Baldr Force EXE Manufactured By: Alchemist Developed By: Giga Year: 2002 Weapon FAQ Created by: Kevin He (aka Vc Viper) Contact me @: battlecruiser2004@hotmail.com Copyright Info This "Baldr Force EXE" FAQ is copyrighted by the author, Kevin He. If you wish to use this FAQ on your site, distribute it or display it for any reason, the author's permission is required. This FAQ should not be used for profit or gain of any kind. Violation will be reported if one fails to do so. This FAQ is only authorized to be displayed on the GameFAQ site (www.Gamefaqs.com) Please e-mail me for permission if you need to reprint it. CONTENTS 1. Update 2. Introduction 3. Weapon/Combo/EXP/Heat System 4. Weapon Section 5. Force Crash Section 6. Misc 7. Credits 1. Update V 1.0 3.10.2005 Began Walkthrough, finished basic layout. V 1.5 3.20.2005 Added Close range attacks, checking for errors. V 2.0 4.10.2005 reorganized layout, added Long range attacks. V 3.0 4.25.2005 Added Force crashes, checking for errors. V 3.5 4.30.2005 Added the system's sections, finished checking for errors. 2. Introduction The purpose of this FAQ is to let the player have an understanding of each weapons in the game. They will understand the uses of the weapons, their damage, and their combo abilities. 3. Weapon System The Weapon system of "Baldr Force EXE" is a unique one indeed. You have a lot of weapons at your disposal but most are not activated. You'll have to use a certain weapon and level up that weapon to a certain level before another weapon is unlocked. But first, you must "activate" the weapon by pressing that weapon icon, and it would ask you if you would like to activate the weapon. Say Yes, and the weapon would say it's "activating". Now the next time you go into the setup screen, your new weapon would be activated and ready to be used. Note: Only one weapon can be activated at a time. Combo System The combo system in "Baldr Force EXE" is very simple. When performing an attack, simply execute another attack and Toru will immediately stop the current action and perform the next, kind of like "canceling" in fighting games. This can be continued until the heat gauge is full. However there is a certain restriction in performing combos, which is you cannot use the same move twice. Eg. I used tackle in my combo, therefore I cannot use it again till the current combo ends. Also, all moves can be canceled this way but not all will hit properly, some hits better when canceled with another move and some don't so explore and find out their characteristics before trying to combo them. EXP System When a weapon is used to hit an enemy, the weapon itself will gain experience. The amount of experience gain depends on the number of time the weapon is used, the total damage it caused, and the of the enemy. If the enemy guard against the attack, then the exp for that attack is cut in half based on the total damage dealt. After battle is finished in an area, a screen showing the experience of the weapon is shown on the right side of the screen. A bar and three smaller bar on the bottom. When the bar is full, the word "Level Up" is displayed, and one of the small bars lights up. This mean the weapon has raised by one level. When all three bars lights up, the word "Max" is displayed. This mean the weapon has reached its maximum power, and its full potential is unlocked. Note: Each weapon always starts at Lv1. Heat System The heat gauge shown under your life bar on the bottom left corner has a special purpose. When you use a weapon, a certain amount of heat is generated, if another weapon is used that generates heats beyond the bar can handle, then the weapon cannot be used. If the bar is completely full, then there is a 4-5 second delay as the bar is reset to empty. You cannot attack at all during this time so evade the enemy. Also, each weapon generates a certain amount of heat. As each weapon is used, an amount of heat is reduced. After a battle, the heat gauge of each weapon is shown on the left side of the screen. A small or large percentage of the bar would turn purple. This is the amount of heat deducted; a number is also shown the amount of heat reduced. When the word "Max" lights up, it means the weapon's heat has been reduced to the lowest. 4. WEAPON SECTION There are a total of 63 weapon/attacks, they all fall under 3 categories: Close-range weapons/attacks, Medium to Long-range weapon, and Hybrid weapons/attacks. Close-range weapons/attack involves using punches and kicks, and weapons such as drills, hammers, talons, etc. Medium to Long-range/weapon involves the use of guns. They are then split into two categories: Ballistic and Energy. Ballistic weapons fires solid shots, such as submachine gun, shotgun, grenade, etc; Energy weapons fires beams or have the properties of energy in them, such as beam rifles, energy cannons, Remote Beam Pod, etc. Hybrid weapons/attacks involves combining different elements to create a weapon/attack that has two different attributes. For example, the Plasma Homing Missile is a hybrid of ballistic and energy, the missile itself is ballistic, but when it explodes the explosion is energy. Another example is the laser blade; the blade is both a close-range weapon and an energy weapon. Below shows the name of the weapon, the type of weapon, its heat when reduced to the lowest level, a description of the weapon and my comment on it. 1. Punch Type: Melee Heat: Low Description: Toru does a light punch at the enemy. The damage done by it is so weak that it's hardly noticeable. Comment: Pretty much useless by itself. Just level it up so you can get the other weapons. 