A.R.E.S.

A.R.E.S.

101 ratings
One stop shop for 99.9% A.R.E.S. completion
By Eon
This is a guide to help in earning all 25 available achievements. This guide will also give assistance in locating all 28 datacubes as well as earning the necessary rankings to unlock the Genesis suit (4 SS and 1 S), as well as general tips for each stage's final boss. It will also give a bit of info on each enemy, weapon, and suit type.
   
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Salutations!
Welcome to my quaint little guide for this indie gem. It's rough around the edges and far from perfect...but it's worth a looksie if you have a few bucks and it happens to be on sale. I hear good things about EX, which is the "EXtended" XBLA version that's up and coming, so here's hoping it too will eventually come to steam...perhaps at a discount for prior owners like Zombie Driver HD is for ZD owners. Nevertheless, onwards to the guide and I hope it helps you in even just a small way :)
SS Overview ("Oh god! I can see forever!")
This section will list my 'proof' screenshots as well as my results for all 5 stages and their requirements/listings, in case you want an idea of the actual time/material/score need per level hat you must aim for. To get SS, you must have 10,000/10,000, which is a perfect 2k per each of the 4 sections and each section's 500 bonus.
  • To get the full 2,000 in clear time you must come in at or below half of par.
    To get the 500 bonus from clear time simply come in below half of par.
  • To get the full 2,000 in damage dealt you must meet or exceed the required damage amount.
    To get the 500 bonus from damage dealt you must reach the max combo of 99.
  • To get the full 2,000 in damage taken you must take 0 damage from the final boss.
    To get the 500 bonus from damage taken simply perfect the boss fight.
  • To get the full 2,000 in items collected you must meet or exceed the required material amount.
    To get the 500 bonus from items collected simply collect all datacubes for that stage.
    Datacubes can be collected in a single playthrough or cumulatively across multiple runs, as once you collect a datacube it's forever collected and counted towards scoring and achievements...unless of course you wipe your save or start a new profile.
As an aside before we get started....let me just say I was willing to go and redo stages 4 & 5 to get SS/S rankings again so I could screenshot them and put them up here...for you <3 The first time for both of them I was too happy about actually getting them that I didn't realize I forgot to screenshot them until later that day xD
Achievements proof[/b]


Stage 1 SS[/b]


Stage 2 SS[/b]


Stage 3 SS[/b]


Stage 4 SS[/b]


Stage 5 S[/b]


SS Success[/b]
Player Ranking Rewards ("Power Overwhelming!")
This section will list what abilities/stats/rewards you earn as you progress through the player rankings, which are themselves received as your rankings across all stages improve. Typically, your player ranking will increase when at least 4 stages are of that rank and the last one is either one below or the same. For example, when I raised from C to B on my second profile that I created to snapshot the datacube and first two suits for this guide, I had B on the first 4 stages, and once I finished stage 5 with a B I ranked up.To raise from A to S, you need S on at least 4 stages and A on a 5th. To get SS from S, you need SS on 4 stages and S on the 5th. I refer to this in the Armors overview as the "9/10 ranking theory", but for the purposes of earning rankings below SS, "4/5" would be more accurate.
Keep in mind the rankings need not be in order, and fluctuations can be accounted for. If you're having trouble with one stage, and you wish to go from C to B or B to A...You could try to raise the rankings on other stages even higher if they are not yet SS rank. A good example could be Stage 1 is B, but the rest are A. That would raise you to A class. Likewise, having Stage 1-3 be A, Stage 4 be B, and stage 5 be S would raise you to A class as well.

Ranking D
There are no bonuses for the starting player rank of D Class.

Ranking C
Earning the player rank of C Class will boost your total energy by 20 points.

Ranking B
Earning the player rank of B Class will boost your total energy by 40 points.

Ranking A
Earning the player rank of A Class will boost your total energy by 50 points.

Ranking S
Earning the player rank of S Class will unlock the mid-air dash.

Ranking SS
Earning the player rank of SS class will unlock the Genesis suit for use as well as granting you infinite air dashes.
The Armors ("III AAAM IIIROOON MAAAN")
So for this section, I'll be detailing the suits and what abilities, if any, they give.

A.R.E.S.
This is the default starting suit and it comes with no bonuses.


Prototype Suit A.R.E.S.
This is an armor earned by getting to the half way point of Stage 3, and it comes with two unlocks. The first unlock boosts your total energy by 20 points. The second unlock gives you access to the ground dash attack. Both unlocks remain regardless of what suit is active.


