Mega Man Legends 2 Guide
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Mega Man Legends 2 Guide

by Estil   Updated on
================================
====Mega Man Legends 2 Guide====
================================

by Estil (aka Dittohead Servbot #24)
: http://megaman.retrofaction.com
: estilrumage@hotmail.com

======
Index:
======
1. Introduction
2. Game Mechanics
3. Mega Buster
4. Special Weapons
5. Body Parts
6. Normal Items
7. Key Items
8. Intro Stage
9. Abandoned Mines at Calinca Island
10. Forbidden Island
11. Pokte Village at Manda Island
12. First Key Ruins: Manda (Forest) Ruins
13. Ruminoa City at Nino Island & Calbania Island
14. Second Key Ruins: Nino (Water) Ruins
15. Kimotoma City at Saul Kada Island
16. Third Key Ruins: Saul Kada (Fire) Ruins
17. Yosyonke City at Calinca Island
18. Fourth Key Ruins: Calinca (Ice) Ruins
19. Elysium
20. Mother Zone
21. License Tests and Sub-Ruins
22. Sub-Quests
23. MegaMan's Reputation
24. Secrets and Tips
25. Legal


================
1. Introduction:
================
Welcome to the official Mega Man Network Guide for Mega Man Legends 2, the 
third installment in the Mega Man Legends series and the sequel of Mega Man 
Legends.  Refer to the index above for an easy reference guide, and go to 
http://megaman.retrofaction.com/mml/guides to find guides for all of the 
other games in the Mega Man Legends series.  Happy gaming.

SPECIAL NOTE TO PS2 USERS:
If you are playing this game on a PS2, set Texture Smoothing to ON (Smooth), 
but set Fast Loading Time to OFF (Standard).  Having Texture Smoothing on 
will give you much better, almost N64-quality, graphics.  Having Fast 
Loading Time on, however, may cause the game to crash occassionally when you 
try to leave the Inventory screen.

This guide was last revised on August 5, 2003.



==================
2. Game Mechanics:
==================

MegaMan 101
============
MegaMan Volnutt is again the star of the show and has basically the same 
functions as he did in the first Legends game, along with several brand new 
features.  First off, when MegaMan locks-on to an enemy, you will see a 
target appear, with red arrows if your Buster is out of range and yellow if 
your Buster is in range.  If you lock-on to a person, the target will be 
light blue triangles.  In addition, when your Life Gauge is fully depleted, 
it will begin to flash red.  That means that your next hit will kill you, so 
be extra careful until you can get an energy refill.

Although you no longer have to worry about a Shield, there are four 
different kinds of Special Damage you must be careful of:

ENERGY LEAK:
If you are hit by a green gas attack from an enemy or step on a purple panel 
(Elysium only), then you will won't be able to fire your Buster for a short 
time, and your Special Weapon energy will go down QUICKLY, unless it has 
infinite energy.  To stop the Special Weapon energy leak, just go to the 
menu and turn your Special Weapon off (to Lifter).

ELECTRIC:
If you land on an electrifed panel, you will have a very hard time running 
or jumping, but it won't take away any energy.  If you have the Light 
Barrier, the numbness will stop as soon as you leave the electtrifed panel.  
If you're wearing the Hover Shoes, then the electrifed panels won't hurt you 
at all.

FIRE:
If you are hit by a flame attack from an enemy or land on lava, you will 
catch on fire, which will slowly deplete your energy until the fire goes 
out.  If you have the Flame Barrier, you won't catch fire from enemy attacks 
and although you will still catch on fire if you're on lava, it will 
immediately go out as soon as you step out of it.  If you land on lava, 
you're energy will go down VERY quickly unless you're wearing the Asbestos 
Shoes.

BLUE FIRE:
If you are hit by blue fire or touch a blue fire floor, you will catch on 
blue fire which will slowly deplete your energy until it goes out, just like 
regular fire.  Unfortunatley, neither the Flame Barrier or Asbestos Shoes 
will protect you from it.


Roll 101
========
Roll Caskett is back and just like the first Legends game, can create 
Special Weapons, Shoes, and even the Adapter Plug out of parts you find or 
buy, and can also change or improve your Special Weapons.  You are only 
allowed to do all this if you talk to Roll inside the Flutter (or during the 
Birdbot Battles at Nino Island where she has her tools with her).  There is 
no Spotter's Car this time; the Flutter is your main source of 
transportation.  You can also give her money to make repairs and buy things 
for the Flutter.  Finally, you can even buy three presents for her from the 
General Store as well as several other Flutter furnishings.


Data 101
========
MegaMan's best friend is back and just like the first Legends game, he can 
recharge both your Life Gauge and Special Weapons Gauge, give you helpful 
advice, and most important of all, Data allows you to SAVE.  Each file you 
save takes up one block on a PSX Memory Card, and you can save up to five 
files.  If you are beaten (your Life Gauge runs completely out), you will 
have to start over from where you last saved.  So it is very important to 
save often, especially after completing major game objectives.


Terra 101
=========
Unlike in the other two Legends games that took place on only one island 
(Ryship in MOTB and Kattelox in Legends 1), this Legends installment takes 
place on six different islands.  You are only allowed to visit those islands 
with yellow arrows (islands you've previously visited) and the one marked 
with the red arrow (where you should go next).  Here is a list of every 
island in the game:

CALINCA ISLAND (Yosyonke City):
Very first island you visit, this is where Roll finds the dropship that will 
allow MegaMan to go to Forbidden Island.  Much later on, you will find the 
Fourth Key Ruins here at the Church.  In addition, you'll also find the Post 
Office where you receive your letters (five in all) as well as the 
Condominium where Joe stays to recover from his injuries.  Finally, the 
Church here is also one of two places where you can take the License Tests.

FORBIDDEN ISLAND:
This is where MegaMan must go to save Barrell and Bluecher aboard the 
Sulphur-Bottom that got caught in the maelstorm surrounding the island.  
This is also where you find Geetz and Sera who want you to get the Four Keys 
to the Mother Lode.  If you revisit Forbidden Island after clearing it, the 
maelstorm will have stopped and the entire island will be empty (including 
those who were stranded before).

MANDA ISLAND (Pokte Village):
This island is home to the First Key Ruins and the Class B Sub-Ruins.  In 
additon, you will also find the School where you can take quizzes with the 
Mayor and her two students for prizes.

NINO ISLAND (Ruminoa City):
This island is home of the Second Key Ruins, but cannot be explored until 
after you defeat the Birdbot forces here, then the Birdbot Fortress at 
Calbaina Island, and finally Glyde's Main Ship back here.  Finally, this is 
the other one of two places where you can take the License Tests.

CALBAINA ISLAND (Kito Village):
This island is not only home to the Birdbot Fortress that you must clear 
before going into the Second Key Ruins, but also the Class A Sub-Ruins.  In 
addition, this is also home of Shu and her two little twin brothers, Appo 
and Dah.

SAUL KADA ISLAND (Kimotoma City):
Home of the Third Key Ruins and the Class S Sub-Ruins, this island is also 
where you can compete at the Kimotoma Raceway (similar to the races you did 
in the first Legends game).


Flutter 101
===========
This is your form of transportation for this game.  Unlike the first Legends 
game, which only had MegaMan's, Roll's, and Barrell's bedrooms, along with 
the living room, the Flutter in this game has many, many more rooms in 
addition to the ones above.  There are several places inside the Flutter 
where you can find zenny and other Items as well.

BRIDGE (Deck 1, brown door with ship wheel):
This is where the Flutter is steered from, and where you will find both Roll 
and Data.  You can recharge and save with Data like usual, but by talking 
with Roll, you can have Special Weapons and other Items made from parts, as 
well as changing and improving of Special Weapons.

MEGAMAN'S ROOM (Deck 1, blue door with a "M"):
Inside MegaMan's Room, be sure to check inside the light blue chest next to 
his desk for 1000z.  If you bought the Comic Book and Game Cartridge from 
the General Store, you'll find them on the bed and on the brown crate 
nearest the door, respectively.

ROLL'S ROOM (Deck 1, red door with a "R"):
Here you can read Roll's Diary.  Entries in red are new ones that you 
haven't read yet.  Some entries are automatic, others only appear under 
certain circumstances.  Check the Legends 2 Game Script to find out what 
they all are.  If you bought any of Roll's Presents from the General Store, 
you'll find the Stuffed Doll on the couch, the Cushion in front of the 
couch, and the Model Ship flying around the room (leap up and grab on it to 
ride it if you'd like!).  If you bought the Houseplant from the General 
Store, you'll find it between the couch and bed.  If you bought the 
Wallpaper from the General Store, the room's walls will be in a red and 
white checkered design.

BARRELL'S ROOM (Deck 1, tan door with a "B"):
Here you can check Barrell's Files at the bookcase on the left wall.  There 
you can find out about Barrell's first visit to Forbidden Island, his 
discovery of MegaMan, the adventures on Kattelox Island from the first 
Legends game, and a Digger's Manual where you can find out the basics of 
being a Digger.  Be sure to check the nightstand next to Barrell's bed for a 
letter from Roll's mother, Matilda, from ten years ago.  Also, be sure to 
check Barrell's bed for 5000z and the dresser (with the Flutter model) for 
1000z.  If you bought the Vase from the General Store, it'll be between the 
bookcase and the desk.  If you bought the Painting from the General Store, 
it will be above the nightstand.

TOILET (Deck 2, tan door):
Here you will find the toilet, which if you bought the Toilet Cleaner from 
the General Store, will have blue water and a fresh scent if you check it.

STORAGE ROOM (Deck 2, blue door):
Here, check the large blue chest for the Broken Motor.

LIVING ROOM (Deck 2, orange door):
Here you will find the new TV and the Newspaper that you can read (if you 
bought them).

BATHROOM (Deck 2, left door from Living Room):
Here you will find the Flutter's bathtub, which is only used for a 
Sub-Quest.

KITCHEN (Deck 2, right door from Living Room):
If you bought the Refrigerator, you can check it and get a Picnic Lunch, 
which will fully recharge your Life Gauge.  You can only carry one at a 
time, but you can come back for another one after you use it.

ENGINE ROOM (Deck 3, green door):
This room has the Flutter's engine.  Check the small wall panel on the right 
for 2000z.

HANGER (Deck 3, blue door):
This is where the dropship from Yosyonke is stored when it's not used.  The 
red door in the back leads to the Lab.

LAB (Deck 3, red door at the Hanger):
This is the lab where Roll works.  Check the desk here for the Rapid Fire.


Sulphur-Bottom 101
==================
This gigantic ship serves as Bluecher's home base and where you go to turn 
in each of the Four Keys to the Mother Lode (go to Bluecher's Office with 
each Key).  The Flutter is parked at Deck 3, where you can also find a Junk 
Shop in the northwest corner.  Be sure to also check the single red crate 
next to the green pillar to the right of the double doors here for the Heavy 
Duty Gear, and also check the group of four red crates on the west wall for 
1000z.  Then check the northeast stack of crates nearest the Flutter for 
1800z.  Also be sure to check the plant inside the southeast room of Deck 1 
for 500z and the plant inside Bluecher's Office for 2000z.


Zenny 101
=========
This is the currency in the MegaMan Legends world and can be earned by 
either winning Sub-Quests, selling Items, or defeating enemies.  Enemies can 
also sometimes leave red Energy Cubes; small ones will refill one Unit of 
Energy, large ones will refill three.  Now enemies can sometimes leave blue 
Weapon Prisms, which will refill some of your Special Weapon energy.  Zenny 
from defeated enemies comes in six denominations:

Purple: 500z
Red: 300z
Pink: 250z
Yellow: 100z
Green: 50z
White: 10z



===============
3. Mega Buster:
===============
The Mega Buster is MegaMan's main weapon and is on his left arm.  There are 
31 Buster Parts in all.  Unlike in the first Legends game, there are no 
Buster Parts that are assembled from parts; all the Buster Parts here come 
ready to use when bought or found.  You are only allowed to equip two 
different Buster Parts at a time until you acquire the Adapter Plug later in 
the game that will allow you to equip three Buster Parts at once.  The Mega 
Buster can fire an infinite number of shots and how effective the shots are 
in combat depends on the following ratings (all four ratings are on a scale 
from 0-7):

Attack (A): How powerful the shots are.  In addition, this determines the 
size and color of the Buster shots:
0: Small Pink
1: Large Pink
2: Small Green
3: Large Green
4: Small Yellow
5: Large Yellow
6: Small Blue
7: Large Blue
Energy (E): How many shots can be on screen at once:
0: 3
1: 4
2: 5
3: 6
4: 7
5: 8
6: 9
7: INFINITE
Range (R): How far the shots can go.
Rapid (D): How fast the shots fire.

BUSTER PARTS THAT CAN BE BOUGHT FROM THE JUNK STORE:
(avaiable at the start of the game):
Power Raiser (A:+2): 1600z
Turbo Charger (E:+2): 800z
Range Booster (R:+2): 1200z
(after completing Forbidden Island):
Blaster Unit (A:+1/E:+2): 3000z
Buster Unit (A:+1/R:+2): 4000z
Autofire Unit (E:+2/D:+1): 2500z
(after collecting the First Key):
Upgrade Pack (A/E/R:+1): 4000z
Booster Pack (A/E/D:+1): 4000z
(after giving the Second Key to Bluecher):
Power Raiser Alpha (A:+4): 16,000z
Turbo Charger Alpha (E:+4): 8000z
Rapid Fire Alpha (D:+4): 10,000z
(after giving the Third Key to Bluecher):
Blaster Unit Omega (A:+2/E:+3): 10,000z
Buster Unit Omega (A:+2/R:+3): 10,000z
Power Blaster Omega (A:+3/D:+2): 25,000z
(after giving the Fourth Key to Bluecher):
Power Raiser Omega (A:MAX): 800,000z
Range Booster Omega (R:MAX): 600,000z
Rapid Fire Omega (D:MAX): 500,000z
Upgrade Pack Omega (A:+1/E:+3/R:+3): 35,000z

BUSTER PARTS THAT CAN BE FOUND INSIDE THE RUINS:
Turbo Charger Omega (E:MAX): Found inside the Fourth Key Ruins.
Range Booster Alpha (R:+4): Found inside the Second Key Ruins.
Rapid Fire (D:+2): Found inside the small tan desk inside the Flutter's Lab.
Power Blaster (A:+2/D:+1): Found inside the Second Key Ruins.
Sniper Unit (E:+1/R:+2): Found inside the Class A Sub-Ruins.
Sniper Unit Omega (E:+2/R:+3): Found inside the Defense Area of Elysium.
Autofire Unit Omega (E:+3/D:+2): Found inside the Third Key Ruins.
Energizer Pack (E/R/D:+1): Won from the Mayor's Quiz at Pokte Village.
Booster Pack Omega (A:+3/E:+3/D:+1): Found inside the Defense Area of 
Elysium.
Energizer Pack Omega (E:+3/R:+1/D:+3): Found inside the Defense Area of 
Elysium.
Accessory Pack (A/E/R/D:+1): Found inside the Birdbot Fortress.
Accessory Pack Alpha (A/E/R:+2/D:+1): Found inside the Side Area of Elysium.
Accessory Pack Omega (A/E/R/D:MAX): Available from the very start and 
automatically equipped when playing on Easy Mode.



===================
4. Special Weapons:
===================
There are 15 Special Weapons in this game and are each made from two 
different parts.  All the Special Weapons from the first Legends game return 
(except for the Grenade Arm and Grand Grenade) along with five brand new 
Special Weapons!

Special Weapons are assembled and equipped by Roll inside the Flutter.  You 
are only allowed to have one Special Weapon equipped at a time and you can 
only switch Special Weapons whenever you talk to Roll.  Unlike in the first 
Legends game, where none of the weapons allowed you to move while using, 
some of these Special Weapons will allow you to move while using it.  Each 
weapon has five ratings:
Attack (A): How powerful the shots are.
Energy (E): How much ammo your weapon has.
Range (R): How far the shots can go.
Rapid (D): How fast the shots can fire.
Special (S): Varies with each Special Weapon.

A new feature for the Special Weapons is that each one has two gauges, green 
and blue.  The green gauge depletes as you fire the Special Weapon, and once 
the green gauge runs out, you cannot fire that weapon until it replenishes 
itself.  The blue gauge represents the Special Weapon's energy, and is 
depleted whenever the green gauge reloads.  When the blue gauge runs dry, 
you cannot fire that Special Weapon anymore period (until you get it 
refilled, of course).

If a Special Weapon's rating can be upgraded, it can be upgraded up to three 
levels.  Otherwise, the rating cannot be upgraded at all.  Here is a list of 
all the Special Weapons, the parts needed, what they do, how much it costs 
to upgrade each rating and how much it is upgraded (most Special Weapons 
will not allow you to upgrade ALL ratings, however).

