Note that if you die during the non-training areas (the halls between the training areas), you get docked one level in the training path. During a training session, you can tell whether you are doing well or not based on the color of the score/timer: white means you are going up a level yellow means you are staying at the same level and red means you are going down a level. You can see where you are on the grid in the background. You have to complete training sessions and how well you do determines whether you get the high path or the low path. The Ride Armor will be waiting for you up there. Note that if you die during the second portion of the stage, you can pick up the Ride Armor again by going to the right, then jumping up and snagging the ledge above you and working your way back left and air-dashing over the spikes. Some platforms will move under the Ride Armor’s weight. In a couple of cases, you have to drop the Ride Armor onto moving spikes and let the spikes move the armor underneath a ledge while you jump out and run across the top of the ledge, then jump back in on the other side.
You can raise/lower elevators with the blue switches-put the armor on the elevator, then jump out and hit the switch (the game demo shows this). To get the Ride Armor all the way to the end of the stage requires skill. You need the armor to get most of the items. The Hermes Armor's Body Parts H allows you to avoid any kind of damage from the small crabs and bouncing wheels, giving you a great chance of racking up huge scores in the hundreds. Eventually all the enemy types will attack at once while the claw flies in and out, so keep yourself moving while attacking. Watch out when the claw flies in, after streaking away once it'll fly up out of the screen after passing over your character and come straight down, so stand well clear of the area where it took off to avoid a beating. Two numbers appear up on the right, the top indicates your top score for the mission while the lower records total enemy defeats of the current session. You'll be assaulted by waves of small crabs and bouncing wheels from every direction, including a rogue flying claw. This Intermission will see you trapped in front of the cascading waterfall in Noah's Park (where you fought one of the giant crab mechaniloids). Crabs-Y's main attack is that it'll often try to grab and immobilize you. Continue right, and you'll go through a few earth tremors before encountering the Maverick that you will constantly fight in this stage: Crabs-Y. Destroy all these enemies and collect the Metals.
Soon you'll get to a small lightbulb-like enemy powering itself up using a Bombee.
Continue right, destroying the Bombees and groups of Busterds. Cross the river when you get to it and destroy the Busterds (missile launching enemies). Destroy any Bombees (bee enemies) you see with shots and grab the Metals. You'll have infinite retries to use and the ability to exit at any time.Īfter the cutscene, head right through the jungle.
Intermissions primarily offer various ways to save up Metals in either small rooms riddled with waves of enemies or repetitive arenas. The first will be the Noah's Park Intermission, with three more (Central White, Inferno & Troia Base) to follow. By deliberately sacrificing yourself and using up retries, eventually an Intermission will activate upon returning to the Hunter Base. To activate the Intermissions, oddly enough you'll need to lose lives during missions. 13.3 Final Arena: Heaven's Gate: Lumine.13.2 Part Two: Sigma Palace: Real Sigma.13.1 Part One: The Moon: Vile and Goliath Ride Armor.