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

Neo Nectaris FAQ (1994, PC-Engine DUO)

  
  QUICK GUIDES for Nectaris veterans

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QUICK GUIDE 1
An Explanation of the Eight New Weapons

QUICK GUIDE 2
Navigating the Japanese User Interface

          

Weapon Specs in Neo Nectaris Command Menu for Neo Nectaris

SR-22 Girumoa

GX-97 Fakuta

HA-55 Kanon

KM-55 Rappuru

 

     01. Screen Layout
    
02. Turn battle scenes ON / OFF
    
03. Command Menu
    
04. Weapon Attributes
    
06. Saving / Continuing

TB-10 Maito2

BT-90 Gaadin

BT-91 Majuu

BT-92 Burenaa

 

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).  NOTE :  Before proceeding to the QUICK GUIDES, you may want to read a brief discussion on the differences between the original 1989 Nectaris (a.k.a. Military Madness), the 1994 Neo Nectaris and the 1999 PlayStation update of Nectaris.  You may also be interested in the English translations for the eight new weapons.
  

   

   

  QUICK GUIDE 1:  Eight New Weapons

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KEY:
SH = Shifting (0-12 hexes)         DF = Defensive strength (0-90)
LA = Land Attack (0-90)            AA = Air Attack (0-90)
LR = LAND attack RANGE (0-6 hexes) AR = AIR attack RANGE (0-6 hexes)

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

   

SR-22 Girumoa

NEXT WEAPON  

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 since it can be safely tucked behind the front lines and attack from a distance.  HINT: Don’t forget to use both attacks. It is easy to forget, since no other weapon in the game can do this.

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

Land Attack Air Attack
45 40
Land Range Air Range
4 4
Shifting Defense
/ 20
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.

   

   

  QUICK GUIDE 2:  User Interface

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In general, press "I" to SELECT and "II" to CANCEL.  When you are viewing the battlefield, pressing the "II" button will automatically put the cursor on any units that have yet to perform an action that turn.  This is a very useful feature and is not found in any other game in the series, unfortunately.  Anyway, Neo Nectaris’ user-interface is similar to the original, but rearranged and slightly redesigned (an improvement):

1989 Nectaris / Military Madness Screen Layout

1994 Neo Nectaris Screen Layout

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

   

Screen Layout:

 

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   ( "Quantity" & "experience"
    of unit being transported by NC-2 MULE or C-61 PELICAN )
7. ACTIVE UNIT   ( Shows "quantity" and "experience" of unit )

      

Turn Battle Scenes ON / OFF:  

On the battle map, press RUN to PAUSE the game. A small green window pops up:
1. Return to game (Continue Fighting)
2. Surrender (Quit)
3. Turn battle scenes ON / OFF (OFF speeds-up flow of game)

     

Command Menu:  

Veterans should be familiar with these commands, but now the layout is different (2 X 2 instead of 4 X 1 menu).

  _________________  
 |        |        | 
 | SHIFT  | ATTACK
 |________|________| 
 |        |        | 
 | GUIDE  | END    | 
 |________|________| 
  

To access the command menu, press "I". By default, you will be on SHIFT (the top left button should be blinking red). Use direction pad to highlight 1 of the 4 commands. Press "I" to confirm. Press "II" to cancel.

  

Weapon Attributes:  

 _____________________________________
|          |             |            |
| 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. "tank" for Land Attack (offensive strength 0-90)
3. "arrow" for Land Attack Range (0-6 hexes)
4. "blob of black pudding" (?) denotes defensive strength (0-90)
5. "plane" for Air Attack (offensive strength 0-90)
6. "arrow" for Air Attack Range (0-6 hexes) 
  
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).
  

  

Saving / Continuing:  

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

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

 

 

   

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

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

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

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

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


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

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

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

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



2. Infantry:   -next-  -back-  -top-

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

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

Infantry are the ONLY ground units that can traverse VALLEYS (0%) and MOUNTAINS (40% terrain). However, Infantry can only go as far as the valley's edge in a single turn and must wait until the next turn to actually pass through. HA-55 KanonFodder only becomes fully operational when it is adjacent to an infantry unit (otherwise, HA-55 cannot attack). 

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


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

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

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

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

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


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

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

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

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

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



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

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

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

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

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

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

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

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

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





4. Mines:   -next-  -back-  -top-

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

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

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

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

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


UNIT DESCRIPTIONS:

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

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

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

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

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

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

-next-  -back-  -top-






5. BioHeiki:   -back-  -top-

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

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

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

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

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

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

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

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

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

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

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


UNIT DESCRIPTIONS:

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

Turn  Defense
------------- 
1-2     60      BT-90's armor matures into an impenetrable defense.
3-4     70      Due to the unique features of BioHeiki, BT-90's defense
 5      90       is technically stronger than that of TB-10 TimeBomb.
                   
-BioHeiki -top-


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

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

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

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


-top-
 

 
 
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