Carbon Stealth Suit A.R.E.S.
A Steam exclusive armor that comes with no bonuses.


Indigo Pulse Suit A.R.E.S.
A Steam exclusive armor that makes you immune to Zytron Gas, which is the green gas in some stages. The ability is only active while wearing this suit. As a warning, I've had times where the gas released by the turrets from Stage 5's final boss would hurt me on this suit, and times where it wouldn't...


Genesis Suit A.R.E.S.
This is the "Bragging rights reward" suit, earned by what I like to call "the 9/10 ranking". In theory, it requires at least 4 SS rankings and an S from whichever stages and would likely also unlock from earning the last SS ranking without earning S first. In practice, this likely means SS on the first four stages and S on the fifth. The suit grants infinite mid air dashes and it also improves its damage. It also changes the color of both air and ground dashes from yellow to a deep red hue. All unlocks remain regardless of which suit is active.


Berzerker Suit A.R.E.S.
This is a paid DLC armor which lets you launch a giant fireball that passes through everything without obstruction while retaining damage. The Berzerker suit boasts the highest damage of all weapons at levels 1 and 2, and it's usable the second you purchase/own it. In return, however, you take more damage when you're hit while wearing the suit. This suit and it's weapon are one and the same, however, so you can't use one without the other. Indeed, cycling through either armors or weapons and coming upon one will equip them both.


I found an image on the publisher Or1go Game's website detailing what is implied to be another steam exclusive armor/suit, but I cannot find any other information or confirmation on what it is, whether or not it was ever legit, if it promotional, and/or if it was scrapped. I like to call it...
Steam Train Suit A.R.E.S.
The Weapons, Items, & Abilities ("I like the pretty lights")
Gather 'round, gather 'round! Feast your eyes on the finest arms and techniques this game has to offer! That's right; learn about all 10 of them the many weapons of this game that passed development that you shall use to shoot your way to victory! There's even some techniques and items to boot!

Weapons & Items

Repair Kit
Restores 50 points of energy immediately. Max capacity of 9.
Unlocked by playing story.

HE Grenade
Level 1: Deals 100 damage in small areas.
Level 2: Deals 150 damage in large areas.
Level 3: Deals 200 damage in very large areas.
Unlocked by playing story and killing a specific Zytron Walker in Stage 1.

EMP Grenade
Level 1: Stuns enemies for 2 seconds in small areas and does 20 Damage Per Second.
Level 2: Stuns enemies for 3 seconds in large areas and does 20 DPS.
Level 3: Stuns enemies for 4 seconds in very large areas and does 20 DPS.
Unlocked by playing story and killing Goliath, the Stage 1 Boss.

Zytron Blaster
Level 1: Does 20 damage per shot.
Level 2: Does 30 damage per shot.
Level 3: Does 40 damage per shot.
Unlocked by starting the game ;).

Berzerker Suit
Level 1: Does 60 damage per shot and ignores obstructions.
Level 2: Does 80 damage per shot and ignores obstructions.
Level 3: Does 100 damage per shot and ignores obstructions.
Unlocked by owning the Berzerker Suit DLC.

Laser SMG
Level 1: Does 13 damage per shot with a 0.2 second fire rate.
Level 2: Does 16 damage per shot with a 0.15 second fire rate.
Level 3: Does 19 damage per shot with a 0.1 second fire rate.
Unlocked by playing story and killing a specific Zytron Trooper in Stage 2.

Wave Emitter
Level 1: Does 10 damage in a cone shaped projectile at a 0.4 second fire rate that ignores obstructions.
Level 2: Does 20 damage in a cone shaped projectile at a 0.4 second fire rate that ignores obstructions.
Level 3: Does 30 damage in a cone shaped projectile at a 0.4 second fire rate that ignores obstructions.
Range is a bit short to be effective in some large levels or versus certain enemies/bosses.
Unlocked by playing story and beating the Stage 3 Boss, Sentinel.

Photon Launcher
Level 1: Does 50 damage in a projectile that expands into a sphere upon impact with a 0.8 second fire rate.
Level 2: Does 75 damage in a projectile that expands into a sphere upon impact with a 0.7 second fire rate.
Level 3: Does 100 damage in a projectile that expands into a sphere upon impact with a 0.6 second fire rate.
Unlocked by playing story and beating the Stage 4 Boss, Prime Guardian.

