF LA AA LR AR Nickname ----------------------------------------------------------------------- KM-55 9 40 0 0 0 1 KrazeeTrigger (new) TB-10 0 90 80 0 2 0 TimeBomb (new) ----------------------------------------------------------------------- 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. 5. BioTechBaddies: ----------------------------------------------------------------------- ID # SH DF LA AA LR AR Nickname ----------------------------------------------------------------------- BT-90 4 60 50 40 1 1 DaddyLongLegs (new) BT-91 3 50 60 60 1 1 BioBeast (new) BT-92 5 40 60 40 1 1 Rodan-sans-wings (new) ----------------------------------------------------------------------- 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. 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. 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.