CRUSHER:
Parts: Soft Ball, Taser
Legends 1 equivalent: New weapon
Special Rating: Time fireball remains
Move While Firing?: No
Use: This will launch a large pink fireball that will suck in nearby enemies 
and deal serious damage.
Ratings:
A: 100,000z-->1,000,000z-->3,000,000z
E: 75,000z-->95,000z-->115,000z (MAX)
R: -0-
D: -0-
S: 100,000z-->800,000z-->3,000,000z

BUSTER CANNON:
Parts: Thick Pipe, Artillery Notes (Mechanical Notes #2)
Legends 1 equivalent: New weapon
Special Rating: None
Move While Firing?: No
Use: This will fire a small blue beam one at a time that tracks the nearest 
target, and cause you to get kicked back a little.  This weapon is most 
useful for the Birdbot battles at Nino Island and at the Birdbot Fortress at 
Calbania Island.
Ratings:
A: 30,000z-->50,000z-->500,000z
E: 30,000z-->60,000z-->120,000z (MAX)
R: 30,000z-->50,000z-->60,000z
D: -0-
S: -0-

HYPER SHELL:
Parts: Rusty Bazooka, Firecracker
Legends 1 equivalent: Powered Buster
Move While Firing?: No
Special Rating: Wider explosive power when enemy is hit
Use: Fires a large, powerful missle like a bazooka.  You can only fire one 
missle at a time.  If an enemy is hit, it will create an explosive shockwave 
that will take out other nearby enemies as well.
Ratings:
A: 60,000z-->100,000z-->200,000z
E: 30,000z-->60,000z-->120,000z (MAX)
R: 25,000z-->75,000z-->120,000z
D: -0-
S: 10,000z-->50,000z-->100,000z

HOMING MISSLE:
Parts: Bottle Rocket, Radar Notes (Mechanical Notes #1)
Legends 1 equivalent: Active Buster
Special Rating: Homing capacity
Move While Firing?: Yes
Use: This fires a small missle that can track its target.
Ratings:
A: 10,000z-->120,000z-->1,000,000z
E: 15,000z-->30,000z-->500,000z (INFININTE)
R: 5000z-->30,000z-->60,000z
D: 10,000z-->30,000z-->100,000z
S: 10,000z-->30,000z-->1,000,000z

GROUND CRAWLER:
Parts: Bowling Ball, Rusted Mine
Legends 1 equivalent: New weapon
Special Rating: Homing capacity
Move While Firing?: Yes
Use: Fires bombs that roll along the ground and explode after a short time.  
It can also track the nearest target.
Ratings:
A: 2000z-->4000z-->6000z
E: 3000z-->5000z-->7000z (MAX)
R: 1000z-->1500z--->2000z
D: 1500z-->2500z-->3500z
S: 5000z-->7500z-->18,000z

VACUUM ARM:
Parts: Broken Motor, Broken Vaccum
Legends 1 equivalent: Vacuum Arm
Special Rating: Suction speed
Move While Firing?: No
Use: This will allow to suck up nearby zenny, Energy Cubes, and Weapon 
Prisms, just like a vacuum cleaner!
Ratings:
A: -0-
E: 1000z-->10,000z-->100,000z (INFINITE)
R: 1000z-->2000z-->4000z
D: -0-
S: 1000z-->2000z-->5000z

REFLECTOR ARM:
Parts: Superball, Bomb Schematic
Legends 1 equivalent: New weapon
Special Rating: None
Move While Firing?: Yes
Use: Fires similar to a BB gun at first, but can bounce off a wall and 
explode.
Ratings:
A: 5000z-->7000z-->35,000z
E: 4000z-->5500z-->7000z (MAX)
R: 2000z-->3000z-->5000z
D: 3000z-->4500z-->6000z
S: -0-

SHIELD ARM:
Parts: Shield Generator, Shield Notes (Mechanic Notes #5)
Legends 1 equivalent: Shield Arm
Special Rating: None
Move While Firing?: Yes
Use: When activated, this will create an aurora around you that will protect 
you from most enemy attacks.  You cannot use your Buster while the aurora is 
active.
Ratings:
A: -0-
E: 12,000z-->15,000z-->18,000z (INFININTE)
R: -0-
D: -0-
S: -0-

BLADE ARM:
Parts: Zetsabre, Beamblade Notes (Mechanic Notes #4)
Legends 1 equivalent: Blade Arm
Special Rating: None
Move While Firing?: No
Use: Back from the first Legends game, but much cooler looking this time!  
This is a rainbow colored beam sabre that is just like Zero's Z-Sabre from 
the X Series!  By tapping the Special Weapon button twice, you can create a 
very cool three swipe combo!
Ratings:
A: 100,000z-->300,000z-->500,000z
E: 10,000z-->50,000z-->200,000z (INFINTE)
R: 50,000z-->200,000z-->600,000z
D: -0-
S: -0-

SHINING LASER:
Parts: Laser Manual, Green Eye
Legends 1 equivalent: Shining Laser
Special Rating: None
Move While Firing?: No
Use: Just like in the first Legends game, this is by far the most powerful 
weapon in this game.  This fires a large laser that can cut through multiple 
targets and can eliminate nearly all enemies in one shot and take out bosses 
(even the Final Boss) in a matter of seconds.
Ratings:
A: 50,000z-->500,000z-->5,000,000z
E: 100,000z-->1,000,000z-->9,999,999z (INFINITE)
R: 100,000z-->500,000z-->1,000,000z
D: -0-
S: -0-

MACHINE GUN ARM:
Parts: Long Barrel, Broken Model Gun
Legends 1 equivalent: Machine Buster
Special Rating: None
Move While Firing?: Yes
Use: This will fire small bullets just like a machine gun!  You can even see 
the bullet shells pop out of the gun just like a real one!
Ratings:
A: 3000z-->30,000z-->100,000z
E: 5000z-->15,000z-->25,000z (MAX)
R: 1000z-->5000z-->10,000z
D: 2000z-->20,000z-->50,000z
S: -0-

SPREAD BUSTER:
Parts: Sower, Spreadfire Notes (Mechanic Notes #3)
Legends 1 equivalent: Spread Buster
Special Rating: Can fire in five directions instead of three when upgraded.
Move While Firing?: Yes
Use: Fires just like the Buster, but fires in three directions.  Ratings:
A: 10,000z-->20,000z-->30,000z
E: 10,000z-->15,000z-->18,000z (MAX)
R: 6500z-->8000z-->10,000z
D: 5000z-->7500z-->9000z
S: 100,000z (upgrades to MAX rating immediately)

AQUA BLASTER:
Parts: None
Legends 1 equivalent: New weapon
Special Rating: None
Move While Firing?: No
Use: The very first Special Weapon you have.  You can put out fires with it. 
  That's basically about it.  Can be used only in the Intro Stage and during 
the Glyde's Main Ship battle.
Ratings:
A: -0-
E: INFININTE
R: -0-
D: -0-
S: -0-

HUNTER SEEKER:
Parts: Sensor, Autofire Notes (Mechanic Notes #6)
Legends 1 equivalent: Splash Mine
Special Rating: Time before mine goes off
Move While Firing?: Yes
Use: Fires a small mine that stops, floats in the air, and then explodes 
after a short time.  You can only fire one at a time.  Ratings:
A: 10,000z-->15,000z-->30,000z
E: 10,000z-->20,000z-->30,000z (MAX)
R: -0-
D: -0-
S: 10,000z-->100,000z-->500,000z

DRILL ARM:
Parts: Broken Drill, Heavy Duty Gear
Legends 1 equivalent: Drill Arm
Special Rating: None
Move While Firing?: No
Use: Used to drill through weak walls inside the First Key Ruins and Second 
Key Ruins, and the dirt wall inside the Class B Sub-Ruins.  Just like in the 
first Legends game, it can also knock away the Shields from the Shield 
Reaverbots.
Ratings:
A: 1000z-->2000z-->3000z
E: 1000z-->1500z-->2000z
R: -0-
D: -0-
S: -0-



==============
5. Body Parts:
==============
HELMET:
Normal Helmet: Guards against knockdown.  Found inside the First Key Ruins.
Padded Helmet: This will allow to easily tumble dodge attacks when hit more 
than once.  Available at a Junk Shop for 10,000z after giving the Second Key 
to Bluecher.

ARMOR:
Normal Armor: Guards against knockdown.  Available at a Junk Shop for 3500z 
right at the start of the game.
Padded Armor: Reduces damage by 25%.  Available at a Junk Shop for 15,000z 
after completing Forbidden Island.
Padded Armor Omega: Reduces damage by 25% and guards against knockdown.  
Available at a Junk Shop for 25,000z after giving the First Key to Bluecher.
Link Armor: Reduces damage by 50%.  Available at a Junk Shop for 40,000z 
after giving the Second Key to Bluecher.
Link Armor Omega: Reduces damage by 50% and guards against knockdown.  
Available at a Junk Shop for 60,000z after giving the Third Key to Bluecher.
Kevlar Armor: Reduces damage by 75%.  Available at a Junk Shop for 80,000z 
after giving the Fourth Key to Bluecher.
Kevlar Armor Omega: Reduces damage by 75% and guards against knockdown.  
Available at a Junk Shop for 100,000z after completing the Defense Area of 
Elysium.

SHOES:
Jet Skates: These allow you to skate very fast making travel quicker and 
easier.  You can also skate off a ledge or hill and make a long jump.  Made 
from the Old Hoverjets and Rollerboard.
Hover Shoes: Designed especially for the First Key Ruins, these will protect 
you from electrifed floors.  Made from the Light Chip.
Hydro Jets: Designed especially for the Second Key Ruins, these will allow 
you to use Jet Skates underwater.  Made from the Aqua Chip.
Asbestos Shoes: Designed especially for the Third Key Ruins, these will 
prevent you from remaining on fire after stepping out of lava (you'll still 
be on fire while standing in the lava, though).  Made from the Resistor 
Chip.
Cleated Shoes: Designed especially for the Fourth Key Ruins, these will 
prevent you from sliding on icy surfaces.  Made from the Spike Chip.



================
6. Normal Items:
================
BIONIC PARTS:
These add an additional point to your Life Gauge capacity.
6: 1000z
7: 5000z
8: 10,000z
9: 30,000z
10: 50,000z

ENERGY CANTEEN:
Can be bought at the Junk Shop for 600z and includes 5 extra units of 
Energy.  Refills cost 500z.  This allows you to refill your Life Gauge at 
any time.  Extra Packs can also be purchased at the Junk Shop (and include a 
free refill of the Canteen):
6: 3000z
7: 4000z
8: 5000z
9: 6000z
10: 7500z
11: 10,000z
12: 12,500z
13: 15,000z
14: 17,500z
15-99: 20,000z each

MEDICINE BOTTLE:
Can be bought at the Junk Shop for 6400z and includes five units.  Refills 
cost 500z.  This allows you to heal special damage.  Extra Medicine Packs 
can also be purchased at the Junk Shop (and include a free refill of the 
Bottle):
6: 9000z
7: 10,500z
8: 12,000z
9: 13,500z
10: 15,000z
11: 16,500z
12: 18,000z
13-99: 20,000z

OTHER POWER-UPS:
Hyper Cartridge: Will fully recharge your Special Weapon energy.  Available 
at a Junk Store for 2000z after giving the First Key to Bluecher.
Picnic Lunch: Will fully recharge your Life Gauge.  Found inside Flutter.
Fried Chicken: Will fully recharge your Life Gauge.  Found inside the 
Birdbot Fortress.

ROLL'S PRESENTS (from General Store):
(after defeating Tron's Crabbot in Pokte Village):
Stuffed Animal: 5000z
Model Ship: 100,000z
(after giving the First Key to Bluecher):
Cushion: 20,000z

FLUTTER FURNISHINGS (from General Store):
(after completing Forbidden Island):
Toilet Cleaner (Toilet Room): 1500z
(after collecting the First Key):
Houseplant (Roll's Room): 5000z
Comic Book (MegaMan's Room): 1200z
Vase (Barrell's Room): 30,000z
(after giving the Second Key to Bluecher):
Wallpaper (Roll's Room): 45,000z
Painting (Barrell's Room): 60,000z
Game Cartridge (MegaMan's Room): 40,000z

BARRIERS:
Light Barrier: Will protect you from electrical attacks and render 
electrified panels harmless.  Can be bought for 50,000z at a Junk Store 
after giving the First Key to Bluecher.
Flame Barrier: Will protect you from fire attacks (but NOT blue fire attacks 
from the Fourth Key Ruins) and you will not remain on fire after stepping 
out of lava.  Can be bought for 150,000z at a Junk Store after giving the 
Second Key to Bluecher.

SHOE DEVELOPMENT ITEMS:
Rollerboard: One of two parts needed to make the Jet Skates.  Can be bought 
at a Junk Store for 3000z.
Old Hoverjets: One of two parts needed to make the Jet Skates.  Found inside 
the Abandoned Mine at Yosyonke.
Light Chip: Needed to make the Hover Shoes.  Can be bought for 30,000z at a 
Junk Store.
Aqua Chip: Needed to make the Hydrojets.  Can be bought for 10,000z at a 
Junk Store after giving the First Key to Bluecher.
Resistor Chip: Needed to make the Asbestos Shoes.  Can be bought for 
200,000z at a Junk Store after giving the First Key to Bluecher
Spike Chip: Needed to make the Cleated Shoes.  Found at Yosyonke City after 
defeating the Gomoncha.

SPECIAL WEAPON DEVELOPMENT ITEMS:
Joint Plug: Needed to make the Adapter Plug.  Can be bought at a Junk Store 
for 100,000z after defeating Glyde's Main Ship at Nino Island.
Broken Vacuum: One of two parts needed to make the Vacuum Arm.  Found at 
Yosyonke City.
Broken Motor: One of two parts needed to make the Vacuum Arm.  Found inside 
the Flutter.
Long Barrel: One of two parts needed to make the Machine Gun Arm.  Can be 
bought at a Junk Store for 1000z after completing Forbidden Island.
Broken Model Gun: One of two parts needed to make the Machine Gun Arm.  
Found inside the Abandoned Mines at Calinca Island.
Broken Drill: One of two parts needed to make the Drill Arm.  Found at Pokte 
Village.
Heavy Duty Gear: One of two parts needed to make the Drill Arm.  Found 
inside the Sulphur-Bottom.
Bowling Ball: One of two parts needed to make the Ground Crawler.  Found at 
Pokte Village.
Rusted Mine: One of two parts needed to make the Ground Crawler.  Found 
inside the First Key Ruins.
Bottle Rocket: One of two parts needed to make the Homing Missle.  Can be 
bought at a Junk Store for 1000z after completing Forbidden Island.
Superball: One of two parts needed to make the Reflector Arm.  Can be bought 
at a Junk Store for 500z after giving the Second Key to Bluecher.
Bomb Schematic: One of two parts needed to make the Reflector Arm.  Found 
inside the Class B Sub-Ruins.
Thick Pipe: One of two parts needed to make the Buster Cannon.  Found inside 
the First Key Ruins.
Green Eye: One of two parts needed to make the Shining Laser.  Found inside 
the Defense Area of Elysium.
Laser Manual: One of two parts needed to make the Shining Laser.  Found 
inside the Fourth Key Ruins.
Sower: One of two parts needed to make the Spread Buster.  Found inside the 
Second Key Ruins.
Taser: One of two parts needed to make the Crusher.  Can be bought from the 
Shady Dealer at Kimotoma City for 10,000z.
Soft Ball: One of two parts needed to make the Crusher.  Found inside the 
Third Key Ruins.
Zetsabre: One of two parts needed to make the Blade Arm.  Won from the 
Mayor's Ultimate Quiz at Pokte Village or purchased from the Mayor for 
2,000,000z.
Shield Generator: One of two parts needed to make the Shield Arm.  Found 
inside the Fourth Key Ruins.
Rusty Bazooka: One of two parts needed to make the Hyper Shell.  Found 
inside the Class A Sub-Ruins.
Firecracker: One of two parts needed to make the Hyper Shell.  Given by the 
Guildmaster's Assistant after defeating Glyde at Nino Island.
Sensor: One of two parts needed to make the Hunter Seeker.  Found inside the 
Class S Sub-Ruins.

MECHANIC NOTES:
Radar Notes (#1): One of two parts needed to make the Homing Missle.  Found 
in Yosyonke City.
Artillery Notes (#2): One of two parts needed to make the Buster Cannon.  
Found inside the Class B Sub-Ruins.
Spreadfire Notes (#3): One of two parts needed to make the Spread Buster.  
Found inside the Second Key Ruins.
Beam Blade Notes (#4): One of two parts needed to make the Blade Arm.  Found 
inside the Third Key Ruins.
Shield Notes (#5): One of two parts needed to make the Shield Arm.  Found 
inside the Third Key Ruins.
Autofire Notes (#6): One of two parts needed to make the Hunter Seeker.  
Found inside the Class S Sub-Ruins.

MYSTERY ITEMS:
Reaverbot Eye: Can be bought from the Shady Dealer at Kimotoma City for 
100,000z, and then can be resold to the Junk Store owner (must use back 
door) at Yosyonke City for up to 300,000z.
Cute Piggy: Given by Shu after rescuing her from the Birdbot Fortress.  Can 
either be sold for 5000z or given to the Pig Farmer at Nino Island (she says 
she'll turn him into bacon, but changes her mind and keeps him as a pet 
instead).
Reaverbot Claw: Given by the Junk Store owner at Yosyonke from the back 
door.  Can be sold to the Shady Dealer at Kimotoma for 50,000z.
Notes: Won from the Older Student's First Quiz at Pokte Village.  Give this 
to Shu at Kito Village after clearing the Birdbot Fortress.
Pencil: Won from the Younger Student's First Quiz at Pokte Village.  Give 
this to Shu at Kito Village after clearing the Birdbot Fortress.
Textbook: Won from the Mayor's Quiz at Pokte Village.  Give this to Shu at 
Kito Village after clearing the Birdbot Fortress.
Pokte Tea: Won from the Older Student's Second Quiz at Pokte Village.  Can 
be sold at any Junk or General Store for 2500z.
Mug: Won from the Older Student's Third Quiz at Pokte Village.  Can be sold 
at any Junk or General Store for 12,500z.
Pokte Pastry: Won from the Older Student's Fourth Quiz at Pokte Village.  
This will fully recharge your Life Gauge.
Candy Apple: Won from the Younger Student's Second Quiz at Pokte Village.  
This will recharge half your Life Gauge.
Candy Bar: Won from the Younger Student's Third Quiz at Pokte Village.  This 
will recharge half your Life Gauge.
Strange Juice: Won from the Younger Student's Fourth Quiz at Pokte Village.  
This will recharge half your Life Gauge.

REFRACTORS:
These are the main prizes for defeating the boss of the three Sub-Ruins.  
These can be sold at any Junk or General Store for the specified value:
Refractor B: 30,000z
Refractor A: 50,000z
Refractor S: 100,000z



=============
7. Key Items:
=============
THE FOUR KEYS TO THE MOTHER LODE:
First Key: Key to the Mother Lode; found on Manda Island.
Second Key: Key to the Mother Lode; found on Nino Island.
Third Key: Key to the Mother Lode; found on Saul Kada Island.
Fourth Key: Key to the Mother Lode; found on Calinca Island.

DIGGER'S LICENSES:
Class C License (Easy Mode only): License needed to enter Class C ruins.
Class B License: License needed to enter Class B ruins.
Class A License: License needed to enter Class A ruins.
Class S License: License needed to enter Class S ruins.
Class SS License (Very Hard Mode only): License given to high-level Diggers.