Techniques

Air Jump
A standard double jump, or 'mid-air jump'. Earned by progressing through story.

Air Dash
The dash attack used on the ground, now in air form! Does the same damage as ground dash. Earned by getting player ranking of S Class.

Zypher Cannon
Destroys all enemies on the screen upon activation. I believe it deals % damage to bosses based on their health amounts, as the the amount of bar taken away from bosses is roughly the same despite vastly different health amounts. Officially revealed by progressing to a certain point in the story, but it's available from the start provided you've built up the necessary charge of course.

Super Zypher Cannon
The same as the regular Zypher Cannon, but in return 30% of all damage done is returned as energy to replenish A.R.E.S.'s energy. Earned by collecting the Goliath MK2 datacube.

Valkyl Shield
An ability unlisted and earned through collecting the Goliath datacube, this ability can come in quite handy. If you possess a full Valkyl bar and take damage that would kill you, you instead drop to 1 hp (if you weren't already), and have temporary invulnerability for a few seconds. In return, however, your bar depletes completely.

Blazing Fist
Directs the explosion of the grenade in the forward direction, either left or right, based on direction faced at time of activation. Earned when you get the HE grenade.

Ground Breaker
While standing or crouching on the ground, this causes the grenade to explode in an AoE around you, mostly along the ground floor. Earned when you get the HE grenade.

Somersault Blast
Directs the explosion of the grenade either below or above you, based on which keys were held at time of activation. Earned when you get the HE grenade.

Power Boost
Charged grenades will send you flying in the lateral direction held when activated. Earned after beating Carrion, Stage 2's Boss.

Gravity Boost
Charged grenades will send you flying upwards when the upkey is held while activated. Earned after beating Carrion, Stage 2's Boss.

Dash Attack
Does 40 damage when used. Crouch and then jump to activate it. Grants you temporary frames of invulnerability at start of it. Earned when you get the Prototype suit.
As a point of reference, I have some examples for it's damage performance;
With genesis suit's upgrades and all datacubes, the 150 HP Zytron Walker (LA) will die in one hit.
With just all the datacubes, the same walker dies in 3 hits.
With the basic dash, the same walker dies in 4 hits.
Datacubes ("Got it MEMORIZED?")
Here I will showcase the datacubes, their locations/unlocks, and what bonuses, if any, they give.
Entrance screenshots on the left, the cubes themselves on the right. Cubes easily reacheable and/or without screen transitions will be enlarged to avoid formatting issues. Some of the images will have captions mentioning if things have been destroyed before the screenshot was taken.

Stage 1


A.R.E.S. (Unlocks at start of the Stage)
Unlocks the mid-air jump.

Valkyl


The Zytron


Stage 2


U.E. Chairman
Increases energy by 10.


Engineering Pod


Maintenance Drone


Zytron Walker
Reduces the cost of grenades.


Energy Turret


Goliath (Defeat to unlock)
Unlocks Valkyl's shield.



Stage 3


Tarus (Unlocks at start of Stage 3)


Zytron Crawler


Bomber


Zytron Walker (LA)


Carrion
Reduces the cost of repair kits.


Zytron Trooper


Stage 4


Dr. Julia Carson (Unlocks at start of Stage 4)


Bomber Hive


Leviathan
Increases energy by 10.


Zytron Guardian


Sentinel
Ground Dash now does more damage.


Goliath Mk2 (Defeat to unlock)
Unlocks the Super Zypher Cannon.


Stage 5


Alien Form Zytron (Unlocks at start of Stage 4 or 5)


Sentry Pod


Assault Pod


Prime Guardian
Increases energy by 10.


Shocker Ball


Security Cannon


Minos Core (Defeat to unlock)
Unlimited grenades.
Enemies Part Eins ("WHY? WHY WAS I PROGRAMMED TO FEEL PAIN?!")
And here we come to the meat of the game; the mooks. Well if you don't know this yet, I'll let you in on a secret; they can be aggravating due to the way you progress in this game. Why, you ask? Tha's a simple question to answer, and it pretty much boils down to sections. Every time you transition, enemies on the other side respawn, either the second you transfer screens or after you walk a bit way, depending on the section and enemies in question. Great for farming salvage/junk to level up stuff quickly, and an easy/reliable way to build up combo meter....aggravating when you're trying to farm up combo meter in one or two stages in particular or rush through a level, because projectiles can be fired before you're in their section, or after you've left it. That said, I do enjoy the design aesthetic of the enemies as much if not more so than A.R.E.S.'s armors, and overall I feel they're of an enjoyable variety...so let's start documenting them!

