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Arsenal


Here is a complete listing of all the items and weapons you will find throughout the game, along with a thorough description of it's uses, and how to get them:


The items under this heading are the bonus weapons you will find throughout the game, mostly by vanquishing enemies and shooting bricks. Each of these are used the same way: by pressing Down+B when in the tank


Homing Missiles: Each one of these you pick up will give you 20 homing missles. When fired, one homing missile pursues each on-screen enemy. There are 40 homing missiles in the lower right corner of the first lake in Area 1, and they reappear every time you leave and return to the area.
Homing missiles seek out targets in Area 8

Lightning Bolts: Each one of these gives you 20 Lightning Bolts. When fired, one lightning bolt shoots out directly below you and wipes out any enemies in its path. These aren't very useful, so don't worry about trying to find them.
A Lightning Bolt strikes down an Area 1 enemy

Triple Missiles: Each one of these gives you 20 Missiles. When fired, three missiles fire out in front of the tank: One goes straight a head, one goes at a 30-degree downward angle , the other at a 30-degree upward angle. These are best obtained by killing the Flying Heads in some boss caves.
Triple Missiles fire out at an Area 4 foe


The items listed below here are the randomly found power-ups that will fill one of the gauges on the screen.


Power tabs: Gray ones refill Power gauge by one bar, flashing ones refill four bars.

Hover tabs: Gray ones refill Hover gauge by one bar, flashing ones refill four bars.

Gun tabs: Gray ones refill Gun gauge by one bar, flashing ones refill four bars. The effects are listed below.

Empty: Fires straight ahead, 1/4 screen
Gun fire when uncharged

1-4 bars: Fires straight ahead, length of screen
Gun fire when charged 1 to 4 bars

5-6 bars: Fires length of screen, 1/4 of shots curve either left or right
Gun fire when charged 5 to 6 bars

7 bars: Fires length of screen in a wave pattern
Gun fire when charged 7 bars

8 bars: Fires length of screen in a wave pattern; passes through walls.



This final listing is likely the most important (save the best for last). These are the tank attachments you get after defeating each Area Boss. They all serve the same purpose of allowing you to reach the next level, but some of them are more useful than others.


Area 1: Hyper--- Slightly increases power of tank fire, and allows you to destroy big, ugly face thing guarding entrance to Area 2.
Hyper being fired in Area 2

Area 2: Crusher--- Allows you to shoot through some walls, letting you into Area 3, and helping you a lot in Areas 6, 7 & 8.
Crusher being used to blast way towards Area 3 entrance

Area 3: Hover--- Gives tank the ability to fly short distances by using the "HOV" bar at the left hand side of screen. With it, you can now reach Area 4, and it is vital at other points in the game.
Hover being used to fly through Area 1 sky

Area 4: Key--- Opens the gates between Area 4 and Area 5, and is useless from that point on.
The key being used to open the gate blocking Area 5's entrance.

Area 5: Dive--- Enables tank to move swiftly through water by holding the A button. Gets you to Area 6 entrance.
Dive being used to maneuver through Area 5's vast sea

Area 6: Wall1--- With this, the tank can go straight up walls. Gets you to Area 7, and helps you go through most of Area 7.
Wall1 being used to go straight up the rock face in Area 1

Area 7: Wall2---Now the tank can go up walls and on the ceilings as well. Enables you to reach Area 8 entrance and do lots of cool stunts. However, it will hinder your platform to platform jumping capabilities, as instead of jumping, often times the tank will stick to the platform's sides instead of taking off.
Wall2 being used go across Area 1 ceiling