QUEST ITEMS:
Adapter Plug: Made from the Joint Plug, this will allow you to equip three 
Buster Parts simutaneously instead of just two.
Rebreather: Allows MegaMan to breathe underwater inside the Second Key 
Ruins.
Refractor: Found in the Abandoned Mines and used to power the dropship for 
Forbidden Island.
Blue Card Key: Used to unlock the second half of the First Key Ruins.
Door Card Key 1, 2, & 3: Used to unlock the gates inside the Birdbot 
Fortress at Calbania Island.
Water Key 1 & 2: Used to unlock the door to the Second Key inside the Second 
Key Ruins.
Blue & Red Bonne Keys: Used to unlock the gates of Kimotoma City.
First Floor Key: Used to unlock the final door of the Third Key Ruins.
Train Key: Used to unlock the Train at Yosyonke.
Blue and Red Barrier Keys: Used to unlock the barriers in the Fourth Key 
Ruins.
Last Room Key 1, 2, & 3: Used to unlock the boss door of the Fourth Key 
Ruins and the Fourth Key.
Giant Refractor: Used to unlock the elevator at Elysium which will give you 
a shortcut to the Central Area.

LETTERS:
Twins' Letter 1: First Letter from Appo and Dah.
Twins' Letter 2: Second Letter from Appo and Dah.
Twins' Letter 3: Third Letter from Appo and Dah.
Servbot Letter 1: First letter from the Servbots.
Servbot Letter 2: Second letter from the Servbots.



===============
8. Intro Stage:
===============
This Intro Stage is a little different than what you're used to from the 
other two MegaMan games.  In the other two Legends games, the Intro Stage 
was designed to get you used to the basic controls for that game.  This 
time, there's a seperate Tutorial Level at the Title Screen that will teach 
you the basic controls.

In the Intro Stage of this game, you must save Data from a kitchen fire in 
the Flutter.  To do so, you must put out all the fires in all three rooms 
(hallway, Living Room, Kitchen).  To put out the fire, just lock-on to each 
fire and fire away with your Aqua Blaster until it goes out.  You'll only be 
able to use it for a few seconds at a time, and if it's green energy meter 
runs dry, you must give it a few seconds to recharge.  You must put out all 
the fires in each room before you can move on to the next.  In the Kitchen, 
if Data catches on fire, you better put it out or else Data might slam into 
you in panic!  After finishing this level (regardless of whether or not you 
put out the fires before Roll turned the sprinklers on), you'll move on to 
the next phase of this game.  Later, talk to Roll to pay to have the Living 
Room and Kitchen repaired, which will cost 2000z-8000z depending on how 
quickly you put out all the fires.



=====================================
9. Abandoned Mines at Calinca Island:
=====================================

Pre-Abandon Mines Walkthrough
=============================
After landing on Calinca Island, go directly north from where you're facing 
towards the green sign to enter the town.  You'll then see a sign with an 
arrow that reads "Junk Shop".  Go inside and after the conversation, leave.  
Before meeting up with Roll again however, check around town for some cash 
and some Items.  First, check the Trash Can to the right of the General 
Store (to the right of the Junk Store) for the Mechanical Notes #1.  Now go 
inside the northeast House (the one with a woman in a red coat inside).  
Check the glass case between the bookcases for the Broken Vacuum.  Leave 
this house and check behind it for a Trash Can with 1000z inside.

Now you're ready to meet up with Roll who is waiting in front of the big 
Storage Building (Joseph's Lab) next to the Flutter.  Talk with Roll and 
tell her not to worry, that her father is alive.  Now both of you will go 
inside and see a dropship that looks just like the one in Roll's plans, 
along with Joe's daughter who says that her father Joe went to the Abandoned 
Mines to get a Refractor for the dropship.  Leave Joseph's Lab and head 
south towards the brown gate near the Flutter.  Now go east along the 
railroad track and take out any Reaverbots that pop out (but be careful not 
to shoot Roll!) on your way to the Abandoned Mines entrance.


Abandoned Mines Walkthrough
===========================
Upon entering, follow Roll east and then north to the door Roll is standing 
next to.  The south room here doesn't have anything so enter the northern 
door.  You can follow Roll east and then east again to the Elevator if you'd 
like, but if you want a Special Weapon part (and a little cash), go through 
the northern door instead of east.  Take out the two Green Reaverbots and 
proceed to the northern door (the eastern room is empty).  Now proceed east 
(there's only one way to go now) and take out another Green Reaverbot.  Now 
enter the next door east and destroy two more Green Reaverbots.  Continue 
south until you find a Treasure Box with the Broken Model Gun.  Now, make 
your way back to where Roll was (go to the room that's green on your map and 
has a blue and black square; that marks where the Elevator is).  Now go down 
this Elevator to the next part of the Abandoned Mines.

This time, you do not have a Map for this part of the Abandoned Mines 
(except for where you've already visited), so pay close attention to my 
directions.  Go west to the door directly in front of the Elevator to find a 
small room with two Treasure Boxes and a Green Reaverbot.  The left Treasure 
Box has 300z and the right one has 100z.  Leave this room and head south.  
Defeat the Walking Reaverbot and turn west down a long hallway to another 
Walking Reaverbot and a door.  Enter to find a Treasure Box with 500z.  
Leave and proceed north to find another pair of Green Reaverbots and two 
ways to go, straight north and west.  Go north first.  At the Walking 
Reaverbot, defeat it and go east to find and defeat another one if you want 
the extra zenny.  Now go through the door just west of the Walking Reaverbot 
and collect the Old Hoverjets inside the Treasure Box.  Once the trio of 
Green Reaverbots that dropped by are defeated, leave and go back south and 
then west down the path you ignored before.  Enter the door and go down the 
Elevator inside.  Enter the next door and you'll find an injured Joe and a 
blue Refractor.  You'll now have to go through the next room east to face 
the boss.


Boss
====
HAMMER BARREL REAVERBOT:
This boss looks kinda like a walking half barrel with hammer-like arms.  In 
any event, your first boss in this game, as expected, is quite easy.

ATTACKS:
1. If you get too close to the front, the boss will smash the ground (or you 
perhaps!) and create a blue shockwave.  Just leap over the shockwave and 
you'll be fine.  The boss will also shake before unleashing this attack, so 
be ready when he does.
2. Sometimes, the boss will simply try to swat you away like a bothersome 
insect!
3. (<2/3 energy) The boss will begin to use a much smaller, one handed 
yellow shockwave, but it doesn't go very far.

HOW TO DEFEAT THE HAMMER BARREL REAVERBOT:
You can just circle and fire to defeat the boss, since it can be hurt 
anywhere you shoot it.  But you'll deliver a lot more damage if you can hit 
its red tail.  You'll know you hit the tail if the boss grabs it with its 
hands after you blast it.  Keeping locked on to the boss and circling is the 
best way to get a good shot on its weak spot.  Either way, the boss is not 
very hard at all.


Walkthrough (continued)
=======================
After defeating the Reaverbot Boss and collecting the zenny, go back to Joe 
and you find that Roll came to check on him.  Talk with the pair and then 
collect the refractor.  After talking with Joe in the Hospital (or 
Condominum) and getting his permission to use his dropship, go back to the 
Flutter and head for Forbidden Island.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

BODY PART:
1. Old Hoverjets

SPECIAL WEAPONS PARTS:
1. Mechanical Notes #1 (Radar Notes)
2. Broken Vacuum
3. Broken Model Gun

ZENNY:
1. 1000z
2. 300z
3. 100z
4. 500z



=====================
10. Forbidden Island:
=====================

Walkthrough
===========
With the Refractor in hand and after Joe gives you and Roll permission to 
use his dropship, head back to the Flutter and have Roll take you to 
Forbidden Island using the new dropship.

After landing on Forbidden Island, proceed north and defeat several Cricket 
Reaverbots that will pop out of the snow.  After defeating them, you'll find 
a few people frozen in snow as well as a mysterious woman unconscious inside 
another dropship.  Proceed north past that dropship and continue north.  
You'll soon come across a Person Reaverbot that will start attacking you if 
you hit it or if you run into it.  After defeating (or ignoring if you'd 
like) it, you'll find a pair of Person Reaverbots and then one more before 
you reach the boss.


Boss
====
WOLF REAVERBOT:
This is the mini-boss of Forbidden Island.

ATTACKS:
1. Its only real attack is that it will run around you in a circle and then 
try to pounce on you.  Just leap or move aside quickly to avoid being 
pounced on.
2. This is not really an attack, but rather a defensive advantage; it has a 
big hole in its middle that your Buster shots can pass through without 
hurting it.

HOW TO DEFEAT THE WOLF REAVERBOT:
Simply keep locked-on it and blast away (it will be knocked down for about 
one second after you hit it) while it's running.  Avoid being pounced on and 
be mindful of the big hole in the boss' center.  Again, a pretty easy boss.


Walkthrough (continued)
=======================
Now continue north (and take out any Gray Reaverbots that pop out and try to 
get in your way) until you find a big hill of snow.  A Mammoth Reaverbot 
will pop out of the snow hill!  Defeat it and proceed east and you'll find 
two others hiding in nearby snow hills.  Go past the metal pole ahead and 
continue east to find more Mammoth Reaverbots that will appear out of the 
other side and try to charge at you!  Simply take cover at one of the three 
side parts of the path and continue east whenever you can.  At the end of 
this path, you have to leap over the incoming Mammoth Reaverbot to get onto 
the northern path.  There you will find Data.  Recharge and save before 
proceeding to the giant snow hill with a strange purple diamond and a stone 
tablet underneath it.  Check the stone tablet to awaken the boss.


Boss
====
GIANT MAMMOTH REAVERBOT:
This boss is just like the other Mammoth Reaverbots you faced before, but 
this one's HUGE!

ATTACKS:
1. It's main attack is to use it's trunk to shoot ice chunks at you.  Just 
keep on the run and you should be able to avoid them.
2. The boss can also try to charge at you.  Just keep moving and you'll be 
fine.
3. The boss can also leap into the air and smash the ground and create a 
shockwave.  Just use careful timing and leap to avoid the shockwave.
4. (<1/2 energy) The boss will turn red and use its bottom to fire a red 
laser at you.  This does a considerable amount of damage, so do your best to 
avoid it.  At <1/4 energy, the boss will flash red.

HOW TO DEFEAT THE GIANT MAMMOTH REAVERBOT:
The best way to defeat the Giant Mammoth Reaverbot is to circle and fire 
(you don't have to lock-on, and in fact it may be easier if you don't) and 
to keep moving in order to avoid its attacks.  This is definitely one battle 
you don't want to be standing still in.



==================================
11. Pokte Village at Manda Island:
==================================

Walkthrough
===========
Now MegaMan and Roll are aboard Bluecher's Sulphur-Bottom.  Go to Bluecher's 
Office and talk to Barrell.  Say yes to Bluecher's request and you'll now 
begin your quest of finding the Four Keys to the Mother Lode.  Now go back 
to the Flutter and head for Pokte Island.

Upon landing at Pokte Island, you'll find three Servbots playing around plus 
a fourth at the Class B Sub-Ruins to the west.  Talk with them (or even 
tease them by kicking and throwing them around!) if you'd like, and then go 
east to meet Tron's new machine.


Bonne Boss
==========
CRABBOT (Tron):
This is sort of like the Feldinaut from the first Legends game, but is a 
crab-like robot instead and is much tougher.

ATTACKS:
1. The Crabbot can fire machine guns at you from its mouth and backside.  
Just jump or move aside as it approaches.
2. Sometimes the Crabbot can swirl around and fire the machine gun that way, 
and fire at three levels.  This is an especially hard attack to avoid; just 
keep leaping over the fire and hope for the best.
3. The Crabbot can also do a backflip into the air and crush you!  But this 
is not hard to avoid if you know its coming.
4. The Crabbot can also pound the ground with its arms and create a 
shockwave.  Just avoid it like all the other shockwaves you've seen.
5. Bombs may be thrown from the top of the Crabbot.  These are not that hard 
to avoid either.
6. But the Crabbot's most devastating move is that it will swirl around and 
destroy at least the majority of the buildings, which you'll have to pay to 
have repaired!  Unless you're playing on Easy Mode (and even then you have 
to be QUICK), this is inevitable (since the Crabbot is invincible during 
this time).  And be sure not to get in the Crabbot's way!

HOW TO DEFEAT THE CRABBOT:
In addition to directly hurting the Crabbot, you can also shoot off its 
pinchers.  If you do so, it won't be able to do attacks 2 and 3.  This 
battle is fairly hard with the barrage of machine guns it fires (since once 
you get hit, you may get hit many more times before you can even move), but 
just stay on the move around the Crabbot and fire whenever you can.


Walkthrough (continued)
=======================
After defeating Tron's Crabbot, go north to find the School (which is empty 
for now).  Check out the pair of jars next to the School's right wall; the 
right one has the Broken Drill.  Be sure to go back to the Flutter and use 
this along with the Heavy Duty Gear from the Sulphur-Bottom to make the 
Drill Arm; you'll need it for the First Key Ruins.  Enter and leave the 
nearby First Key Ruins and the village's citizens will return.  Go back to 
the village and check the Trash Can behind the Junk Shop (or where the Junk 
Shop would be anyway) in the southwest corner of the village to find the 
Bowling Ball.  If the southeastern house is still standing, check the 
shelves inside for 1800z.  The northwestern house, again if it hasn't been 
destroyed, has 2000z inside the chest, and 1200z inside the drawers.  If you 
want to donate zenny to help rebuild the town, talk to the girl in the pink 
and orange dress walking around the western tree.  Keep making 500z 
donations to her until she won't accept anymore; how much you must donate 
depends on how much damage was done, which can be up to 10,000z if 
everything in the village was leveled.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPONS PARTS:
1. Broken Drill
2. Bowling Ball

ZENNY:
1. 1800z
2. 2000z
3. 1200z



==========================================
12. First Key Ruins: Manda (Forest) Ruins:
==========================================

Walkthrough
===========
FIND FLOOR B2:
Upon entering, Roll will ask you to check the big blue control panel inside 
this room.  You'll find that you need a key to access it, so first head west 
through the green door (the other two doors are locked) and take out the 
Tiny Snake Reaverbots that you see.  Continue southwest through this hallway 
until you find a group of Crawling Blade Reaverbots.  If you position 
yourself just right, you can get in between the two rows of them and be able 
to walk between them without getting hurt, or you can just leap to avoid 
them.  After going through another set of Crawling Blade Reaverbots (and 
seeing a large bug zapper that is not working), use the Elevator to go to 
floor B2.  Now you will find a pair of Green Frog Reaverbots.  Take these 
out and proceed down this path in a northeast direction.  You will have to 
defeat another pair of Green Frog Reaverbots before you reach another door 
where you'll face Bola for the first time.


Bola 1
======
BOLA 1:
While Bola has nothing against you personaly, he does relucantly want to 
help his partner Klaymoor get the Mother Lode, and hopes he's not too rusty 
in trying to stop you!

ATTACKS:
1. First, Bola will disappear, and then send four Green Frog Reaverbots 
after you.  After defeating them, Bola will return...
2. Then Bola will spend the rest of this battle throwing a set of three 
blades three times in a row, pause, and then throw the set of blades three 
times again.  These are not hard to avoid if you don't get too close and 
keep moving.  If you are hit, then Bola will keep firing blades until he 
misses three times in a row.
3. (<1/4 energy) The four Green Frog Reaverbots will return.  Blast them 
away and resume your battle with Bola again.  This time, Bola will fire the 
blades three times, pause, fire the blades six times, pause, fire the blades 
three times, and so on.

HOW TO DEFEAT BOLA 1:
Simple!  Just lock-on and blast away while avoiding the blades.  Not hard at 
all.  When the Green Frog Reaverbots appear, be sure to take them out 
quickly, or else they will grow into Giant Orange Frog Reaverbots that will 
be invincible and harass you while you battle Bola!


Walkthrough (continued)
=======================
MAP CONTROL PANEL:
After defeating(?) Bola, proceed east to another hallway with another Green 
Frog Reaverbot as well as five Venus Fly Trap Reaverbots that won't attack 
you for now.  Roll will tell you about the weak wall on the right side.  Use 
your Drill Arm (which you did remember to bring, right?) to destroy the wall 
and go inside to find two Treasure Boxes with 10,000z inside the left one 
and 5,000z inside the right one.  Don't forget to activate the Map Control 
Panel before leaving.

RED KEY CONTROL PANEL:
Now proceed east to the next room where you'll find a non-electrifed floor 
that's safe to walk on for now.  There's also three GuruGuru Reaverbots 
inside along with a revolving bug zapper that is not on, but can still whap 
you if you're in its way!  The next door north leads to a hallway with three 
more GuruGurus.  At the end of this hallway is another door that leads back 
to the very first room, but now you're upstairs.  Check the Red Key Control 
Panel to your right BEFORE dropping down.  You should now be able to open 
the northern red door.  Do so.  Since you're near the entrance and Data 
anyway, why not save before proceeding?

ITEM CONTROL PANEL & BLUE CARD KEY:
Now you're in another hallway with Electric Blade Reaverbots.  Watch out for 
their yellow Energy Balls and either defeat or ignore them as you proceed 
north.  Turn the corner east to find four Bunny Reaverbots.  Now you'll be 
inside a room with a door guarded by a pair of Shield Reaverbots and several 
Snake Reaverbots that will drop down from the ceiling.  Be very careful of 
the green gas that the Shield Reaverbots shoot; if it hits you, you'll turn 
green and won't be able to use your Mega Buster AND your Special Weapon 
energy will drain quickly (switch your Special Weapon to the Lifter to avoid 
losing weapon energy)!  It's risky, but you can try to use your Drill Arm to 
knock their shields away.  Enter the door they were guarding to find a room 
with another pair of Shield Reaverbots guarding the western hallway, a door 
north, and the Item Control Panel at the eastern wall.  Check the Item 
Control Panel first and then go through the northern door.  Inside is a 
Treasure Box with the Blue Card Key!  But unfortunatley, Bola will then 
appear for a rematch.