Ground Enemies
These enemies are purely terrestial. They may jump and change levels, but they won't be found on walls or ceilings.

Engineering Pod
Purely melee with no projectiles. Should pose very little danger.


Zytron Walker
Can leap up in the air when progressing towards you, and isn't that slow at walking towards you on the ground either. Purely melee. One of the tankier non-boss enemies, but once you start upgrading stuff it should melt pretty easily.


Zytron Crawler
Token robot animal enemy. Quite fast with one of the smaller profiles in the game. When in range, it will increase it's speed and roll towards you sonic style. Pretty easy to melt if you can see him coming or know he's there ahead of time.


Zytron Trooper
Basically the Walker on steroids. Now comes equipped with a SMG. He will fire projectiles at you, do his leap attack towards you, and I think I've seen them start to do their melee attack/walk a few times, but they don't often use it if so. Tankiest non-boss enemy.


Zytron Walker (LA)
A Light Armored version of the Walker, these guys are still purely melee but faster in their walk. They're also faster in jumping and dropping, and less cooldown between each walk/leap. Pretty simple to melt with most level 2s.


Zytron Guardian
A version of the Walker with a tiny bit more HP than the LA version that's purely projectile based. It charges and then flings a blue ball of energy towards you, and man is it good at aiming them to skirt near ledges without exploding on them. Annoying as hell, but not often deadly.


Assault Pod
A pod that quickly fires energy projectiles one at a time in sets of 3. While they don't ignore obstructions, they do arc and curve rather well, and the pod will stay charged and ready/waiting to fire once you're within range...Sometimes it'll fire early into obstructions if you don't show yourself soon enough.


Security Cannon
A giant fricken laser beam okay? It has a few seconds of inactivity between firing which is it simply recharging...The beams ignore obstructions and reach quite a ways offscreen. They hurt. Thankfully only seen in Stage 5's Blue Section.


Aerial Enemies
These enemies are found purely in the air. While there aren't many of them, you should never discount them as being 'no longer a threat', even if they're more often nuisances than dangers...because sometimes, it's the small things that getcha.

Maintenance Drone
Purely melee with projectiles. It does float around, and when it dives it momentarily speeds up quite a bit.


Bomber
A kamikaze enemy that can be the aggravating malaria carrying mosquito preceding that giant tiger. When you come in range, they will turn towards you and fling themselves at you regardless of whether or not they have a clear path. Their explosions have a spherical AoE that does, however, ignore obstructions...so they can hit you by exploding on the opposite side of a platform or thin floor/wall. They still explode even when killed, so don't get too close before shooting them.


Shocker Ball
And now we come to what I believe wholeheartedly to be the most annoying enemy in the game. Their aggro range is decent enough, but the second their electrical field touches you, you're stun-locked...until the ball reaches you...then you're stun-locked another 3-5 seconds. The only things that can hurt it with it's field up are the Emitter, grenades, and Zypher Cannon. Max upgrade grenades with all cubes will one shot them, as will Zypher Cannon. Emitter can take a bit longer, and it's range isn't much farther than Shocker's aggro range...but if all else fails, it's something to use. Every so many seconds, it's electrical field turns off for 2-3 seconds, during which ANYTHING can reach and hurt the ball. The other big frustration for this enemy arrives in the fact that they're often positioned just out of screen, or they float towards you at weird angles with their field often on. This means you must either burn Zypher on it and/or any other enemies...or hope your emitter can kill them fast enough because grenades can sometimes not reach/angle correctly to hit them before they've stun-locked ya.
Enemies Part Zwei ("...And Zoidberg!")
This would be part two of the enemies list...because there's just so many! (Not really, but there's a length limit within each section of Steam's guide system...)

Wall & Ceiling Enemies

Energy Turret
Fires a projectile at you. Can be found in either blue or red colors, depending on stage (Can't recall whether that affects its damage output or fire rate.) Once you've unlocked more powerful weapons or upgraded/gotten used to the pistol, they shouldn't hit you very often.