2. Energy Punch Type: Melee Heat: Low Description: Toru does the same punch, only encased in energy. It does slightly more damage than punch. Comment: Other than the slight increase in power, use the same way as punch. Again level up to obtain better weapons. 3. Light Uppercut Type: Melee Heat: Low Description: Toru does a light version of the heavy uppercut, which only launches the enemy slightly off the ground. Comment: can't tell how useful it is as it's quite weak and hard to use in combos. 4. Uppercut Type: Melee Heat: Low Description: Toru does an uppercut that is similar to Ryu's uppercut in Street Fighter. Comment: A very versatile move that can create many combos, also allows you to fly when used correctly. 5. Sweep Type: Melee Heat: Low Description: Toru does a low sweep at the enemy. Comment: Like the punch it's not that good but it does a bit more damage. 6. TKO Type: Melee Heat: Low Description: Toru punches down at the enemy several times quickly, knocking it down. Comment: The punches are quick and the damage is ok, its best used in close range and in a close range combo. 7. Jumping Knee Type: Melee Heat: Low Description: Toru does a little hop forward and knees the enemy, upon contact the enemy is launched into the air. Comment: Just as good as the regular uppercut, the jumping knee sacrifice a bit of power in exchange for faster execution. 8. Bounce Kick Type: Melee Heat: Low Description: Toru goes across the screen while kicking, if the kick connects, he bounces backward. Comment: Good for offense and defense, a good hit and run move to use. 9. Dive Kick Type: Melee Heat: Low Description: Toru jumps into the air and kicks downward diagonally. Comment: The kick hits hard, but seeing how toru has to jump into the air first and dives down at an angle it's really hard to hit without calculating the correct distance first. 10. Slide Type: Melee Heat: Low Description: Toru slides towards the enemy, upon contact the enemy is knocked down immediately. Comment: Don't know if this can be used in combos, useful to knockdown the enemy right away to set up another combo or escape. Has some lag if missed. 11. Tackle Type: Body Smash Heat: Medium Description: Toru charges forward and smash his body against the opponent. Comment: What better ways to engage in melee combat with an opponent than launching your own body again it. The tackle has a very slow start-up, but during this time, you are almost impossible to knock out of the move by any attack unless is a really powerful attack or an FC. 12. Air Tackle Type: Body Smash Heat: Low Description: Toru does the same pose for Tackle. Only difference is that he goes diagonally up in the air, effectively hitting airborne opponent. Comment: A damaging attack. It can be used to surprise airborne opponent, or knocking them off the air. 13. Heavy Uppercut Type: Melee Heat: Medium Description: Toru stands still while doing an uppercut motion; the enemy is knocked high into the air if it connects. At max level, a talon comes out and hits the enemy hard. Comment: The move does massive damage but hard to hit with, bigger enemies can be hit by standing next to them and use it, smaller enemies must jump or lifted high into the air for it to work. 14. Overhead Punch Type: Melee Heat: Medium Description: Toru jumps into the air, then comes down on an enemy and punches it hard on the head. Comment: The best way to use this to the fullest is to use a regular uppercut first to knock the enemy up, then once they're in the air use this move and Toru will punch right away and hit, sending the enemy falling down. 15. Drill Type: Melee Heat: Low-Medium Description: Toru turns one of his hands into a drill, which can drill the opponent for multiple hits. The size of the drill depends on the level of the weapon. Comment: Turning opponent into scrap parts is just what the drill does. It can do moderate or high damage, depending on the opponent's defense. Some enemies are so durable that repeated drill attack won't break their guard. 16. Sticky Mine Type: Timed Explosive Heat: Low-Medium Description: Toru rushes forward and sticks mines on an opponent; the mines then explode after a few seconds. Comment: yet another mine weapon. But this one is different than the previous two. The mine is stick on the opponent, which will detonate after a few second. However, opponent can still guard when the mine detonate. 17. Explosion Palm Type: Melee/Explosive Heat: Medium Description: Toru pushes both of his palms forward, upon contact with the enemy, the palms creates an explosion that sends the enemy flying across the screen. Comment: The palm is quite powerful as it can send an enemy across the screen when hit; best used in short range or short dash. 18. Stun Rod Type: Melee/Energy Heat: Low Description: Toru stab a rod forward at the enemy, if the rod hit, the enemy is frozen in place by electricity. Comment: Good for small and medium enemies as you freeze them in place while continuing your combo. Not very effective against large enemies or enemies with heavy armor as the freezing has no effect to an enemy when it's guarding. 