Bola 2
======
BOLA 2:
Bola is now ready for another round against you!  This time, Bola will 
disappear and reappear after each attack.

ATTACKS:
1. There are now five large stationary spinning blades in this room, one in 
each corner and one in the center, so be sure to watch your step and where 
you jump.
2. Bola can leap and create a blue shockwave upon landing.  It doesn't go 
that far, so it's not hard to avoid.
3. Bola's blade throwing is back, but this time he fires three at a time 
three times before leaving, regardless of whether the blades hit you or not.
4. (<1/4 energy) Bola will appear above the center blade and a blue aurora 
will appear around him (and will be invincible while the aurora is there), 
and will cause the corner blades to smash into the center blade and try to 
crush you!  Then the blades will retreat towards the walls (they won't stay 
at the corners now).  This will happen two more times before Bola disappears 
and does his next attack.

HOW TO DEFEAT BOLA 2:
Just deal with Bola like before, but be mindful of his extra attacks and 
especially those big spinning blades.


Walkthrough (continued)
=======================
PURPLE KEY CONTROL PANEL:
After defeating Bola again and getting his two cents worth of advice, leave 
and defeat the pair of Shield Reaverbots blocking the western hallway if you 
haven't done so already.  Go down this hallway to find the Purple Key 
Control Panel and use it to unlock all the Purple Doors, including the one 
right in front of you.

BLUE KEY CONTROL PANEL:
This will lead back to the entrance where you can use the Blue Card Key to 
activate the Blue Key Control Panel.  This will open a bridge up ahead and 
activate a LOT more Reaverbots and traps inside the ruins, including some 
Mosquito Reaverbots right above you!  Be sure to go back to Data and save 
before proceeding through the western green door.

NOW MORE HAZARDOUS RUINS:
The first difference you'll find is that the dead bug zapper near the end of 
this hallway leading to the southwest Elevator is now on, so don't get 
zapped by it!  After reaching floor B2, take out the pair of Green Frog 
Reaverbots and later you'll find a pair of Red Frog Reaverbots!  Be careful 
not to let them hit you or you'll catch on fire!  After defeating those and 
another pair of Red Frog Reaverbots, enter the next door and you should be 
inside the room where you fought Bola the first time.  Defeat the five Bunny 
Reaverbots and proceed east.  You should now be inside the hallway with a 
Green Frog Reaverbot and the Venus Fly Trap Reaverbots, that can now fire 
upon you!  Defeat or ignore these and proceed east to the next door.  Be 
sure to have your Hover Shoes ready so they'll protect you from the 
electrified floor.  Defeat the Blade Reaverbot and the three GuruGurus.  The 
next room has five more Blade Reaverbots and a pair of Shield Reaverbots.

BACK TO FLOOR B1:
The next door west will take you back to the upstairs part of the entrance.  
Cross the new bridge to get to the western door on the other side, but be 
careful of the Green Frog Reaverbot and the Mosquito Reaverbots.  Continue 
on to find a hallway with four Venus Fly Trap Reaverbots and a pair of Green 
Frog Reaverbots.  To your left you'll find another weak wall.  Destroy it 
with your Drill Arm and you'll find three Treasure Boxes, with 8000z inside 
the left one, 2000z inside the center one, and the Thick Pipe inside the 
right one.  Now leave and go back north towards the next door (the Venus Fly 
Trap Reaverbots will return if they were destroyed so be careful).  The next 
room has four Bunny Reaverbots and two more Treasure Boxes with 2000z inside 
the left one and 4000z inside the right one.  The next room has six Red Frog 
Reaverbots and a Shield Reaverbot guarding the next door.  Take out the Red 
Frog Reaverbots first before the Shielded Reaverbot and proceed.  You should 
now be in a T-shaped hallway.  Check the western path and collect the 6000z 
inside the Treasure Box before going up the Elevator to floor B1.

HELMET & BOSS' LAIR:
You'll be in another T-shaped hallway.  Ignore the northern path (it's a 
dead end) and proceed until you find another Shield Reaverbot.  The path 
just to its left has a Fake Walking Treasure Box.  If you go this way and 
come back, you'll find another Shielded Reaverbot guarding both ways out!  
The next room has an electric floor (so have your Hover Shoes on, just in 
case) along with two bug zappers, two Mosquito Reaverbots, and two Red Frog 
Reaverbots.  Proceed to the next room west to find a quartet of Treasure 
Boxes and a pair of Shielded Reaverbots guarding the way to the next room.  
The northwest and southeast Treasure Boxes are Fake, but the northeast one 
has the Rusted Mine and the southwest one has the Normal Helmet (which you 
should equip as soon as you get it).  Go through the next door and you'll 
find Data (so you know the Boss is coming up!).  Recharge and save before 
entering the Boss' lair.


FIRST KEY BOSS
==============
FROG REAVERBOT:
While Bola did get the First Key, the Frog Reaverbot ate it, and says that 
you can have the First Key, provided you can get it back from the Reaverbot. 
  After all, there's three more Keys and Bola figures Klaymoor will probably 
find the rest.

ATTACKS:
1. The Boss can shoot it's long tounge out to try to get you!  So be sure to 
get out of the way when it does!
2. The Boss can also shoot bubbles out of its mouth.  This is probably the 
best time to shoot at the Boss since the bubbles can be easily destroyed.
3. If you're on the same platform as the Frog, it will shoot a purple mist 
at you which will electrify and numb you if you get hit by it.
4. The Frog can leap from platform to platform, so leap out of the way to 
the next platform before it lands on top of you!
5. There are also a few Mosquito Reaverbots that you can shoot down and 
collect extra Energy from.  But DON'T let the Frog eat them, or it'll be 
refueled!!
6. Be on the look out also for the spinning blades along the outside walls 
and the four Tadpole Reaverbots down below.  The Tadpole Reaverbots can be 
destroyed if you wish to do so, but they will come back after a short time.

HOW TO DEFEAT THE FROG REAVERBOT:
The only way you can hurt the Frog Reaverbot is by shooting at its mouth 
when it's open.  Be especially sure not let the Frog refuel itself with the 
Mosquitos and shoot them down.  Then you can get the extra Energy instead!


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

BODY PART:
1. Normal Helmet

SPECIAL WEAPON PARTS:
1. Thick Pipe
2. Rusted Mine

ZENNY:
1. 10,000z
2. 5000z
3. 8000z
4. 2000z
5. 2000z
6. 4000z
7. 6000z



==================================================
13. Ruminoa City at Nino Island & Calbania Island:
==================================================

Nino Island Walkthrough
=======================
Upon arriving, go inside and take the Elevator downstairs.  From there, 
check a Garbage Can in the southwest corner for 3000z.  Find the door marked 
"Digout" and go inside.  Go inside the door just to your right to find the 
Guildmaster and his assistant, Johnny.  After talking to both of them, the 
Birdbots will begin their invasion.  You must go back upstairs and stop 
them!  Once there, you'll find Data and Roll (with her tools in case you 
need her for weapons development and such) and Door #1 lit up.  That is 
where you must go to begin the first of five rounds of fighting.  In each of 
these rounds, there is a gate that the Birdbots will try to attack, and that 
gate has its own energy meter which will deplete as it takes damage.  If 
that meter runs out, the Guildmaster will self-destruct the island and it's 
GAME OVER.  Thus, it is very important to recharge and save with Data after 
each round so you don't lose any progress you made by getting beaten.

If you want to make things easier on yourself here and at the Birdbot 
Fortress, use your Buster Cannon (the number of shots it takes to defeat the 
enemies is discussed individually and based on the Buster Cannon WITHOUT any 
upgrades).  Also, instead of blasting the Birdbots, try to pick them up and 
either throw them at others (talk about killing two birds with one stone!) 
or throw them overboard!

ROUND 1:
First, you must defeat the four Birdbots already there.  Then, more will 
come in from any one of the three sides in pairs by a Birdbot Carrier.  
Either shoot the Birdbot Carrier (and it's occupants) down, or shoot the 
Birdbots themselves until they are defeated.  Be very careful not to shoot 
the cannons (since they will help you a little bit in shooting the Birdbot 
Carriers) or Johnny!  After a few minutes, Roll will let you know when the 
cannon has been fixed, and it needs to be activated by pulling the lever to 
the right of the gate.  Do so and you'll win Round 1.  The gate is also 
protected by a few crates.  If need more, pull the level on the left and 
Johnny can position them for you.

ROUND 2:
This time you will face Birdbot Planes and a much smaller, unprotected gate. 
  Again, be careful not to shoot at the three black cannons or Johnny.  You 
should first lock-on and fire at the Birdbot Planes above you, but once one 
lands, concentrate on it and the Birdbots that come out instead.  If you 
stay near the center of the platform (at the dark brown square), you should 
be able to see the Birdbot Plane as it lands.  Keep going until Roll says 
the cannon on that side is fixed.

ROUND 3:
This is by far the hardest round of all, but you can defeat Glyde's Ship if 
you know what to do.  First, shoot the pair of Birdbots next to the Flutter, 
but be careful not to hit the Flutter!  Now go to the left side and shoot 
the Birdbots there until Roll says that Glyde's Ship is on the move.  That's 
your que to get back to the right side.  Then get on top of Johnny's ship 
and blast away at the gate of Glyde's Ship.  If you or Glyde's Ship destroy 
Johnny's ship, then Glyde's Ship will move to the orange platform nearest 
the gate, where the Birdbots can now come out on both sides.  If at any time 
the Birdbots get close to the gate, concentrate your firepower on them.  If 
you are having trouble with this battle, then use the Ground Crawler on 
Glyde's Ship and it'll go down in no time.  The Buster Cannon is also great 
to use since you can fire it from a distance, it recharges quickly, and 
kills the Birdbots in one hit.

ROUND 4:
Now you need to get to the roof to fight the Birdbots yet again.  You can 
get to the roof by taking the Elevator up and then climbing the ladder.  Now 
you have some more Birdbot Planes that will deploy Birdbots in pairs on all 
four sides with bombs.  Concentrate on the ones with the bombs and remember 
that if any bombs get thrown on the deck, be sure to pick them up and throw 
them back!  Be careful of the machine gun fire from the Birdbot Planes as 
well.  Don't bother with the Birdbot Planes; just concentrate on the 
Birdbots themselves.

ROUND 5:
Now the Main Birdbot Plane will come after you!  It can fly overhead and 
fire its machine gun at you.  Keep locked on it and fire upon it whenever 
you can.  Also, you don't have to worry about the deck getting destroyed 
this time; just make sure you make it out alive.  The Buster Cannon will 
also provide an easy victory here.  After defeating the Main Birdbot Plane, 
go back to the Guildmaster's Office downstairs and after talking with him, 
you'll find that you must now go to Calbaina Island and defeat the Birdbot 
forces there.  Go back to the Flutter and head there.


Calbania Island Walkthrough
===========================
GET TO THE FORTRESS:
After arriving at Calbania Island, head down the dirt path west to reach 
Kito Village where you'll meet Appo and Dah, who are twin brothers of their 
big sister Shu, who they say was kidnapped by the Birdbots.  Agree to help 
them and after checking the Trash Can near where you came in for 2000z, 
leave the village via the north door.  Follow the twins to the Birdbot 
Fortress where you'll engage in yet another multi-round battle to save Shu.  
On the way there, watch out for the pair of Red Chicken Reaverbots in the 
first area and the Walking Reaverbots and Green Reaverbots in the second 
area.

ENTER THE FORTRESS:
Here you must get the twins to the left side of the Birdbot Fortress.  
You'll also have to defeat three red ground machine gun cannons on the left 
side, three gray wall bombing cannons, and even a Birdbot tank that has a 
machine gun.  If one or both of the twins gets knocked out from the 
Birdbot's attacks, you'll have to carry him or them to the left side of the 
fortress yourself.  Once both twins are there, leap on top of the pair so 
that they can give yourself a boost up over the wall and inside the 
fortress.  Remember that once inside the fortress, you can go back outside 
the rooms and outside the fortress to Data to recharge and save if you want, 
even during a battle!  How convienent!

NORTHEAST ROOM:
Here, you must face eight Birdbot Planes which will drop bombs and several 
machine gun wall cannons.  Try to quickly shoot the planes as much as you 
can before they take off.  If you have the Buster Cannon, you can defeat the 
Birdbot Planes with only one shot each.  Defeat all the Birdbot Planes to 
collect the Door Card Key 1.  Use it to proceed to the gray gate west to the 
northwest room.

NORTHWEST ROOM:
Now you will face a very tall lookout tower flanked by two wall cannons; 
both of which will fire bombs at you.  First, take out the wall cannons (two 
shots from the Buster Cannon will do it).  Then, keep firing upon the 
windows of the tower to shoot the Birdbots down (while avoiding the bombs 
they throw down) until you can get the Door Card Key 2 that'll take you to 
the southwest room.  Before that however, check inside what's left of the 
tower and collect the Fried Chicken inside a tiny refrigerator and the 
Accessory Pack inside a small cabinet.

SOUTHWEST ROOM:
Now you must defeat a trio of Birdbot Tanks, several machine gun cannons on 
the walls, and even three Birdbots on foot.  Use your Buster Cannon on the 
Birdbot Tanks to defeat them in only two shots.  Defeat the Birdbot Tanks to 
get the Door Card Key 3 that will take you to the southeast room.

SOUTHEAST ROOM:
Now you will face three Blumebear-like robots along with three Birdbots on 
foot.  The Birdbots can fire bomb bazookas, while the robots can fire 
machine guns as well as large bombs and even swat you with their wings!  
They can also try to run over you if they see you!  After defeating all of 
the Birdbots and the robots (they'll go down with three shots each from the 
Buster Cannon), you'll notice some crates lying around.  Pick one up and 
throw it close to the high window Roll was telling you about.  Then 
carefully throw a second crate on top of the first crate and if you can 
stack them, then you should be able to reach the window if they're close 
enough (the gray rectangle on the ground should give you a good idea of 
where the stack should go).  Just remember that if you throw the second 
crate incorrectly, it can bounce back and hit you!  Once on the patio, enter 
the door and defeat the trio of Birdbots inside to free Shu.  But now the 
Birdbots have activated their self-destruct device to try to prevent you and 
Shu from escaping alive!

ESCAPE FROM THE FORTRESS:
You have two minutes (120 seconds) to pick up Shu and enter the giant main 
gate.  There are two Birdbot Tanks guarding that gate, as well as four 
Birdbots and a Birdbot Plane.  Don't forget about the machine gun cannons on 
the walls as well.  Defeat as many as it takes in order to safely escape.

REUNION OF SHU AND THE TWINS:
After your successful escape, Shu will give you a Cute Piggie as a reward.  
Then, talk with Shu again and she'll ask for your educational Items (Pencil, 
Notebook, Textbook; you did remember to win these from the Pokte Village 
School, right?) one at a time.  Give them to her so that she can educate her 
little brothers.  Be sure to check at the Post Office for the letters (three 
in all) that Appo and Dah will write to you!  Now go back to Nino Island and 
talk to either the Guildmaster or Johnny.  Then go up to the roof where 
you'll meet Roll (who's fixing the island's Parabola Gun) and get ready to 
face Glyde.


Glyde Boss
==========
GLYDE'S MAIN SHIP:
Glyde is very disappointed in all of his Birdbots since they couldn't 
capture a little island like Calbania by themselves.  So Glyde tries to take 
over Nino Island himself with his ship.  Defeat him and you'll finally be 
able to go inside the Second Key Ruins.

ATTACK:
It's only real attack is that it will launch missles towards the Parabola 
while Roll is fixing it.  If the Parabola gun takes enough punishment, it's 
repair progress will be slowed down or even stopped for a while.  Be careful 
not to shoot at the Parabola itself, because your shots can damage it as 
well.  The Parabola has its own energy meter as well, and if it runs dry, 
the Guildmaster will self-destruct the island.

HOW TO DEFEAT GLYDE'S MAIN SHIP:
Be sure that your Buster has as high of a Range rating as possible and stand 
in front of the Parabola to protect it with your body in case any missles 
don't get shot down.  Keep locked-on and keep firing to intercept as many 
missles as you can.  If the Parabola catches fire (the repair meter will 
flash red if it does), you can put it out with your Aqua Blaster, or you can 
wait a few seconds and the fire will go out by itself.  Once the repair 
meter reaches 100%, the Parabola will be fixed and will knock Glyde out of 
the sky in a very hilarious way.

Now, go back to the Guildmaster's Office and talk to Johnny to get the 
Firecracker and talk to the Guildmaster for the Rebreather and access to the 
Second Key Ruins.  Before entering the ruins, however, be sure to have your 
Drill Arm ready so you'll be able to blast away the weak walls inside.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

BUSTER PART:
1. Accessory Pack

SPECIAL WEAPON PART:
1. Firecracker

MYSTERY ITEMS:
1. Fried Chicken
2. Cute Piggy



=========================================
14. Second Key Ruins: Nino (Water) Ruins:
=========================================

Walkthrough
===========
GO TO FLOOR B2:
Roll will warn you that the Second Key Ruins is a complex structure and she 
is NOT kidding.  This is easily the hardest of the four main ruins, so pay 
very close attention to my directions so you do not get lost and so you can 
get all the Items inside the ruins.  First, head directly north to the 
Elevator that leads to floor B2.

FLOOD THE RUINS:
Now head south where you'll find a trio of GuruGurus.  Defeat them and 
continue south to a square shaped hallway with two GuruGurus and three 
Flying Bomb Reaverbots (after Roll tells you she's not picking up any 
Reaverbots!  Go figure.).  Head east to the next room.  Now, use your Jet 
Skates to skate directly off of the platform you're on and if you headed 
straight ahead, you'll land on a lower platform with 2500z inside the 
Treasure Box!  Now pick up the block inside this room to give yourself a 
boost up to the southeast platform.  Enter and drill through the weak wall 
ahead.  There's a Shield Reaverbot on the other side along with a pair of 
Flying Bomb Reaverbot.  Enter the next door north to find a giant Puffish 
Reaverbot at the square shaped hallway.  Defeat it and head to the north 
door to find a Treasure Box with 12,500z!  Now head back to the large room 
(the one with the platforms) and head for the lowest door south.  Defeat the 
Flying Bomb Reaverbot inside the narrow hallway, and then turn west to 
another weak wall.  Drill it away and enter the next hallway with a Shield 
Reaverbot.  Defeat it and take the path west to find a room with the 
Mechanic Notes #3 inside the Treasure Box.  Now leave and continue northeast 
to find another Treasure Box with 5000z.  Be careful not to step on the 
button on the floor or else four Green Snake Reaverbots will appear and will 
turn you green (and cause an Energy Leak) if you touch them.  Now go back 
east through the drilled out wall.  Enter the southeast door here and take 
the Elevator which leads to a Water Control Panel.  Use it to flood floor 
B2, and head back.