Sentry Pod
A pod that fires tri energy balls. Basically, it fires 3 balls of energy at the same time in 3 different directions; straight, diagonally left and diagonally right. It's balls can catch you offguard sometimes, but shouldn't often be of any major worry.


Bomber Hive
A respawner for Bombers. Said to spawn them in "groups of up to six", but hives almost always spawn a full set of 6 every cycle.


Bosses & Mini-Bosses

Goliath (Stage 1 Boss)
His left and right arms take turns swinging towards you, depending on which one's closest. This can be dodged by just going to the far opposite end. He will also fly out of screen before coming back to slam his 'spine' down in the middle of the section, damaging you if you're caught within the spot in question. Also fires lasers if it survives long enough.


Carrion (Stage 2 Boss)
A giant metal snake. Good thing we aren't playing Indy in this game! It's attacks are comprised of a tail impale, spewing Engineering Pods onto one of the platforms you fight it on and leaping over certain platforms which hurts you if you're touched. The leap is implicated by shifting trash next to a platform; it only leaps over the closest one to the trash heap, in the direction you were at when the shifting started. The impaling attack comes through the bottom of the platforms and can be avoided by standing towards the edge of the platform and crouching to avoid it's fins and guns that deploy after it's fully through the ground.


Leviathan (Stage 3 Mini-Boss)
A boss I originally found to be moderately annoying without maxed weapons, I now consider it one of the easier enemies in the game due to a realization; when you first enter it's lair, you can come to the edge of the lip in front of the doorway and then back up. This lets you make it spawn while remaining at a good angle to avoid it's gas and have a clear shot at it's hitbox. Speaking of gas, it spawns Zytron Gas; this stuff can really hurt if you're not using the Indigo Pulse suit. It will hang from either the top or right side of the screen and fires the gas out in a huge cloud towards the opposite direction, though mostly it spreads out evenly and usually falls short of reaching the left side doorway or the bottom left/right corners. In addition, when on the right side it can suction you in with a vacuum, and while I have no idea what, if anything, happens when you're pulled too close...I advise you not find out. It will also spawn bombers from it's 'mouth', both from above and from the side. As mentioned before, sitting on that 'lip' allows you a perfect line at destroying bombers as they appear and hitting it's hitbox in either location as well as allowing you to avoid the gas altogether at times, even without the Indigo suit. As an aside, it's arms do NOT count for the hitbox so they can and do block some of your projectiles during some of it's animations unless you're directly underneath it.


Sentinel (Stage 3 Boss)
A very fast and very aggravating boss. It boasts one of the largest, if not the largest, attack repertoires in the game, and against the Minos Core that's saying something! I'm not even so sure there's a big difference between their attack lists either, if there's even one at all.
Every so often it will leap into the background to roar before coming back into the foreground to fight. It has a shield that blocks any and all sources of damage. He has two forms of firing plasma at you, as either a tsunami-like wave or a giant purple sphere of death. Early on he will also roll around on the ground going back and forth across the screen but as he gets lower, he'll start bouncing all over the screen. He can also go invisible for half a second or so before reappearing and lunging to grab you; if he succeeds and/or you don't successfully dodge, prepare for a hurting. He also has an attack where he'll spawn a bunch of "shades" Phantom Ganon style and take turns coming from different angles to try and attack, fire at and/or grab you. And the worst part is...I can't even say for certain I've remembered and/or seen all of his attacks yet!


Goliath Mk2 (Stage 4 Mini-Boss)
Goliath on crack. More than 3x as much HP with vastly improved weaponry. Where as the hands of the original Goliath could be avoided, this Goliath's arms move far too fast so, just try to avoid it as long as possible while getting in as many hits as possible. It retains it's spinal slam, but now also has a vaccuum suck near it's spinal as well. It also fires lightning once it's hurt enough, shooting down below each hand/arm and the head. I do not believe it's retained the laser eyes of doom.


Prime Guardian (Stage 4 Boss)
An annoyingly aggravating boss. A bit less HP than Goliath Mk2, but more attacks to make up for it, and two forms as well. Unlike the Minos Core, thankfully, the Prime Guardian's two forms share the same HP bar. It too has an electrical shield to protect itself from harm. It can also throw the lance as well as cause it to fly back to it's hand. In addition, whenever he leaps into the background, he throws 3 sets of electrical energy balls across random points of the floor, returning to the spot he lept from before after the background event's concluded. He also charges forward every so often from side to side. Once it hits about 30-40% HP left, he transforms into a very large version of himself with what seems to be a bit of damage reduction. His lance is still thrown and retrieved, but now he also slams it on the ground. In addition, the circular balls of energy now rotate the map, and he can summon multiple lightning strikes that move around the map before they hit. When he moves in this form, he'll leap up and always come crashing down on the other side, so take heed.