19. Twin Talon Type: Talon Heat: Medium Description: Toru phase in two long talons, and strikes forward with it. Comment: Because of the slow star-up, this is best used to finish a combo or to break guard, the talons does about the same damage as a tackle. 20. Laser Blade Type: Energy Blade Heat: Low Description: Toru phase in a laser blade and slashes it in a wide arc that can push the enemy away slightly if hit. Comment: The blade is not too powerful but isn't completely weak either. The push effect of the blade can be used to distance yourself from the enemy, giving you a breather to think of your next move. 21. Hammer Type: Hammer Heat: Medium Description: Toru phase in a large spiky hammer and strikes the enemy with it. The enemy gets knock downed instantly. Comment: It can compare to the tackle in terms of power, but has a slower execution time than the tackle. It also good at breaking guards. 22. Lance Type: Lance Heat: Medium Description: Toru phase in a big lance and thrust it forward at an angle. Comment: Has quicker execution than the twin talon while still doing the same damage; also the lance knocks the enemy a bit into the air. 23. Rising Sword Type: Melee Heat: Medium Description: Toru punches the ground, and a sword comes out and lifts the enemy into the air. Comment: The sword can hit multiple times, often used as a finisher for a short range combo. 24. Rapid Strike Talon Type: Talon Heat: Low Description: Toru phase in a small talon on his right arm. He then dashes forward, and then strikes the enemy five times. Comment: A weapon that does good damage and low heat cost. Use it to connect a combo. 25. Dual Blade Type: Twin Blade Heat: Low Description: Toru phase in two short swords and slashes forward with both sword for four times, then he quickly slashes four more times with both sword. Comment: The start-up time is slower than the laser blade, but it is just as powerful. Its best used on ground combos as it has difficulty linking in air. 26. Twin-Bladed Staff Type: Blade Staff Heat: Low Description: Toru phase in a twin-bladed staff and proceed to hit the enemy in a 5 hit combo. Comment: The 5 hit does great damage, but recovery time is bad even if it connects and finishes. 27. Whip Type: Chain Heat: Low Description: Toru phase in a whip and throws it forward, if the whip hits an enemy, it will take a bit of damage plus getting pulled toward Toru. Comment: When you use a long string of moves and knocks the enemy out of range, use this to pull it back and continue your assault. 28. Morning Star Type: Melee Heat: Low Description: Toru phase in a morning star on a chain, then he throws it out forward, hitting multiple times before retracting. At max level, the spiky ball attached to the chain is released and explodes on contact like a bomb. Comment: This should definitely be used when standing still, as it's very hard to hit enemy with it if you move. 29. Spinning Morning Star Type: Melee Heat: Low Description: Toru phase in the morning star, but this time he start to spin it above his head, causing multiple hits to anyone who gets close. Comment: This should be used when moving as its makes a potent offensive weapon to purposely run into enemies. 30. Flip Mine Type: Projectiles/Explosive Heat: Low Description: Toru does a back flip and throws out several mines at the same time. Comment: An ultimate escape move. You can attack and escape at the same time. If this is used during a back dash, toru back flips halfway across the screen, making it an ultimate escape/attack move. 31. Energy Trap Punch Type: Melee/Energy Heat: Low Description: Toru does a short leap forward and punches the enemy. An energy field forms after the punch, immobilizing the enemy. Comment: Great for trapping those fast annoying enemies, and to continue you combos. 32. Energy Ball Type: Projectile/Energy Heat: Low Description: Toru pushes both of his hands forwards and a blue energy ball appears, damaging the enemy several times before dissipating Comment: A good move, considering most energy moves are useful. 33. Pistol Type: Bullets Heat: Low Description: Toru phase in a pistol and fires a single shot. Comment: The shot does as much as a single punch, since it's a ranged weapon it's more useful than the punch but there are far better weapons. 