FIND FLOOR B3:
Now you'll be able to pick up the two blocks that were too heavy for you 
before.  Use them to give yourself a boost above the high red wall, and leap 
over and to the right, being careful of the pair of Flying Bomb Reaverbots 
and pair of Shield Reaverbots.  Now go east to the next room, and defeat the 
Puffish Reaverbot inside the square hallway.  Now take the door south of 
here to find the Elevator that will take you to floor B3.

ITEM CONTROL PANEL:
Now you'll be in a small narrow hallway with a pair of GuruGurus.  Head 
north down this hallway to find another square shaped hallway with several 
Lobster Reaverbots.  There are three paths you can take in this square 
hallway: north, west, and east.  Take the east path first to find another 
Elevator that leads to a room with the Item Control Panel on the left and 
the Water Control Panel on the right.  Leave and go back to the square 
hallway.

BOSS' LAIR:
Now go west and drill through the weak wall. Enter and head down this path 
and defeat the GuruGuru there.  Ahead is another square hallway with four 
more GuruGurus.  Now head north to the next door to find a hallway with 
several Lobster Reaverbots.  Collect the 20,000z inside the Treasure Box 
west of the strong current here.  Use the block here to place it on top of 
the switch to stop the current.  Go through this current through the next 
door to find a double square shaped hallway with two Puffish Reaverbots.  
Defeat them and head north through the next room with a pair of GuruGurus.  
There are two ways to go here.  The south path takes you back to the room 
with the four Giant Lobster Reaverbots, and the east room has the Second Key 
Boss.


SECOND KEY BOSS
===============
SQUID REAVERBOTS:
This time, you actually fight the Boss of the Second Key Ruins in the middle 
of the ruins rather than at the end!  If you drained the water, then you'll 
find this battle much easier.  However, if you don't want to have to go 
through the hassle of flooding the water again later, you can fight this 
boss with water instead.

ATTACKS:
1. The Squid Reaverbots can shoot several yellow energy balls in the air 
that chase after you.  Just be quick on your feet to avoid them.  If it's 
right behind you, then try jumping and upon landing, the energy ball should 
pass above you harmlessly if you time it right.
2. If the lair is filled with water, then the Squid Reaverbots can charge at 
you, but since you can jump very high in water, you should have no problem 
leaping out of the way and keeping locked-on.
3. Upon defeating each Squid Reaverbot, it may leave a small bomb behind.  
It is best to fire at it from a distance so it will harmlessly explode and 
no longer be a threat.

HOW TO DEFEAT THE SQUID REAVERBOTS:
If you drained the water out before entering this battle, then you should 
have a much easier time since the Squid Reaverbots won't be able to move.  
They can still do their other attacks (the energy balls and small bombs) so 
you should still be careful.  If you did not drain the water, then the 
battle will be a bit more difficult, but it can still be done, of course.


Walkthrough (continued)
=======================
FIND FLOOR B4:
After receiving the Water Key 1 from the Second Key Boss, you will have to 
go back and reflood the floor if you drained it for the boss battle.  
Otherwise, you won't be able to scale the large red wall east and then south 
of here.  Use the pair of blocks here (and take out the school of Lobster 
Reaverbots here) to give yourself a boost up to the other side.  Now enter 
the next room and drill through the weak wall just west of the door.  Defeat 
the pair of GuruGurus here and continue west and then north to the next room 
and collect the Power Blaster inside the Treasure Box.  Now go back through 
the drilled out wall and head south to the next Elevator that will take you 
to floor B4.

MAP CONTROL PANEL:
Now head north and then west through another hallway with four Flying Bomb 
Reaverbots.  Enter the next door to find another large room.  The northern 
platform has 4000z inside a Treasure Box.  Then take the southern path with 
a Shield Reaverbot and two Flying Bomb Reaverbots that leads to an Elevator 
with the Map Control Panel and another Water Control Panel.  DON'T drain the 
water this time, however.

FIND FLOOR B5:
Now go back to the large room and take the northwest door to another 
hallway.  Take out the Shield Reaverbot here and drill through the weak wall 
just to the left of the Shield Reaverbot.  Go through the drilled out wall 
south to find a square hallway with a Puffish Reaverbot and Shield 
Reaverbot.  Enter the next room south containing another high red wall with 
a Treasure Box on the other side containing the Range Booster Alpha.  Now 
head back north through the drilled out wall and continue north and then 
west to the next door that has a Flying Bomb Reaverbot near it.  This door 
leads to the top of another large room with several Flying Bomb Reaverbots.  
Get on top of the highest gray platform and use your Hydro Jets to skate 
directly over to the other side and grab the gray platform on the other 
side, which has a room with a Sower inside the Treasure Box.  Leave and take 
the southern door that leads to a gigantic room with three very tall pillars 
and a harmless Giant Squid Reaverbot.  Use this Reaverbot to climb on top of 
one of the three pillars.  The northeast pillar has 20,000z inside a 
Treasure Box, and another Treasure Box on the southwest pillar containing 
the Water Key 2.  Now head south to find the Elevator that will take you to 
floor B5.

SECOND KEY:
Upon arriving, you'll find Data (THANK GOD!!) where you can recharge and 
save (do you really want to have to go through that very hard ruin again?).  
Now go through the narrow hallway and use both Water Keys (you MUST have 
both or you won't be able to enter) to open the door that leads to a giant 
room with the Second Key!  Grab it, and get ready to face Bola's partner, 
Klaymoor.


Klaymoor 1
==========
KLAYMOOR 1:
Just when you thought you could just run off with the Second Key, Klaymoor 
will show up to try to avenge his partner Bola's losses.

ATTACKS:
1. His main attack is to use his machine gun which he'll always fire three 
times before pausing.  Like all enemies with a machine gun, just keep on the 
move and don't get too close.
2. Klaymoor will also fire several blue energy balls at you.  These are not 
very hard to avoid.

HOW TO DEFEAT KLAYMOOR 1:
Using your Buster, just lock-on, circle and fire like any other boss.  Or 
for an even easier and much quicker way, just use your Drill Arm on him!


Walkthrough (continued)
=======================
BACK TO THE SURFACE:
Now you must make your way out of the ruins (Data will NOT be back where he 
was before).  Just use your Map (which you did get, right?) to find the 
shortest, quickest route there.  The ruins are no longer water filled, so 
that makes things a lot easier.  Upon reaching the entrance, you must fight 
Klaymoor a second time (just like Bola in the First Key Ruins) before you 
can leave.


Klaymoor 2
==========
KLAYMOOR 2:
Just when you were ready to get out of the ruins, Klaymoor catches you just 
in time to try to stop you from taking the Second Key one more time.

ATTACKS:
1. Yes, the machine gun is back.  Just deal with it like before.
2. Klaymoor can also throw purple energy rings at you.  They're somewhat 
quick, but still not that hard to avoid.
3. He can also launch a dozen floating red bombs scattered all over the 
room.  They will explode if you or your weapon hits them.
4. (<1/4 energy) Borrowing an attack from MegaMan Juno in the first Legends 
game, Klaymoor will use twin rotating blue lasers.  Just time your jumps 
carefully and you can avoid this too.

HOW TO DEFEAT KLAYMOOR 2:
Essentially you should defeat Klaymoor again the same way you did the first 
time.  Just keep in mind the extra attacks.  Again, the Drill Arm will 
provide an easy, though risky, victory.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPON PARTS:
1. Mechanical Notes #3 (Spreadfire Notes)
2. Sower

BUSTER PARTS:
1. Power Blaster
2. Range Booster Alpha

ZENNY:
1. 2500z
2. 12,500z
3. 5000z
4. 20,000z
5. 4000z
6. 20,000z



======================================
15. Kimotoma City at Saul Kada Island:
======================================

Walkthrough
===========
Upon arriving at Saul Kada Island, go west to the desert and take the 
northern path to Kimotoma City.  As Roll says, just ignore the Draches and 
Bonne Bomb Robots and get to the city.  Once there, recharge and save with 
Data and take the northern gate.  There, you'll find three Servbot Machine 
Gun Batteries and a Servbot Tank.  Defeat them and you'll find two ways you 
can go.  First, take the right door.

Now you will face another trio of Servbot Machine Gun Batteries and a huge 
green Bonne Bazooka Launcher.  Once those are defeated, you will win the 
Blue Bonne Key.  Use that key on the door with the Bonne logo on it and free 
the people inside, and be sure to talk with the man in the red tank top (the 
truck driver) so that he can help you later.  Now leave and look to your 
right for a door.  Go inside and check the jar just to the right of that 
door for 1800z.  Now check out the two jars against the left wall; the one 
on the right has another 3000z.  Finally, check the pair of jars in the 
northeast corner of the room for another 1000z inside the left one.  Enter 
this door and through the kitchen (there's nothing there) and leave where 
you'll find yourself right back where you met the Servbot artilery before.  
Make your way back to where Data was so you can recharge and save.  Now go 
back to where you fought the Servbots the first time here and take the door 
on the left.

After passing a room with one Servbot, you'll now be in an area where you'll 
find three purple Bonne Crab Bombs that will follow you left and right 
wherever you go and will explode if you or your Buster hit them.  There are 
also three Servbots along the left wall that will drop bombs on you.  Defeat 
them and proceed.

Now you will be in a huge room with two electric fences, two Bonne Bomb 
Batteries, ten Bonne Mines, and three Bonne Tanks in the very back.  You 
could try to get through this yourself, but it's very hard.  Instead, go 
around to the right side and find the truck driver and his truck.  Approach 
him and he'll use his truck to destroy the fences and mines for you 
(provided you freed him and talked to him earlier using the Blue Bonne Key 
on its door, of course)!  You'll still be left with the Bonne Machine Gun 
Tanks and Bonne Bomb Batteries, but hey, you can't have everything.  Enter 
the next door behind where the tanks were to find a Junk Store owner and a 
General Store owner along with a couple of Servbots for you to play with.  
Heh heh heh...  Anyway, look behind the very northwest stand (the one with 
the Congo sign on it) to find the Red Bonne Key!  Now head through the east 
door and keep going until you find Data.  Save and recharge before going 
through the Red Bonne Door to face Teisel.


Bonne Boss
==========
BLITZRIG (Teisel):
Teisel has robbed Kimotoma City of all its food and supplies (except for the 
toilet paper) as well as its statue to try to get their store out of the 
red!  It's up to you to defeat Teisel and save the statue, or else pay for 
its replacement!

ATTACKS:
1. The Blitzrig's main attack is to throw it's trash at you!  This attack is 
not that hard to avoid.
2. Teisel also has three of his nephews assisting him by driving Servbot 
Borers that will appear out of the ground and try to drill you!  If you're 
on the platform, they can fly out of the sand and still be able to get you!  
Just blast them away if they bother you too much.
3. After you hit the Blitzrig, or if you get upon the platform its on, 
Teisel will use the gold statue as a shield.  DON'T fire upon the statue too 
many times, or you'll destroy it.
4. (<1/4 energy) Teisel will start firing energy rings at you in pairs.  
These are not hard to avoid either.
5. If the statue is destroyed, Teisel will resort to an entirely different 
attack which replaces all the others.  The Blitzrig will go into the sand, 
move around under it, and then leap out of the sand to try to get you!  
Teisel can also come out and fire a drill-like missle at you.

HOW TO DEFEAT THE BLITZRIG:
If you are trying to save the statue, just be patient and fire whenever you 
can, and ceasefire immediately when you see Teisel shield himself.  If the 
Servbot Borers are harassing you, then try to shoot them while they're in 
front of the Blitzrig.  If you can destroy all three and knock the Servbots 
out, then they won't come back as long as you keep the three scorched 
Servbots in your sight.  You may find it easier just to intentionally 
destroy the statue and get him that way (by firing when he flies out).  That 
is, if you don't mind paying 5000z later for its replacement.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

ZENNY:
1. 1800z
2. 3000z
3. 1000z



============================================
16. Third Key Ruins: Saul Kada (Fire) Ruins:
============================================

Walkthrough
===========
ITEM CONTROL PANEL:
Luckily, the layout of this ruin is not nearly as complex as the Second Key 
Ruins, but of course don't think that these ruins are not without their 
dangers.  Upon entering, you should take the eastern door (in fact, that's 
the only way you can go right now).  You'll be in a hallway with four Person 
Reaverbots (in these ruins, if you hit one, ALL of the ones in that room 
activate!).  After turning a couple of corners, look for a door to your 
right.  You'll go down a short hallway and a empty (for now) room.  Then you 
will find a room with the Elevator Control Panel in the center and the Item 
Control Panel to your right.

FIND FLOOR B3:
Leave and you'll find in the formerly empty room six Person Reaverbots (two 
against each wall, and two guarding the exit).  Make your way back out to 
the main hallway and go east to the Elevator to floor B2.  You now be in 
another long hallway where you'll find the gigantic Boss of the ruins in the 
windows.  DON'T let it see you, or it will try to get you!  Just keep moving 
and you'll find four Flying Bomb Reaverbots along with two Shield 
Reaverbots.  Then take the Elevator down to floor B3, which is where most of 
your work here will be done.

BOSS' LAIR:
Upon arriving, you'll find Data where you should recharge and save.  Be sure 
to have your Asbestos Shoes equipped for the remainder of these ruins.  
Enter and you'll find the Dinosaur Reaverbot, the Boss of the Third Key 
Ruins.  Already, you say?  Well, the problem is that as long as the lava is 
inside the room, the Boss cannot be defeated since it can refuel itself.  At 
this stage, the Dinosaur Reaverbot can only crush you with its head (and 
create a shockwave) and even send red lava chunks from the ceiling.  There's 
only one way out (the north and southwest doors must have their A Locks 
opened), and that's through the southeast door.

A LOCK & MAP CONTROL PANELS:
You'll see a door flanked by two unlit torches; you must have both the B and 
C Locks opened before you can enter this door, so ignore it for now.  
Continue down the hallway until you find yourself in a lava filled room with 
platforms.  First take the northern door where you'll find a Control Panel 
blocked by twin flame jets.  Just shoot your Buster through those jets to 
destroy the Control Panel, and you'll be able to disable the flame jets.  On 
the other side are two Treasure Boxes; the left one has the Autofire Unit 
Omega and the right one has the Mechanical Notes #5.  Now go back to the 
room with the lava and platforms and take the east door.  After going down a 
short hallway, you'll find yourself in another lava filled room with six 
Dragon Reaverbots that can pop out of the lava and shoot yellow energy balls 
at you!  Since they won't give you anything for their defeat, it's best to 
just ignore them and continue south to the next room.  Here you'll find the 
A Lock Control Panel and the Map Control Panel.  Activate both and leave.

B LOCK CONTROL PANEL:
Now the lava filled room will have two Caterpillar Reaverbots guarding the 
way out, and once they fall from the ceiling, watch out for their fiery 
breath!  Upon firing upon them, they'll turn into Butterfly Reaverbots that 
can fly around, but won't shoot fire.  Upon arriving back at the room with 
the lava and platforms, you'll find four Butterfly Reaverbots and also watch 
for the Dragon Reaverbot that is now just jumping in and out of the lava.  
Not much of a threat, but you should know about it anyway.  Once you're back 
inside the room with the Dinosaur Reaverbot (remember, Data is just behind 
the northwest door if you need him).  Enter the north door to find another 
large lava filled room with four Dragon Reaverbots.  Make your way to the 
southwest door where you'll find a room with the B Lock Control Panel.

C LOCK CONTROL PANEL:
Go back to the room with the Dinosaur Reaverbot and take the southwest door 
(you can recharge and save with Data at the northwest door first if you need 
to). After a short hallway, you'll be in another room with lava and 
platforms, along with four Butterfly Reaverbots and a Shield Reaverbot.  
Take them out and continue on through the west door.  Here you'll encounter 
the first of several of the very annoying Vaccum Reaverbots.  Take the first 
door to your left where you'll find three Treasure Boxes with 15,000z inside 
the left one and the Mechanical Notes #4 inside the right one.  The center 
one is a Fake Treasure Box, but it will spit out zenny upon activation!  
Approach it again and it'll fire a few bombs, and try to open it again for 
more zenny, and so on.  Defeat it if you'd like and leave.  Now make your 
way north to find another room with six Bouncing Ball Reaverbot and two 
Shield Reaverbots guarding the northern door.  Take them out and go through 
the northern door to activate the C Lock Control Panel.

FIND TRON & BON:
Upon leaving, you'll find three Caterpillar Reaverbots (again, they'll turn 
into Butterfly Reaverbots if you attack them).  Defeat them and you'll soon 
be back in the room with the lava and platforms, this time with a Shield 
Reaverbot and four Dragon Reaverbots.  You'll soon be back inside the 
Dinosaur Reaverbot's lair, and this time, BE SURE to recharge and save with 
Data behind the northwest door.  Now take the southeast door where you'll 
notice that the door to your right has both torches lit.  That means both of 
its B and C Locks are open, and you can go inside.

TEAM UP WITH THE BONNES:
You'll find Tron in her Gustaff along with Bon.  After the very hilarious 
cutscene, approach them again and agree to help them knock the rock into the 
lava pit.  To do this, shoot the Bouncing Ball Reaverbots enough to knock 
them over, but try not to destroy them.  When they are knocked over, you can 
either pick it up and throw it at the rock yourself or let Tron or Bon pick 
them up and throw them.  DON'T shoot at Tron or Bon, because if you shoot at 
them (or throw Reaverbots at them) too many times, they'll start throwing 
the Reaverbots at YOU!  Once the rock has been knocked into the lava pit, 
the lava flow will stop and you can now go back and defeat the Dinosaur 
Reaverbot.