Minos Core (Stage 5 Boss)
The last boss. Beats Goliath Mk2 in HP by a full 1000 more HP. As mentioned in the Stage 5 Walkthrough, the boss has a wide and varied number of attacks, and as they've been listed there already I won't list them there to avoid as much redundancy as possible...and to avoid repeating myself. So if you need advice on what this guy can do or how to beat him check the Stage 5 Walkthrough.
Walkthrough - Stage 1
Use the video below as a guideline to understanding a good way to proceed through the stage optimally. The video presumes you've already achieved all datacubes, and shows you a good path to use to come in below half of par, perfect the boss, and reach the required combo meter and materials to perfect the stage.
And yes, I do have permission from Fabio to post these.
Walkthrough - Stage 2
Walkthrough - Stage 3
Walkthrough - Stage 4
As an aside before listing the video, I have a suggestion to improve reliable play times. Instead of farming 99 hits at the start and then farming materials where he does, you can simply farm 99 combo AND materials in the same spot; on the the enemies on either side of the screen transition shown below. Do a set of 5 back n forths with the left side transition 2 or 3 times, collecting the material dropped by enemies after every set of 5. If you try to go in to collect less often, the material will despawn and you'll lose out. Doing this should enable you to meet the material requirements for SS. If you don't, and you fall a bit short...try adjusting how many sets you do, how much you collect of enemies before hand and afterwards, and tinker until you find a pattern that works for you.


Walkthrough - Stage 5
So the guy who made the SS videos for the first 4 Stages...never released any video for Stage 5. Highest he's gotten is S, and indeed that's required to unlock Genesis....but as far as SS-ing Stage 5 goes? Neither he nor I have never seen or heard of someone perfecting Stage 5. If you want to try and/or think you can, good luck!

With that said, as he has no video...You'll have to subside on my pictures and suggestions. Now, if this is your last stage to SS before you unlock the Genesis suit, you should know by now how things work....so I'll list the spot/way I suggest to get 99, as well as suggestions for the Final Boss and level in general. One note before I get started on the bits I DO have screenshots for...I always ran Yellow -> Blue -> Green, but going Green -> Yellow -> Blue or Yellow -> Green -> Blue for unlocks can also work...Just never start blue because it's end point drops you below green and way below yellow.

99 Hit Combo

Pay attention to where I'm at for these screenshots, as you need to stand/jump at least at those spots to ensure the enemies respawn. I suggest just using the Wave Emitter for this as it'll be far less of a hassle than using the SMG. Don't forget to always grab the enemy up above near the blue salvage bundle, and always be sure to go all the way to the wall on the left to make the enemies on right respawn. Pay attention to the (LA) Walker on the left side that will respawn, and it shouldn't be too hard. When first approaching, if you can get a good combo going and avoid the projectiles of the green guy and pod that won't respawn after you kill them, you'll have a 25-35+ hit combo already in progress to build off of.

Final Boss Form The First

This screenie is a perfect example of why you want to be on the ground and not in the air jumping as his first form hits 50%. Because he goes through a transformation sequence for a good 8-12+ seconds, during which he's invulnerable, you can't move...but if you're touching a turret? You're gonna keep taking damage....and that's a good way to ♥♥♥♥ yourself out of SS or S rankings. Learn from my stupid self...Don't jump when you drop his ass to 50% in his first form.

As an additonal bit of info, don't focus too much attention on any one turret in his first form before 50%. They can only be incapacitated in the first half of his first form, after which they'll start to smoke and you must attack others to hurt him. Focusing on just the bottom two is easiest, and will get him to 50%. After the transformation sequence, quickly destroy the bottom two turrets and focus on killing the top two. Pay attention to the position of that triangle in the middle, as it will shoot out lightning every so often and it always stops in the same position it starts in.