34. Grenade Launcher Type: Explosive Heat: Medium Description: Toru phase in a grenade launcher and fires a grenade that explodes upon impact. The explosion lasts several seconds. Comment: A very simple weapon to use, and an effective one too. The Grenade will detonate upon impact with the ground or an opponent. A direct hit will usually result in 50% damage. Splash damage will also damage any opponent within the area. 35. Submachine Gun Type: Bullets Heat: Low Description: Toru phase in two submachine guns and fire them in a spread pattern. The amount of bullets fired depends on the level of the weapon. Comment: The Submachine Gun is a good weapon in terms of firepower and rate of fire. Its rate of fire is the second fastest in the game, and firepower is good enough to take down most enemies in a combo or by itself. When the action starts to get intense, a constant barrage of fire can be maintained to pressure the opponent until it drops its guard or dies. 36. Gatling Gun Type: Bullets Heat: Low Description: Toru phase in a gatling gun and unload a burst of armor-piercing bullets at extreme speed. The differences between this and the submachine gun are although the submachine gun fires twice the ammo, the gatling gun fires twice as fast. It takes roughly five seconds for the submachine gun to unload all ammo, but for the gatling gun, it's empty in roughly three seconds. Comment: This weapon trades its maneuverability for rate of fire, as you can't do strafing runs with it like the submachine gun. 37. Shotgun Type: Pellets Heat: Low Description: Toru phase in a shotgun and fires a shot that launches steel pellets in a wide fan pattern. Comment: The shotgun is always known for its lethality in close range. A close range shot that hits an unguarded enemy can be deadly, especially in close range combos. 38. Explosion Shot Type: Exploding Pellets Heat: Medium Description: Toru phase in a grenade launcher and fires a cannon that continues to damages the enemy upon impact. After a few seconds, the cannon explode into a spread of shotgun pellets in a circle pattern Comment: Good weapon in terms of damage and effectiveness. Can pressure enemy and damage the ones that is close to the cannon when it explode. 39. Multiple Missiles Type: Missile/Explosive Heat: Medium Description: Toru phase in a shoulder launcher and launches multiple small missiles that fly forward at a random direction. Comment: It's basically a submachine gun that fires missiles which do more damage, the random direction of the missiles means its best used closer to the enemy so most or all the missiles will hit to inflict max damage. 40. Plasma Homing Missile Type: Missile/Energy Heat: Medium Description: Toru launches several missiles from his back, which turns into a loop then goes to track the nearest opponent. Comment: The best homing missile in terms of firepower. All missiles hit successfully will result in 60% damage. Although the range of the missiles are short, when it explode blue plasma explosion appears, damaging any opponent caught within. If you are low on life, and there are some enemies that are close to death, use the PHM to take care of them without putting yourself in danger. 41. Homing Missile Type: Missile/Explosive Heat: Low Description: Toru phase in a launcher on his shoulder and launches several missiles, which stays in place to track the nearest enemy, moments later the missiles home in quickly and hits the enemy. Comment: These missiles are quite reliable in their abilities to home in on enemies, only problem is that they're easily destroyed by enemy attacks and not recommended for use in narrow spaces as the missiles will crash into walls and be wasted. 42. Proximity Mine Type: Proximity Explosive Heat: Medium Description: Toru launches several mines than explode on contact. If the mines hit a wall, it sticks on it. Any enemy that gets close to it will detonate the mine, as well as after a certain amount of time passes. Comment: A trap weapon, tricky to use like the mine but can be deadly if used properly. Use it at short range will increase its hit rate and its effectiveness. 43. Aerial Missiles Type: Air Missiles Heat: Low Description: Toru phase in a projectile launcher then jump in the air and fires several missiles, which falls downward in an arc. Comment: Powerful missiles second only to the PHM, the abilities to fire in the air gives you the advantage to go on the offensive, also a good weapon to start air combo with. 44. Floating Mine Type: Energy Mine Heat: Low Description: Toru phase in a projectile launcher and fires several energy mines that have a random movement pattern. Comment: These mines are different that the ground version. When launched, the electronic sensor of the mine tells it where to go. The path is always random each time. Upon impact, a small electric field is generated, temporally stunning the opponent for a second. Since the mine hover above the ground, it can also hit some air opponent. 45. Flamethrower Type: Flame Heat: Low Description: Toru phase in a flamethrower and launches blazing heat at the enemy. Comment: The flame does lots of hits and damage, also one of the best weapon to pressure an enemy as it can be used to wear down their guard and then use a powerful attack to break it. 46. Hand Grenade Type: Explosive Heat: Low Description: Toru throws a hand grenade, which detonates on impact or after it hits the ground for several seconds. Comment: This grenade has more range than the launched one, though it might be a bit hard to make it hit accurately. 47. Mine Type: Ground Explosive Heat: High Description: Toru puts a mine on the ground. Comment: The Mine is a great weapon is used correctly. Although it generates a lot of heat, it trades off with three unique points. The Mine itself has a motion detector; any opponent that steps on it will detonate it. Also it has a proximity sensor, and any opponent that goes near it will detonate it. Finally, the Mine has a time delay and will detonate after the time has expired. 