THIRD KEY BOSS
==============
DINOSAUR REAVERBOT:
Now that the lava's been cut off, the Dinosaur Reaverbot can finally be 
beaten.  Don't forget that now you no longer have to worry about any lava.  
After all, the Reaverbot and its attacks are bad enough!

ATTACKS:
1. Of course, the Boss can still use its head to slam the ground and try to 
crush you, along with a shockwave.  Just stay out the way and avoid the 
shockwave like all the others.
2. About a dozen or so blue energy rings will fly around the Reaverbot that 
can also hurt you.  You can either move to avoid them or shoot them down; 
it's up to you.
3. Don't get too close to the front of the Reaverbot, or else he might swat 
you away like an annoying insect!
4. Also be on the look out for it's gigantic fiery breath.  You'll know this 
is coming when the Reaverbot leans back a little, but not nearly as far as 
it does when it does it's crushing attack.
5. Be on the look out also for a few stray lava rocks from the ceiling, but 
they won't come nearly as often as they did before.
6. (<1/3 energy) The Boss can also shoot small fireballs at you.

HOW TO DEFEAT THE DINOSAUR REAVERBOT:
You can only hurt the Dinosaur Reaverbot by shooting at its head.  There are 
basically two ways you can defeat this Boss.  You can either use the usual 
circle and fire technique, or you can get underneath the Boss and keep 
pumping your Buster at its head.  Upon defeating the Boss, you will win the 
First Floor Key.


Walkthrough (continued)
=======================
THIRD KEY:
With the First Floor Key in hand, go back through the northwest door where 
you can recharge and save with Data, and then take the Elevator up to floor 
B2.  You will now go down a long hallway with a trio of Flying Bomb 
Reaverbots and then a Wolf Reaverbot.  Also look out for the Vacuum 
Reaverbots here.  At the end of the hallway is an Elevator that will take 
you back to floor B1.  Then you'll find another hallway with four Person 
Reaverbots and some more Vacuum Reaverbots.  Upon reaching the end of this 
hallway, you can either go south to the entrance where you can recharge and 
save with Data if you'd like, or go ahead up north and use your First Floor 
Key to unlock this door.  You will now be in a gigantic lava filled room 
with two Chicken Missle Reaverbots and a Flying Egg Reaverbot that can drop 
either a Reaverbot or zenny.  Now take the northeast door to find three 
Treasure Boxes with the Soft Ball in the left one, 24,000z in the center 
one, and 30,000z in the right one.  Now come back to the lava room and take 
the door northwest where you'll find the Third Key, but then Bon steals it!  
So take the path west and after taking out three Butterfly Reaverbots, enter 
the next door to take on Tron Bonne a second time.


Bonne Boss
==========
GUSTAFF (Tron):
Back from the MOTB game, Tron's Gustaff is here to battle you in an absoulte 
classic battle.  Unlike the Gustaff in MOTB however, this Gustaff can float 
in the air instead of having to walk.

ATTACKS:
1. Tron can fire her Gatling Gun at you, which should be dealt with just 
like any other machine gun weapon.
2. She can also fire her Bonne Bazooka at you, which can start a big ground 
fire upon hitting the ground.
3. The Gustaff also has a flamethrower that can also do a fair amount of 
damage, even with the Flame Barrier.
4. Tron can also protect herself with a shield.
5. Tron also has a couple of her kids with her, that will always stay close 
to Tron, and throw bombs three at at time at you.  However...
6. The last trick up Tron's sleeve is that occassionaly she'll move to the 
center of the room and try to aim her Beacon Bomb at you.  If it catches 
you, the Servbots will start to chase you and try to chuck bombs at you from 
up close, which makes it harder to avoid them once you get hit.

HOW TO DEFEAT THE GUSTAFF:
It is best to not only lock-on, circle, and fire like most other bosses, but 
try to circle away from her shield so it doesn't block your shots.  You may 
also want to leap and try to hit Tron from the top to get over the shield.  
If the Servbots get on your nerves, you can shoot them down and knock them 
out for awhile (thus making Tron's Beacon Bomb useless).  If you do, you can 
even pick them up and throw them at their mommy!  It's very difficult and 
probably not worth the effort (since it doesn't do a lot of damage), but it 
is a neat, if not downright mean, trick.


Walkthrough (continued)
=======================
After defeating Tron and after another hilarious cutscene, head back through 
the door south to find yourself back where the Third Key was, only that it's 
gone!  So you must go back south to the large lava room where you'll find 
Bon trying to get away with the Third Key!


Bonne Boss
==========
BON BONNE:
Bon Bonne represents the last thing standing between you and the Third Key.  
You must defeat him before he gets away!

ATTACKS:
1. At first, Bon will simply drift through the lava room to the other door 
south and try to escape with the Key.  If you fire upon him, however...
2. If Bon is fired upon, he'll fire his hands at you like heat seeking 
missles.  These are quite difficult to avoid, but it can be done.
3. Bon can also use it's head like a drill and chase after you!

HOW TO DEFEAT BON BONNE:
There are two different ways you can do this battle.  You can either take 
out Bon and get the Third Key that way, or you can let him get to the 
southern door, where Bon will throw the Third Key into the lava before 
leaving.  If that happens, you must find the Third Key in the lava.  Once 
the Third Key appears out of the lava, you only have a few seconds before it 
goes back down and reappears in another random location.  You can lock onto 
the Third Key, even if its in the lava, which is quite helpful.  Finally, 
remember that even without the Asbestos Shoes, the lava itself cannot kill 
you, so feel free to keep trying to get the Key without worry.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPON PARTS:
1. Mechanical Notes #5 (Shield Notes)
2. Mechanical Notes #4 (Beamblade Notes)
3. Soft Ball

BUSTER PART:
1. Autofire Unit Omega

ZENNY:
1. 15,000z
2. 24,000z
3. 30,000z



====================================
17. Yosyonke City at Calinca Island:
====================================

Walkthrough
===========
Upon landing on Yosyonke and entering town, look to your right where you'll 
notice Roll standing next to a train that looks a lot like the Spotter's Car 
from the first Legends game.  Now go to the Condominum and ask the Doctor if 
you can visit Room 102; Joe's Room.  Talk with Joe (who's still recovering 
from his injuries) and he'll give you the Train Key.  Now go back to Roll 
who's at the Train and tell her that Joe gave you the Train Key for it.  
When you're ready, say "Let's Go!" and face both Glyde and the Bonnes for 
the last time.


Boss (Part 1):
==============
GOMOCHA (Glyde Car):
Now the Bonnes and Glyde have teamed up to build the Gomocha train to try to 
take over Yosyonke.  First, you must defeat Glyde and his car.

ATTACKS:
1. In the very back of the Glyde Car are three cannons that fire bombs.  You 
can shoot the bombs off with your Buster as well as the cannons themselves.  
Shooting this section off will knock out about 40% of the Glyde's Car 
energy.
2. Watch out also for the twin machine guns on top of the Glyde Car.  You 
can also destroy the front machine gun itself, but not the back one.  These 
machine guns are primarily targeted at you rather than the Train.
3. (<1/2 energy) Now Glyde will fire a huge blue laser that can move left 
and right.

HOW TO DEFEAT GLYDE CAR:
Simply concentrate on destroying the back cannons first, and then destroy 
the middle section.  This is not a hard battle as long as you're quick about 
it and can avoid the attacks.


Boss (Part 2):
==============
GOMOCHA:
At last, the Bonnes have an excuse to end their unwitting alliance with 
Glyde, and now decide to take you on themselves in their last stand of this 
game!  Instead of listing the attacks and then how to defeat this boss as 
usual, I will list the three phases of this battle, which include both the 
attacks and how to win all three phases.

PARTS:
1. For the first phase of this battle, Servbot Kamikaze Missles (Awww, how 
cute...) will be launched at you.  Since none of your weapons can reach the 
Gomocha, you must catch the missles and throw them back.  The missles must 
come towards you straight on for you to catch them.  If they come in at a 
sharp angle, you won't be able to catch them, so just shoot those down.  
Just hold down the button for your Lifter and you'll catch the missle.  Then 
lock-on to the Gomoncha and throw it back!  Do this five times and you'll be 
ready for the second phase of this battle.
2. (<2/3 energy) Now you are within range of the Gomocha for you to shoot at 
it's middle section (its weak spot).  Watch out for the top cannon which 
will shoot red energy balls aimed primarily at your Train.  If you lock-on 
at this weapon and fire at it quickly enough, you may be able to disable the 
fireball before it can be launched.  As for the middle section, watch out 
for the Servbots which will come out two at a time to throw bombs which are 
also meant for the Train.  You cannot knock them off until the middle 
section of the Train has been throughly toasted.
3. (<1/3 energy) Now you're primary target is Bon Bonne, who is the driving 
the Gomoncha.  The Servbots will still come two at a time to throw bombs, 
but now they can easily be shot off the Gomoncha.  Shoot them off and fire 
at Bon, then shoot the Servbots off when they come back, then fire at Bon, 
and repeat until defeated.  Not hard.


Walkthrough (continued)
=======================
After defeating the Gomocha, be sure to go past the Train Station (where 
your Train was parked) and look to your right for a Treasure Box with the 
Spike Chip.  Take this back to Roll and have her make the Cleated Shoes for 
you!  You'll definetly need them for the Fourth Key Ruins.  Now go back to 
the Church where you'll find that the Priest has now opened the Fourth Key 
Ruins.  Data is also here so be sure to recharge and save before entering.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

BODY PART:
1. Spike Chip



==========================================
18. Fourth Key Ruins: Calinca (Ice) Ruins:
==========================================

Walkthrough
===========
ITEM CONTROL PANEL:
Upon entering, check the Treasure Box in this room for 8000z.  Now shoot 
through the ice floor with your Buster.  This will shatter and elimate the 
ice panels for five seconds before reappearing.  Drop down and enter through 
the east door.  You'll enter a long hallway and find a Thief Reaverbot run 
off.  At the middle of this hallway, you must shatter the ice off a Rotating 
Ice Blade before you can pass.  At the end of this hallway are a pair of 
Shield Reaverbots that can shoot blue fire.  Your Flame Barrier will NOT 
protect you from this kind of fire, so be careful.  Enter the next door to 
find yourself in a large room with a pair of Mammoth Reaverbots and a pair 
of Thief Reaverbots.  Defeat the Mammoth Reaverbots and quickly collect the 
zenny before the Thief Reaverbots take it for themselves.  There are three 
ways you can go in this room.  First, take the east door to find the Item 
Control Panel.

BLUE & RED BARRIER CONTROL PANELS:
Upon returning to the large room, the Mammoth Reaverbots will come back, so 
be careful.  Now jump on to the platform in front of the northwest door 
(where you first came in), and jump onto the weak red panels to reach the 
west door where you'll find a Treasure Box with the Laser Manual.  This will 
awaken four Blue Reaverbots that can shoot small bombs and can catch you on 
blue fire if you touch them, so be careful.  After leaving, head for the 
next red platforms in the southwest corner of the room and quickly cross 
them.  Then jump to another row of red platforms and cross those to reach 
the northeast door.  There you will find both the Blue Barrier and Red 
Barrier Control Panels, both of which require their respective Keys.

BLUE BARRIER KEY:
Leave that room and drop back down to find the southern door.  Enter and 
head left to find a Blue Reaverbot.  Turn the corner to find two more Blue 
Reaverbots and a pair of Shield Reaverbots.  Defeat them and check the 
hallway to your left (or south on your map).  Take another turn left (or 
east on your map) to find 30,000z inside the Treasure Box.  Now go back to 
where the Shield Reaverbots were and shoot through the ice section of the 
ceiling.  Cross the red panels by shooting the ice off of the pair of 
Spinning Ice Blades.  Upon reaching the next door, you'll find the Blue 
Barrier along with a Treasure Box with the Blue Barrier Key!

ACTIVATE BLUE BARRIER CONTROL PANEL:
Now you must go back to where the Barrier Control Panels are.  Upon going 
back to the previous room, you find the Spinning Ice Blade gone, but upon 
dropping down to the bottom level, you'll find a Mammoth Reaverbot guarding 
the way back to the large room.  Defeat it and enter the door to find 
yourself back in the large room where you must make your way back to the top 
of the room where you can reach the northeast door.  Activate the Blue 
Barrier Control Panel to elimate the Blue Barrier.

MAP CONTROL PANEL:
Now make your way back to where the Blue Barrier was and take out the pair 
of Shield Reaverbots below.  Enter the door they were guarding to find the 
Elevator to floor B2.  The door here leads to a hallway with a Thief 
Reaverbot and a Walking Reaverbot.  The next door at the other end of this 
hallway will take you to another row of red panels.  If you fall through, 
you'll have to defeat the trio of Blue Reaverbots below.  The southeast 
corner of this square hallway has a Fake Treasure Box.  Now make your way 
north where you'll find the next door guarded by another Blue Reaverbot and 
a giant Purple Reaverbot (which can fire up to 12 little ones).  In the next 
room, look for and shatter the ice panel and climb your way up to the next 
door.  Enter to find another large room with another Red Barrier and a 
couple of Green Crab Reaverbots.  Now enter the east door here to find and 
activate the Map Control Panel.

RED BARRIER KEY:
Now go back to the large room and take the northern door.  You find a couple 
of ice walls which must be shattered with your Buster, along with five Blue 
Reaverbots and a Purple Reaverbot.  The other end of this hallway leads to a 
room with 10,000z inside the Treasure Box.  Defeat the awakened trio of Blue 
Reaverbots WITHOUT locking-on, or else you might shatter the ice panel in 
the ceiling releasing the Thief Reaverbot.  After defeating the Blue 
Reaverbots, then shatter the ice panel in the ceiling to climb up and find 
the next door.  Here you must go down a hall way with a pair of Walking 
Reaverbots, then another Walking Reaverbot, and then to a Purple Reaverbot.  
Defeat them all and upon shattering the ice panel ahead, you'll find two 
doors, with a  Purple Reaverbot guarding the east door and a Thief 
Reaverbot.  After defeating the Purple Reaverbot, enter the east door to 
find the Red Barrier Key!

ACTIVATE RED BARRIER CONTROL PANEL:
Now leave that room and take the north door.  Now, you can climb the red 
panels and columms ahead to the northeast door that will take you to floor 
B4 if you'd like, or you can go back to the room with the Red Control Panel. 
  To do that, take the southern door and go back to the square hallway.  
Look for the ice panel in the ceiling northwest of this square hallway.  
Climb up and cross the red panels (watch out for the pair of Spinning Ice 
Blades).  At the other end is a door that leads to a small hallway with a 
Walking Reaverbot and a Thief Reaverbot.  The other end of this hallway has 
the Elevator that will take you back to floor B1.  Upon reaching floor B1, 
watch out for the pair of Shield Reaverbots right in front of you!  Go 
through the hole in the ceiling (where the Blue Barrier was) and you'll be 
back at another row of red panels.  Just drop down and make your way north 
to the next door, but look out for the Mammoth Reaverbot.  Now you're back 
in the room with two Mammoth Reaverbots and two Thief Reaverbots.  Now make 
your way to the northeast door at the top of this room to activate the Red 
Barrier.

USE THREE REAVERBOTS TO UNLOCK THREE DOORS:
Now drop through where the Red Barrier was to find yourself back at floor 
B2.  Drop through the hole here where the Red Barrier was (marked as a green 
square on your map) to reach the one room floor B3.  Open the Treasure Box 
here to find the Shield Generator!  Now shatter the ice panel in the floor 
to reach floor B4.  Here you will find three invincible Red Mammoth 
Reaverbots and three large square holes in the ground.  There are also three 
locked doors in this room: the northern orange one, the eastern green one, 
and the southern purple one.  To unlock these doors, you must lure each Red 
Mammoth Reaverbot into the northwest, northeast, and southeast square holes, 
respectively.  To do so, you must stand in front of a hole while one of the 
Reaverbots is close.  Once it sees you and attacks you, leap out of the way 
JUST BEFORE the Reaverbot hits you (leaping over the whole behind you works 
best) so the Reaverbot will fall into the hole and unlock that door.

FIND FLOOR B5:
Once all three doors have been unlocked, check the southern purple door for 
the Turbo Charger Omega inside the Treasure Box (watch out for the pair of 
Cricket Reaverbots first).  Next, check the northern orange door to find 
50,000z inside the Treasure Box.  Finally, go through the eastern green door 
to find Data and the Elevator that leads to floor B5.  Recharge and save 
before heading down to floor B5.

FOURTH KEY:
Upon arriving, you be in a gigantic room with three Key Reaverbots and a 
Giant Chicken Missle Reaverbot, along with Blue Reaverbots that can pop out 
of the ground in groups.  First and foremost, take out the Giant Chicken 
Missle Reaverbot.  Then go after each of the three Key Reaverbots.  The best 
way to get them is to keep locked-on to one, and keep firing at it until it 
gets knocked down.  Then KEEP locked-on to it and move quickly to pick it up 
before it can run off again.  Or, you can try to sneak behind one and catch 
it that way.  Just watch out for the Blue Reaverbots.  If a group appears, 
just leap over the group while keeping locked-on to the Key you're chasing.  
If your energy gets too low, you can retreat to the Elevator northwest where 
you can go back to Data to recharge and save.  Upon returning, any Keys you 
caught will remain caught, but the Giant Chicken Missle Reaverbot and the 
Blue Reaverbots will return.  Be sure to recharge and save especially after 
collecting all three Last Room Keys (I mean, do you really want to go 
through all that again?).  Now go back to the southern door and unlock it 
(you must have all three Last Room Keys).  You'll find the Boss here, but 
ignore it for now.  If you attack it now, it will move faster, and you can 
shoot it more and knock it out, but it won't really do any good.  Just go 
into the next room to find the Fourth Key!  Unfortunatley, you must now go 
back and defeat the Boss before you can claim the Key for your own.


FOURTH KEY BOSS
===============
BLOB REAVERBOT:
This time, you actually fight this boss at the end of the ruins instead of 
in the middle of the ruins like the last two main ruins.  This is a tough 
battle, but having your Cleated Shoes equipped and knowing what to do will 
help you win.