Final Boss Form The Second

Now as these screenshots say in their caption, you want to travel between this two platforms, preferably along the top, as you rain down hell at the middle section (And only hitbox) of the Boss in his Final Form. The modules I can recall are as follows;
  • Two blue cores at the bottom left and right of map that are constantly powering blue balls of energy. Harmful to the touch, but stationary at least. They do stretch through/around the platform s near both of them.
  • A yellow core that shoots SMG-type shots; platforms can block the projectiles. Almost never a real issue due to it's slow rotation/tracking speed and it's blockable status in regards to platforms.
  • A white core that shoots three white energy projectiles that arc with genera homing capabilities in reaching you. They're fired like the sentry pod\s projectiles and look like the assault pod's. These projectiles ignore obstruction and will go through platforms.
  • A pink core that shoots a relatively wide reaching pink/white mist which ignores obstruction. The core tracks your movement at a decent speed, so always be on the move when fighting this form of the boss. Has a few seconds of wind up and a fair few seconds firing, so if it missed when it fired you can stop for a few at least to wait it out if possible, provided you have a clear shot at the hitbox.
  • A blue core that shoots a moving version of the energy ball from the two cores down below. It also ignores obstruction. Thankfully, this core tracks movement slowly so it tends to fire at places you've long left and the balls usually disappeared/passed away from the platform(s) in question by time you return to the spot it fired towards.
  • A green core that shoots a thin green energy laser which ignores obstruction. It tracks movement slowly, and mostly ignores you when you've moved to the left side of the map, though not always.
Achievements Overview ("It's miiine! Alll miiine!")
So we've come to the last section of this guide...the review for completion as it were...let's get crackin!

Where is the Emergency
You will likely unlock this by simply playing the story and exploring in the first four stage but if you don't, fear not! Stage 5 has a part where you HAVE to pass through one.

Ready For Action
Progress through the story and levels and this will unlock.

Weapon At Maximum
Progress through the story and levels, explore, and upgrade when you can and this will unlock in no time.

Burst with the Energy
This can be a tad bit harder if you don't know the levels or enemy spawn locations...If you have trouble earning this, Stage 5's red section has large scale enemy spawns that zerg rush you with walkers, bombers, pods, and shocker balls.

Ninety-Nine Combo
This doesn't take too long at all in practice or time spent, and if you're intent on going for S or SS rank, it's required to get.

Extinction of the Robots
Just focus on maxing the game and this will unlock easily.

Primary Objective
Just play through the game and win once and this will unlock.

It's getting too hot!
This one is a bit trickier, but don't worry....I have a screenshot of a specific location you can use to reliably attempt it. BE WARNED, however, as you will likely need a fair number of repair kits to use and replace until the walker's been hit by the bombers enough to die.


It's a Long Story
Just watch every cut scene from start to finish without skipping and this will unlock.

Don't Come Back Again
As this is required to SS the stage, follow the videos in my walkthrough sections for tips on achieving this feat.

Close Combat Fighter
Just use your dash attack to finish off enemies every now and then and this will unlock. If you manage to unlock the Genesis Suit somehow before earning this achievement, the Genesis Suit's dash will insta kill just about any non-boss enemy out there, so feel free to load up a stage and just spam air and ground dashes.

Support A.R.E.S.
Just go into the achievements window and click the share button and it should unlock...But why not finish that FB share while you're at it?

Art of Destruction
Easier and cheaper to achieve after you've earned the unlimited grenades upgrade by beating the game once. Just spam HE grenades on enemies as much as possible.

Master of Stun
Easier and cheaper to achieve after you've earned the unlimited grenades upgrade by beating the game once. Just spam the EMP grenades on enemies as often as you can, and remember the electrical fans do NOT count.

Bookworm
Follow my datacubes section, and you shouldn't miss a single one (or if you did miss one, it should help you find which!), making this a relatively simple, if time consuming, achievement to unlock.

I Am Trashman
Either stockpile your resources early on to unlock this, or forget about it and focus on SS-ing the stages. I guarantee you either way, it will unlock before you've 99.9%'d this game.

Boss Headhunter
Not as hard as you may think. I highly suggest maxing out the Zytron Blaster for this, but it's not required. Please note that using the Zypher Cannon (Super or otherwise) or grenades will discredit you, even on the turrets for Stage 1's boss. Feel free to use repair kits liberally if needed, if you aren't also going for the 'no repair kits' achievement. This does NOT require consecutive succeses to be unlocked, and you can do them in any order you wish.

Unlimited Energy
Just play on Normal, preferably with the Super Zypher Cannon and/or maxed photon cannon, and you should have no trouble beating the stages without needing repair kits, as Zypher's energy return does not discredit you. Sadly, unlike the Unlimited Grenades upgrade with who this shares a naming similarity, this achievement/accomplishment does not give you infinite energy/HP.

You Should Have Two
As this is required to SS the stage, follow the videos in my walkthrough sections for tips on achieving this feat.

I am the Destroyer
Simply focus on maxing the stage rankings, and this should unlock in no time.

Die Another Day
Just play on Normal and play safely. As long as you aren't also going for Unlimited Energy, you shoiuld be able to freely use repair kits to make sure your health remains safely high...just be careful of any pits.

Fight with the Same Size
As this is required to SS the stage, follow the videos in my walkthrough sections for tips on achieving this feat.

Whatever Your Size Is
As this is required to SS the stage, follow the videos in my walkthrough sections for tips on achieving this feat.

Here is my True Strength
Simply focus on maxing the stage rankings, and this should unlock without too much trouble.

Soldier of the Universe
Simply focus on maxing the needed stage rankings, and this should unlock. If you struggle with this or any earlier ranking achievements, following the videos/screenshots/tips within my stage walkthroughs should help you get over any bumps...though you may need to put forth some time and effort to achieve that for some sections in certain stages.
17 Comments
rarestMeow 22 Apr, 2021 @ 7:38am 
thank you for this guide, it was extremely useful! =)
Ядерный Удар 10 Feb, 2016 @ 2:35pm 
good)
MооN _ShinE 17 Oct, 2015 @ 3:11pm 
should i ger rank SS for all stages for achievements or can i just make it in first stage?)
yourboiGFK 7 Jun, 2015 @ 12:59am 
OMG!!! That was an awesome guide!!! GREEEAT JOB!!! Extremelly usefull!
Eon  [author] 24 May, 2015 @ 4:07am 
Yes, I did mention it.

"This does NOT require consecutive succeses to be unlocked, and you can do them in any order you wish."

(Just noticed the typo. Top kek)
Cheevo Dust 7 Mar, 2015 @ 7:14am 
I found out something very important that you didn't mention, thought I'd share it. For the no dying achievement, you don't have to do that all in a row. You don't have to start at stage 1 and go through the game without dying, so long as you have a distinct playthrough of each level without dying it counts. You do have to restart the entire level each time you die though, if you return from a checkpoint it won't count it. I hope that saves someone some frustration going forward!
Byu Wraind Mai Zwei 26 Jan, 2015 @ 3:02pm 
Oops, I missed sth important :fscared:
>>For Stage 5, it's possible to get 99 hits by simply using Wave Emitter and kill all the enemies IN THE RED AREA without hurt.
Eon  [author] 26 Jan, 2015 @ 11:35am 
What....? Mate, my guide suggests how to get 99 hits, and its with the Wave Emitter. And I never suggested in my guide to try n get it on the boss, nor should you rush fighting him lol.

Also, as I specified you can't destroy the bottom two before form 2.

You basically just restated everything I said in Walkthrough - Stage 5 with slightly different wording O.o
Byu Wraind Mai Zwei 26 Jan, 2015 @ 3:57am 
Finally, got the Genesis Suit :Eddie:

For Stage 5, it's possible to get 99 hits by simply using Wave Emitter and kill all the enemies without hurt.
This can save some time you don't need to fight the boss in hurry.
Just make sure you must kill all the enemies in sight and pick up every material in the stage so that you have enough score.

For the final boss, when the turrets begin to smoke, better stand in the middle on the ground and fire your Zypher Cannon, this will destroy the bottom two easily and you can focus on the remain.
And since that Y-shape canon in the middle rotate anticlockwise, I suggest your next target is the turret on the top right and then the other.

If you do everything correctly and lose less then 200 HP during the boss fight, you can get S rank.
Eon  [author] 19 Jan, 2015 @ 7:39am 
Have you tried replicating what I did the videos? Unfortunately, I haven't played the game since I finished the guide, so I'm very rusty. I remember 3 and 4 were quite annoying, but one of them ended up becoming easier once I learned the fight and/or got upgrades, while the other remained annoyingly aggravating.

Which one is which, I cannot say lol. My best suggestion is try to unlock everything you can that doesn't require them being SS'd, and update everything possible. Once you've done that, use the gun in the video (obviously, since its the best by far), and just try n shoot/use grenades like the video does. Shouldn't be too difficult.