ATTACKS:
1. At first, the Reaverbot will simply move around slowly, but sometimes 
will rise up and spread itself across a wide area.  When it changes color 
and begins to rise up, be sure to get as far away as you can to avoid it!
2. If green platforms appear in the room, get on them IMMEDIATELY!  After 
the Reaverbot leaps and lands on the floor, the floor will start flashing.  
If you touch the floor while its flashing, you'll catch on blue fire, so be 
careful not to fall off!
3. While the green platforms are in place, the Reaverbot will shoot large 
globs at you.  Be sure to keep locked on and circle the Reaverbot while 
staying on the platforms so you don't get knocked off!
4. (<1/4 energy) Now the Reaverbot's head will turn red and chase after you 
very quickly!  Sometimes, however, it will turn dark and spread itself out 
with its head laid back.  This is your chance to finish it off!  Blast it as 
much as you can before it gets back up and starts chasing you around again!

HOW TO DEFEAT THE BLOB REAVERBOT:
It is important to remember that you can only hurt the Blob Reaverbot while 
it has bright colors.  Also, be sure to have your Cleated Shoes on so you 
don't slip off the platforms.  If it has the darker colors (which means it's 
getting ready to unleash one of its attacks), it's invincible, so don't even 
bother firing at it.  During the final phase of the battle (when the 
Reaverbot's head turns red and chases after you at very high speed), 
concentrate on running as fast you can away from the Reaverbot (use your Jet 
Skates if you need to) until it turns dark and spreads itself out.  This is 
your chance to finish it off.  Once the Boss is defeated, you will then be 
able to take the Fourth Key back to Bluecher.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPON PARTS:
1. Laser Manual
2. Shield Generator

BUSTER PART:
1. Turbo Charger Omega

ZENNY:
1. 8000z
2. 30,000z
3. 50,000z



============
19. Elysium:
============

Walkthrough
===========
After delivering the Fourth and final Key to Bluecher, the Ancients (Sera 
and Geetz) will sense the Keys being together and take over the ship!  You 
soon learn that Sera has stolen the Keys to execute the Carbon 
Reintialization Program, which will wipe out all the people of not just an 
island like in the first Legends game, but the entire world!  You must now 
go to the main deck of the Sulphur-Bottom to stop Sera's assistant, Geetz.


Boss
====
GEETZ:
Since Gatts has failed to defeat Geetz, it's up to you to defeat Geetz so 
that you can go to Elysium and stop Sera from executing the Carbon 
Reinitialization Program!

ATTACKS:
1. First, Geetz will simply swoop down and try to ram you with his plane.  
Just move quickly out of the way.
2. Sometimes Geetz will swoop down and fire several purple fireballs.  Move 
quickly to avoid them.
3. Geetz can also turn red and as he swoops down, can create several 
explosions.  Follow Teisel's advice and get out of the way as fast as you 
can!
4. (<1/2 energy) Geetz will get so tired of the Bonnes cheering MegaMan on, 
he'll shoot their Drache out of the sky!  Then Geetz will resume his normal 
attacks at you.
5. (<1/4 energy) Geetz will start smoking and will be forced to land.  Then 
his main attack will be his long fiery breath!  Also, don't get too close to 
Geetz's backside, or he'll whap you with his tail!

HOW TO DEFEAT GEETZ:
While Geetz is flying, you should keep him locked-on and wait until he 
starts charging towards you.  Then, get as many shots in as you can while 
still being quick enough to avoid any attacks.  When Geetz is forced to 
land, finish him off by circling and firing at him while avoiding his fiery 
breath and long tail.



Walkthrough (continued)
=======================
ENTERING ELYSIUM:
After defeating Geetz, go to Calbania Island where you'll find Yuna, along 
with Gatts (inside the ship) in front of what's left of the Birdbot 
Fortress.  Talk to Yuna so you can go to Elysium.  Once there, you can talk 
to Yuna again if you need to go back to Terra.  Data is also here at Elysium 
as well.

FIRST GRAVITY CONTROL PANEL:
Upon arrving at Elysium, check the Treasure Box in the northwest corner of 
the room for the Green Eye.  After recharging and saving with Data, take the 
Elevator down to the Defense Area.  Since Roll is much too far away to be 
your Spotter, Yuna will take over the Spotter duties for you, since she 
knows Elysium like the back of her hand!  After going down the hallway past 
an automatic door, you find a Four Fist Reaverbot guarding a second 
automatic door.  Defeat it and proceed to the next room, where you'll find a 
weak floor that Sera says will break if the gravity is increased.  Upon 
entering the next door and turning the corner, you'll find a Gravity Gate 
that will instantly increase the gravity upon passing it.  After defeating 
the two Fire Reaverbots there (which were deployed from the Carrier 
Reaverbot up ahead), go back to the previous room (the one with the weak 
floor and the higher gravity should shatter once you stand on it.  You'll 
find the First Gravity Control Panel there flanked by two Treasure Boxes, 
with the Energizer Pack Omega inside the left one and 40,000z inside the 
right one.  Now use the First Gravity Control Panel to decrease the gravity 
to get out.

SECOND GRAVITY CONTROL PANEL:
Now go back north past the Gravity Gate and defeat the Carrier Reaverbot.  
Continue through the next door to find an room with electrifed sections of 
the floor (so get your Hover Shoes ready) along with three GuruGurus and 
some Vacuum Reaverbots.  The eastern door here has the Second Gravity 
Control Panel, and the western door is where you proceed.

THIRD GRAVITY & ITEM CONTROL PANEL:
This room is exactly like the previous room, except the panels are Buster 
Leak panels, and no equipment can protect you from those.  Defeat the 
GuruGurus and proceed through the southern door.  Go south down the hallway 
past a Gravity Gate and down a large room.  Defeat the Four Fist Reaverbot 
ahead and proceed east to a square hallway with three GuruGurus and a 
Gravity Gate up north.  You'll find three ways to go: north, east, and 
south.  First, go east and after defeating the two Giant Spider Reaverbots 
(watch out for their red bubbles), take the east door where you'll find the 
Third Gravity Control Panel and the Item Control Panel.

FOURTH GRAVITY CONTROL PANEL:
Now go back to the square hallway and take the southern door and after going 
past a short hallway, use the lower gravity to reach the Treasure Box inside 
the high enclosed area to collect the Booster Pack Omega.  Take the door 
west down the hallway to find the Fourth Gravity Control Panel.  Now go back 
to the square hallway and take the north door.  There you'll find a Four 
Fist Reaverbot guarding an automatic door.  Defeat it along with a Walking 
Reaverbot up ahead and take the Elevator down to floor B1.

FIFTH GRAVITY CONTROL PANEL:
After going south down a hallway, you find a room with four lava panels (so 
have your Asbestos Shoes ready) along with two Butterfly Reaverbots and some 
Vacuum Reaverbots.  Take out the Butterfly Reaverbots and continue south to 
another square hallway.  There you will find two Carrier Reaverbots; one in 
the southeast corner and one in the northwest corner.  Defeat them and their 
Fire Reaverbots and continue on through the west door.  There you will find 
a small room with two ways to go, north and west.  First go west where 
you'll find a room with four more Carrier Reaverbots; one on each corner.  
Defeat them and continue west where you'll find two Treasure Boxes, with a 
Sniper Unit Omega inside the right one.  The left one is a Fake Treasure 
Box.  Now go back to the small room (the one you entered right after the 
last square hallway) and go north.  After going through one automatic door, 
you'll find a door to your left.  The room only has two Spider Reaverbots, 
so it's probably best to ignore it.  So continue north through the other 
automatic door.  Soon you'll turn the corner west and go past a Gravity Gate 
and meet up with another pair of Carrier Reaverbots.  Defeat them and 
continue west to find another room with a weak floor and two ways to go, 
north and west.  First, use the high gravity to smash the floor panels.  
Collect the 36,000z inside the Treasure Box below and use the Fifth Gravity 
Control Panel here to increase the gravity so you can get out as well as 
unlock the north door.

SIXTH GRAVITY & MAP CONTROL PANEL:
Now go through the north door where you'll find two more Spider Reaverbots.  
After defeating them, take the east door and use the low gravity to leap 
inside the enclosed area to collect the 10,000z inside the Treasure Box.  
Now take the next door east to find the Map Control Panel and the Sixth 
Gravity Control Panel.  Now go back to where the Fifth Gravity Control Panel 
was and take the west door.

GIANT REFRACTOR:
After passing a large room and a Gravity Gate, look to your left to find a 
door just before an automatic door.  Take this door where you'll go past a 
large room before finding a Treasure Box with the all important Giant 
Refractor!  Now leave and continue south down the hallway, and after going 
past the automatic door, you'll find two more Four Fist Reaverbots, each 
guarding the final two automatic doors.  Defeat them and take the Elevator 
to the Side Area.


Side Area Walkthrough
=====================
ACTIVATE ELEVATOR WITH GIANT REFRACTOR:
Here, you can only walk through the rainbow colored doors.  The layout may 
seem confusing at first, but check your map and it will make sense.  From 
the Elevator, go east and then south (to the southernmost island here) to 
find the Accessory Pack Alpha inside the Treasure Box.  Now go north and 
then west back to where the Elevator was.  From there, go north twice, then 
east twice, and south once.  From here you'll find two ways to go, west and 
east.  First go east to find a Treasure Box containing 60,000z.  Then go 
back west and then west again to reach the center area.  There you will find 
a building with Data and the Elevator to the Mother Zone, as well as an 
Elevator up north.  Use the Giant Refractor to activate this Elevator, and 
now you'll have a shortcut between the Shutte Bay and Center Area!


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPONS PART:
1. Green Eye

BUSTER PARTS:
1. Energizer Pack Alpha
2. Booster Pack Alpha
3. Sniper Unit Alpha
4. Accesory Pack Alpha

ZENNY:
1. 40,000z
2. 10,000z
3. 36,000z
4. 60,000z
(from Mother Zone):
5. 100,000z
6. 150,000z



================
20. Mother Zone:
================
FIGHT ALL FOUR BOSSES AGAIN:
Inside this Center Area, you can recharge and save with Data, and then take 
the Elevator to the Mother Zone.  A time honored tradition from the Classic 
and X Series of MegaMan games is to fight the eight bosses again before 
facing the Final Boss, and here Capcom has decided to do the same here!  
That's right, you'll have to refight the four bosses from the main ruins 
here!  Unless otherwise stated, they are just like before, except now you 
should have a more powerful Buster, so that will certainly be to your 
advantage.  Also remember that once each boss is defeated, it will remain 
defeated for good, so after defeating one, feel free to come back to the 
entrance so you can recharge and save.

FIND THE LIBRARY:
You will first face the Frog Reaverbot from the First Key Ruins.  After 
defeating it (the other obstacles, such as the Spinning Blades, will remain 
until you leave), you'll come across a Treasure Box with 100,000z.  Next you 
will face the Blob Reaverbot from the Fourth Key Ruins.  After that comes 
the Squid Reaverbots from the Second Key Ruins.  This time, however, there 
is no water, but the gravity is higher so you won't be able to jump very 
high.  This is also the only one of the four bosses that will leave zenny 
behind after defeating each of the three Squid Reaverbots.  After taking 
that boss out, you'll find another Treasure Box with 150,000z inside.  
Finally, you'll face the Dinosaur Reaverbot from the Third Key Ruins.  After 
that, you'll finally reach the Library, where you'll find the four Keys to 
the Mother Lode, and of course, Data.  Upon trying to enter, Yuna will tell 
you that she can't help you anymore.  Don't forget that even from here, you 
can still go back up and back to Terra if there's anything you've missed.  
Once you are sure you're ready, enter and face the Final Boss!


FINAL BOSS (PART 1)
===================
SERA (Part 1):
Well, this is it!  This is the very last Boss of this game (with a two part 
battle, of course), and you must defeat Sera in order to stop the Carbon 
Reinitialization Program and save the world.

ATTACKS:
(Sera will disappear and reappear in between all attacks)
1. (Ready?) Sera will be engulfed in a huge red fireball and try to charge 
at you, just like Juno from the first Legends game.  Deal with this attack 
just like you did Juno.
2. (Hah!) Sera will first use a blue mist, and then have five green crystal 
daggers appear, and they will come down on you one at a time very quickly.  
Move very quickly to avoid them.
3. (Well, Trigger?) Sera will fire two sets of several yellow energy 
explosives that will come after you very quickly.  These are especially 
difficult to avoid if you're close to Sera.  The best way to avoid these is 
to wait until they are very close before leaping out of the way since they 
go wherever you were when they were fired.
4. (How's this!?) Sera's most devastating attack will be unleashed when the 
room turns red.  She'll increase the gravity in the room, fire several 
explosive diamond blocks, and then slam her body into the ground to create a 
shockwave.  Since you cannot jump very high with the high gravity, it takes 
almost perfect timing to avoid the shockwave.

HOW TO DEFEAT SERA (Part 1):
Essentially you should defeat Sera the same way you defeated Juno in the 
first Legends game, while avoiding the above attacks as instructed.  As in 
the first game, the Shining Laser will provide a much easier victory, 
especially if it's Attack rating has been upgraded to at least Level 2.  And 
it works GREAT for the explosive diamond blocks; just lock-on and fire, and 
they'll be all gone in seconds!


FINAL BOSS (PART 2)
===================
SERA (Part 2):
Well, you saw it coming, right?  After defeating Sera's first form, she'll 
reappear in a new gigantic butterfly-like battle body in a very mysterious 
battle arena.  Hopefully you'll still have plenty of extra energy in your 
Energy Canteen and other energy recharging Items, such as the Picnic Lunch 
or Fried Chicken.  You'll need them!

ATTACKS:
1. (What's the matter?) Sera will fire a big searching yellow laser that can 
take off three or five units of energy with Kelvar Armor!  Ouch!  All other 
attacks will take off two units of energy with Kelvar Armor.
2. (Gotcha!) Sera will fire 14 blue lasers from underneath her body while 
moving.  You definetly do not want to get caught in the lasers.
3. (Feel my power!) Sera will smash her gigantic arms into the ground to 
create a pink shockwave.  This time, you must not only leap, but also get in 
between the spaces of the shockwaves to avoid the attack successfully.
4. (Let's find out!) Sera will set glowing yellow spots on the ground, and 
then big rocks will come crashing down wherever you are.  Moving quickly is 
the best way to avoid them.
5. (<1/2 energy; Hmm!) Sera's most devastating attack this time is to fire a 
magnetized black hole that will move around the arena trying to pull you in. 
  If it catches you, it will be very hard to see and move while Sera 
unleashes her other attacks.  You must jump to escape the black hole; just 
running won't do.

HOW TO DEFEAT SERA (Part 2):
This form of Sera isn't that much harder, the attacks are just very 
different.  She's a much bigger target now, so just like the second form of 
Juno from the first Legends game, use that fact to your advantage.  Again, 
the Shining Laser will make your job much easier in this battle.  Defeat 
Sera this time and you win the game!



================================
21. License Tests and Sub-Ruins:
================================

License Tests
=============
You start out with a Class B License when playing on Normal Mode, which will 
allow you access to only the Class B Sub-Ruins.  If you'd like to explore 
the other two Sub-Ruins, you must take and pass the License Tests to win 
higher level licenses.  To pass, you must eliminate every enemy inside every 
room inside the Test Ruins, using only a five unit Energy Meter and the 
Buster Parts issued to you.  You have three minutes to complete the Class A 
License Test and five minutes to complete the Class S License Test (the 
clock starts when you enter the first door).  If you run out of time, run 
out of energy, or voluntairly quit the test, you fail.  If you can complete 
the Test Ruins within the time limit and without running out of energy, you 
pass!

With a Class A License, the enemies are a little tougher, and zenny is worth 
twice the normal value.  A Class S License will make the enemies a LOT 
tougher, and zenny is worth four times the normal value.  It is also 
important to remember that once you get a higher level license, you cannot 
go back to a lower level license if you find the enemies too tough.  The 
Class A License Test is relatively easy, but the Class S License Test is 
very, very hard.  If you need help passing the tests, please check out 
Kalas' outstanding Digger License Exam Guide FAQ at www.gamefaqs.com.


Class B Sub-Ruins Walkthrough
=============================
Upon entering, proceed north through the hallway and take out the Green Frog 
Reaverbot.  Enter the door and you'll be in a large room with Three Walking 
Reaverbots, along with two ways you can go; west and east.  First, go east 
and take out the Shield Reaverbot in the way.  Enter north to the next room 
where you'll find three Green Frog Reaverbots and several Small Snake 
Reaverbots.  Then go east and then go south to find a Zenny Hole with 3000z. 
  Then head north to find two ways you can go; north and west.  Take the 
northern door where you'll find three Green Frog Reaverbots, two Flying Bomb 
Reaverbots, and two Shield Reaverbots.  Take them out and go east past where 
the Shield Reaverbots were to find the Bomb Schematic inside the Treasure 
Box.  Now leave and take the west path now.  After fighting several Snake 
Reaverbots, you'll find a dirt wall.  If you have the Drill Arm, you can 
drill this away and make a shortcut.  If not, you'll have to go back to the 
large room and go west and then north to the next door.

Upon entering, you'll find two more ways to go; west and east (watch out for 
the Shield Reaverbot guarding the way east).  Now go west where you'll find 
a Fake Treasure Box.  Behind it is a Zenny Hole with 6500z.  From there 
proceed north where you'll find three Flying Bomb Reaverbots.  Ahead is 
another Shield Reaverbot guarding the way north, and you'll also find two 
more paths, west and east.  The west path leads to a Treasure Box with 2800z 
and the east path leads to another Treasure Box with 4000z.  Now go north 
through the door.  There you'll find two Green Frog Reaverbots and two paths 
going west.  The first one leads to a Fake Treasure Box and the second one 
leads to a Treasure Box with the Mechanical Notes #2.  Now continue north to 
find a large room with three Green Frog Reaverbots and two Treasure Boxes; 
the left one is a Fake Treasure Box and the right one has 2500z.  If you 
continue east, you'll find the dirt wall again, which is where the two paths 
to the dirt wall connect.

The path east leads to three Walking Reaverbots guarding the way to an 
Elevator to floor B2.  Take the Elevator and you'll find a path that leads 
to the Class B Sub-Ruins Boss, the Hammer Reaverbot from the Abandoned 
Mines.  Other than the lack of pillars in the room, the Boss is exactly the 
same as before and should be treated as such.  Defeat it and you'll be able 
to collect the Blue Refractor B, valued at 30,000z!  Once you have it, 
simply make your way back to the entrance so you can leave.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPONS PARTS:
1. Bomb Schematic
2. Mechanical Notes #2 (Artillery Notes)

ZENNY:
1. 6500z
2. 2800z
3. 4000z
4. 2500z


Class A Sub-Ruins Walkthrough
=============================
Upon entering, go down the hallway where you'll find six Flying Bomb 
Reaverbots and two ways you can go.  Don't bother with the path to your 
right (west); it's a dead end.  So take the left path (east) instead.  There 
you'll find a room with three ways you can go; north, south, and east.  
First go south where at the end of the L-shaped path, you'll find a Purple 
Reaverbot guarding a Zenny Hole with 3000z.  Then take the north door to 
find an F-shaped path.  The first path east is a dead end with three Flying 
Bomb Reaverbots, but the second path east has a Zenny Hole with 3000z 
guarded by a Purple Reaverbot.  Once both the north and south paths have 
been cleaned out, proceed through the east door.  This L-shaped path has a 
Mammoth Reaverbot and leads to another large room with another path going 
northeast and an Elevator.  This large room also has three Flying Bomb 
Reaverbots and two Purple Reaverbots.  After defeating them, check the west 
wall and east wall for Zenny Holes with 8000z and 5000z respectively.  Now 
take the Elevator to floor B2.  From there you'll find three paths with a 
Treasure Box at the end of each one.  The west one has 5000z, the east one 
has the Sniper Unit, and the north one has 3000z.  After checking all three 
Treasure Boxes, take the Elevator back to floor B1 and take the northeast 
door.

Now you'll be in another L-shaped hallway with a Walking Reaverbot.  At the 
other end of this hallway is another large room with one or more Thief 
Reaverbots and sometimes a Gold Reaverbot that is worth lots of zenny if 
defeated.  There are also three doors you can take; north, east, and south.  
The east path is a dead end with five Flying Bomb Reaverbots.  The north 
path is a T-shaped hallway with a Mammoth Reaverbot.  Upon entering this 
path, check the right wall for a Zenny Hole with 8000z.  Then go west and 
look along the right wall for another Zenny Hole with 5000z.  The end of 
this west hallway has a Treasure Box with the Rusty Bazooka.  Finally, the 
south path leads to a Mammoth Reaverbot along with a Purple Reaverbot 
guarding the lair of the Boss of the Class A Sub-Ruins.  The boss is a pair 
of Red Crab Reaverbots.  Defeat them and be sure to check the north and 
south walls for Zenny Holes with 12,000z and 7500z respectively.  Then take 
the east door to claim the Yellow Refractor A, worth 50,000z!  Then use your 
map to guide your way back to the entrance to get out.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

BUSTER PART:
1. Sniper Unit

SPECIAL WEAPONS PART:
1. Rusty Bazooka

ZENNY:
1. 3000z
2. 3000z
3. 8000z
4. 5000z
5. 8000z
6. 5000z
7. 12,000z
8. 7500z


Class S Sub-Ruins Walkthrough
=============================
First of all, these ruins are filled with water, so have your Hydrojets 
ready.  Proceed north to find a large room with three GuruGurus.  Defeat 
them and take the west door.  At the end of the hallway, you'll find two 
Lobster Reaverbots.  Defeat them and check the Zenny Hole west for 25,000z.  
Now leave and proceed east where you'll find two more GuruGurus.  At the end 
of this hallway, you'll find a Shield Reaverbot guarding the door west.  
Defeat it and proceed.  There you will find a short zig-zag hallway with two 
GuruGurus and a Shield Reaverbot.  Defeat them and proceed north, ignoring 
the east path for now.  Look for a door against the west wall to find a 
Treasure Box with 18,000z, along with a pair of GuruGurus.  Leave and 
continue north and you'll find an Item Hole with the Sensor around the 
corner.  Now go back south and take the east path you ignored before.  Enter 
the east door to find a room with a path continuing east being guarded by a 
Shield Reaverbot.  Then you'll find three more GuruGurus.  Then take the 
east door to find a Treasure Box with the Mechanic Notes #6.  Leave and 
continue north through the northern door.  From there you'll find two more 
paths, west and east.  First go east where you'll find two GuruGurus and 
15,000z inside the Treasure Box.  Then leave and go west to a square hallway 
with a Puff Fish Reaverbot.  Defeat it and take the north door to find the 
Boss of the Class S Sub-Ruins, which are the trio of Squid Reaverbots from 
the Second Key Ruins.  Defeat them just like before and then take the 
northern door to collect the Red Refractor S, worth 100,000z!  Again, use 
your map to guide your way back to the entrance of the ruins.


Item Review
===========
These are all the Items in this part of the game.  Did you find them all?

SPECIAL WEAPONS PARTS:
1. Sensor
2. Mechanical Notes #6 (Autofire Notes)

ZENNY:
1. 25,000z
2. 18,000z
3. 15,000z



===============
22. Sub-Quests:
===============

Pokte Village Quizzes
=====================
After completing the First Key Ruins, go inside the School next to those 
Ruins where you'll find the Mayor of Pokte Village, flanked by her two 
students.  Doesn't the Younger Student look a lot like Yai from the Battle 
Network Series?  Talk with any of the three to take a ten question multiple 
choice quiz.  In each quiz, you must get all ten questions right.  If you 
get one wrong, you have to start over.  Each time you complete a quiz from 
one of the students, you win one of four prizes from each.  The Younger 
Student's prizes are Pencil, Candy Apple, Candy Bar, and Strange Juice.  The 
Older Student's prizes are Notes, Pokte Tea, Mug, and Pokte Pastry.  If you 
already won all four prizes from that student, you can still take their quiz 
again, but you won't get any more prizes.

If you win the Mayor's quiz, you'll win the Textbook and Energizer Pack, as 
well as the right to take her Ultimate Quiz for 100z.  Here you must 
correctly answer 100 questions in a row, and as before, if you get one 
wrong, you have to start over.  Succeed and you'll win the Zetsabre!  
Alternatively, you can simply buy the Zetsabre for 2,000,000z instead of 
taking the Ultimate Quiz for it.  After winning or buying the Zetsabre, you 
can still take the Ulitmate Quiz, but you won't win any more prizes.

If you need the answers for the questions, please refer to jewey's 
oustanding Pokte Village Quiz FAQ & Answers FAQ at www.gamefaqs.com.


Kimotoma Raceway
================
After defeating Teisel's Blitzrig at Kimotoma City, talk with the man in 
front of the statue's platform.  Provided that the statue was not destroyed 
during the battle (if it was, you'll have to first pay the man 5000z to 
replace the statue in five 1000z donations), the man will allow to race 
along one of three tracks:
Manda Circuit: 35 seconds (25.95 record)
Calinca Circuit: 40 seconds (31.24 record)
Saul Kada Circuit: 45 seconds (32.12 record)

Unlike in the first Legends game, you cannot win any prizes in this 
Sub-Quest other than cash.  If you complete the Manda and Calinca Circuits 
within the time limit, you win 1000z plus 10z for every tenth of a second 
below the time limit you finished the race.  The Saul Kada Circuit is worth 
1500z plus 10z for every tenth of a second below the time limit you finished 
the race.  Can you set a new record?


MegaMan's Got Mail!
===================
During the game, MegaMan can receive letters from the Yosyonke Post Office.  
You'll automatically receive two letters from the Servbots; the first one 
after clearing the Birdbot Fortress at Calbania, and the second one after 
giving the Third Key to Bluecher.

In addition, if you give Shu all three of the educational items (Pencil, 
Notes, Textbook) right after clearing the Birdbot fortress, you'll receive 
three letters from her little brothers, Appo and Dah.  The first one arrives 
after returning to Nino Island, the second one after defeating Glyde's Main 
Ship at Nino Island, and the third one after opening the Second Key Ruins.  
To find out what the letters say, just check the Legends 2 Game Script.



=========================
23. MegaMan's Reputation:
=========================

Be a bad boy for a 20% increase in prices, among other things
=============================================================
If you do enough bad things (the easiest and quickest way is to kick piggies 
at Calbania Island), your armor will turn dark.  If it's too dark, the 
people will not like you!  First off, all the prices in the Junk Store and 
General Store are increased by 20%, and the owners of the stores will be 
much ruder to you.  Yikes!  In addition, you will not be able to participate 
in any of the Sub-Quests and many people will not think very kindly of you.

However, there is one advantage to being bad.  After defeating Teisel's 
Blitzrig at Kimotoma City, you'll find the Shady Dealer standing beside the 
northeast column near the Third Key Ruins entrance.  If you are dark enough 
that the store prices are increased, and have the Reaverbot Claw (that you 
got from the Yosyonke Junk Shop by talking to the owner from the back door), 
he'll offer to buy it from you for 50,000z.  Accept his offer and he'll 
offer you the Taser (one of two parts needed for the Crusher Special Weapon) 
for 10,000z, as well as the Reaverbot Eye for 100,000z.  With the Reaverbot 
Eye in hand, go back to the Yosyonke Junk Store, enter the BACK door (NOT 
the front) and talk to the owner.  He'll ask if you'll sell your Reaverbot 
Eye to him.  Say yes and he'll offer 100,000z for it.  Reject that offer and 
he'll offer 300,000z for it.  This time you should accept his offer.  If you 
get greedy and ask for 500,000z, he'll reject your offer and then if you 
talk to him again, he'll only offer 10,000z for your Reaverbot Eye.

If you want to turn back to Normal MegaMan, you must donate 1,000,000z to 
the Church at Yosyonke if you became just dark enough to be able to do 
business with the Shady Dealer.  Otherwise, you'll need much more than that!


Become St. MegaMan for 20% off in the Junk Store and General Store!
===================================================================
If you are Normal MegaMan, you can become St. MegaMan (he'll look very 
bright) by donating 1,000,000z to the Church at Yosyonke.  As St. MegaMan, 
you'll get 20% off at the Junk Store and General Store, and the owners there 
will be much more polite to you (even more so than they normally are).  In 
addition, if you go back to Pokte Island, you'll find a bunch of racoons 
that you can talk to!  Finally, go back to Calbania Island and visit Shu, 
Appo, and Dah for slightly different quotes.


Be mean to Roll for a 10% hike in prices
========================================
If you do enough bad things to Roll (pick her up and shoot her near the 
Abandoned Mines at Calinca Island, shooting down the Flutter at Nino 
Island), you'll find Roll is not at the Flutter's Bridge, but Data says that 
Roll is taking a nap.  Well, go back to her room and you'll find her in her 
PJs lying on the bed.  Talk to her and she'll say that she's worried about 
your bad behavior, and will ask you to try to clean up your act.  If you 
promise to do so, then nothing will happen, but if you call her "busybody" 
instead (how mean!), you'll find that once you go back to the Flutter's 
Bridge and inside the Development Room, Roll broke her tool kit and now 
prices for Special Weapon upgrades are 10% higher!  Ouch!  Plus, Roll will 
be a bit more rude to you now (she'll ask, "What is it, MegaMan?" instead of 
"What do you want to do, MegaMan?").  To get back in Roll's good graces, 
just buy and give her all three of Roll's Presents and she'll say her tool 
kit is now fixed and the Special Weapon upgrade prices will return to 
normal.


Catch Roll in the Bathtub for 10% off!
======================================
If you pay to have the Flutter repaired, buy all three living room/kitchen 
items (Refrigerator, Newspaper, TV), give all three of Roll's Presents 
(Doll, Cushion, Model Ship), and the first four Flutter furnishings (Toilet 
Cleaner, Comic, Housepant, Vase), you'll find that Roll is not at the 
Flutter's Bridge, just Data.  Data will tell you that Roll is taking a bath 
and that you should get cleaned up too.  Well, be a bad boy and go inside 
the Bathroom, where MegaMan will once again catch his sister in her birthday 
suit, just like in the first game!  In fact, MegaMan will even pump his fist 
after doing so; how sick!  Anyway, go back to the Flutter's Bridge and talk 
to Roll.  Go to the Development Room and you'll find that Roll got a new 
tool kit which means now all Special Weapon upgrade costs are 10% off!  
Plus, Roll will be much more polite to you when you talk to her (she'll say, 
"Just tell me what you want to do, MegaMan!" instead of her usual, "What do 
you want to do, MegaMan?").



=====================
24. Secrets and Tips:
=====================
1. Unlock Easy and Hard Mode - Just like in the first Legends game, you can 
also unlock Easy and Hard Modes in this game as well.  Just beat the game on 
Normal Mode and after the ending, save the file to a slot on your Memory 
Card.  As long as that file remains on the Memory Card, both modes will be 
automatically available any time you select New Game from the Title Screen 
(you don't have to restart the file, then reset and go back to the Title 
Screen like the first game).  Hard Mode is just like Normal Mode, except 
that you have the Class S License right from the very start.  Easy Mode 
gives you a Class C License (allows free access to any Sub-Ruin), all five 
Bionic Parts (your Life Gauge will already be at ten units, not five), and 
of course, the Accessory Pack Omega (maxes out all Buster ratings) right 
from the very start.  Plus, zenny earned from defeated enemies is worth four 
times the normal value.  And this time, the Accessory Pack Omega is already 
equipped for you.

2. Unlock Very Hard Mode - Beat the game on Hard Mode OR beat the game on 
Normal Mode with a Class S License to unlock Very Hard Mode.  Here you will 
get a Class SS License right from the very start, and if you thought Hard 
Mode was tough...

3. Best Mega Buster Combos - Have you ever wondered what the best overall 
combination of Buster Parts is to get the best ratings overall?  Well, 
here's a complete list of every Buster combination that will give you at 
least an 18 combined rating:
a. Accessory Pack Omega (Easy Mode only)
   = A:7 E:7 R:7 D:7 (Total: 28)
b. Any three of the following:
   Power Raiser Omega, Turbo Charger Omega,
   Range Booster Omega, Rapid Fire Omega
   = Three Ratings:7, Remaining Rating:0 (Total: 21)
c. Accessory Pack Alpha + Booster Pack Omega + Energizer Pack Omega
   = A:5 E:7 R:3 D:5 (Total: 20)
c. Accessory Pack Alpha + Booster Pack Omega + Upgrade Pack Omega
   = A:6 E:7 R:5 D:2 (Total: 20)
c. Accessory Pack Alpha + Energizer Pack Omega + Upgrade Pack Omega
   = A:3 E:7 R:6 D:4 (Total: 20)
d. Upgrade Pack Omega + Booster Pack Omega + Energizer Pack Omega
   = A:4 E:7 R:4 D:4 (Total: 19)
d. Accessory Pack Alpha + Accessory Pack + Booster Pack Omega
   = A:6 E:6 R:4 D:3 (Total: 19)
e. Accessory Pack Alpha + Accessory Pack + Upgrade Pack Omega
   = A:4 E:6 R:6 D:2 (Total: 18)
e. Accessory Pack Alpha + Accessory Pack + Energizer Pack Omega
   = A:3 E:6 R:4 D:5 (Total: 18)

4. Servbot Guests - Inside the Sulphur-Bottom, you'll notice three very 
special guests aboard Bluecher's Ship; that's right, everyone's favorite 
little yellow guys are aboard the ship!  Their quotes will change every time 
you present one of the Four Keys to Bluecher.  To find out what they are and 
what rooms they are in, just check the Legends 2 Game Script.

5. Capcom's Self Advertising - Capcom just can't resist advertising in this 
game as well, can they?  Well, let's see what they have this time around:
a. The Game Cartridge that you buy at the General Store is called Resident 
Evil 43.  But upon checking the game at MegaMan's Room (it kinda looks like 
a Game Boy Advance SP with four buttons), it says it's a flight simulator.  
Don't ask me how you make a Resident Evil-based flight simulator game...
b. The Comic that you buy from the General Store has a picture of Classic 
MegaMan.
c. The Yosyonke General Store has a poster of Black Zero from MegaMan X4 and 
X5.  It also has a comic book with Kalinca (Dr. Cossack's daughter) from 
MegaMan 4.
d. The Condominium at Yosyonke as well as the huge house in the northwest 
corner has an comic book with Ice Man from the original MegaMan game.
e. The TV inside the Bar at Yosyonke shows a neat animated clip that 
features MegaMan and ProtoMan from the Classic MegaMan series, as well as 
Guts Man from the original MegaMan game.
f. The Nino Island Junk Shop has a wanted (dead or alive?) poster with 
Teisel, Tron, and Bon Bonne, and offers a 1,000,000z reward.  Wouldn't it be 
nice if you could actually collect this reward?
g. The gumball machine inside the Nino Island Junk Shop supposedly has a 
keyholder with a Servbot inside, but you can't see one inside.

6. Somebody Slap Me! - Just before the Abandoned Mines, you'll be out on the 
Calcina Tundra where Roll follows you.  If you try to pick her up, she'll 
slap you!  In fact, if you do it enough times, you can actually be slapped 
to death!



==========
25. Legal:
==========
This guide must always be shown in full form with credit given to the 
author, and a link and credit must be given to Mega Man Network 
(http://megaman.retrofaction.com/). All associated characters and games are 
copyright to Capcom.

CREDITS:
1. Capcom: For making this wonderful game (and I hope Legends 3 and/or MOTB 
2 will soon follow)
2. Mega Man Home Page (http://www.mmhp.net): For providing me with the names 
of most of the Bonne Family Bosses.

HOSTS:
Although this guide is designed especially for Mega Man Network 
(http://megaman.retrofaction.com), these sites have permission to host this 
guide as well:
1. GameFAQs (http://www.gamefaqs.com)
2. NeoSeeker (http://www.neoseeker.com)
3. RockMan Dash! (http://www.rockmandash.com)
(0.1252/d/web8)