48. Anti-Air Rifle Type: Energy Bullets Heat: Medium Description: Toru phase in a shortened rifle and fires multiple energy bullets up into the air. Comment: One of the few weapons that can attack air opponent. The only problem is you have to be right under the opponent to use it effectively. Low Medium Low 49. Rocket Launcher Type: Rockets Heat: Medium Description: Toru phase in a rocket launcher. But instead of holding it straight and fire it forward, he holds it up and fires in the air like a mortar. The rocket then flies up in a wide arc before landing and explodes. Comment: A very hard weapon to level up with. But once it does, it is a very versatile weapon. However, timing is the key to make the rocket hit. An easier way to hit with the weapon is to set it on normal dash, then dash into an enemy and use it, it will always hit, however this only applies to medium and large enemy, as this trick cannot work with smaller enemies. 50. Anti-Air Beam Cannon Type: Energy Ball Heat: Medium Description: Toru phase in an aerial launcher from his back and launches a ball of energy that travels diagonally into the air, if an enemy is hit by it, the ball continues to drag the enemy up until it turns into an energy field where it continues to hit the enemy until the field collapse. Comment: Great for those aerial enemies that just won't come down as you can use this to trap them and destroy them with it or start an air combo. 51. Energy Cannon Type: Energy Shell Heat: Medium Description: Toru phase in energy cannon and launches an energy shell that travels half of the screen. The size of the shell depends on the level of the weapon. Comment: The Energy Cannon is one of the many most powerful weapons in the game. A direct hit could do 40% damage or more. When it's used as a finisher, it can do over one bar of damage. Also, any opponent that is hit by it will be pushed back a bit, guard or no guard, therefore it can create some distance between you and the opponent. Its drawback is the huge recoil of the weapon prevents rapid fire. The energy projectile can only reaches up to half screen length before it dissipate. 52. Energy Trap Rifle Type: Energy Rifle Heat: Medium Description: Toru phase in a beam rifle and fires a ball of energy forward, after traveling some distance the ball turns into an energy vortex that sucks the nearest enemy towards it and attempts to trap it there until it dissipate. 53. Beam Rifle Type: Beam Heat: Medium Description: Toru phase in a rifle and fires a beam that travels a long way across the screen. The thickness of the beam depends on the level of the weapon. Comment: The power of the Beam Rifle is super when used on an opponent who isn't guarding. However, the beam gets weaker as it pushes the opponent away from the gun. Also, some opponent like Tiger, are extremely durable against beam fire, which will not even move when hit. 54. Wave Beam Type: Beam Heat: Medium Description: Toru transforms his hand and a wavy beam fires forward. Comment: Slightly weaker than most beam rifles, but it trades its power loss for the abilities to go through multiple enemies, meaning several enemies can be damaged at the same time. 55. Energy Rain Type: Energy Bolts Heat: High Description: Toru raises his hand and moments later multiple energy bolts rain down from the sky and lands randomly. Comment: A good weapon to keep the enemy immobile as the rain keeps the enemy in place, allowing you to dish out more damage to them. 56. Magnetic Field Type: Field Heat: Low Description: Toru does a power-up pose and a magnetic field appears in front of him. If an enemy is close to the field, it gets flipped into the air. Comment: Very useful to use those air weapon to the fullest. Good for approaching hard enemies by flipping them first, then when they're on the ground start landing those combos. 57. Energy Pillar Type: Shield Heat: Medium Description: Toru points his hand on a part of the battlefield and an energy pillar come out of the ground. Comment: One of the two weapons that acts as a shield. The pillar can block most enemy fire such as bullets, missiles, and beams, and can even cancel certain attack. It really useful if you like to play defensively. 58. Force Field Type: Personal Shield Heat; Medium Description: Toru does a power-up pose, and a wave resonates around him for several seconds. 59. Remote-Controlled Fighters Type: A.I Controlled Fighters Heat: Medium-High Description: Toru phase in a shoulder cannon and launches several fighters that track the nearest opponent and fire. Comment: The RCF are several A.I controlled fighters that tracks the nearest hostile and get in close. It then starts to fire its machinegun while circle strafing the target. What's unique about the RCF is that the bullets, although not that strong, but can freeze the opponent in place. With quick rate of fire, the target cannot move at all but to sit there and take all the damage. The fighters will explode after it uses up its ammo supply or its shot or it hits an opponent. 60. Remote-Beam Pods Type: A.I Controlled Pods Heat: Medium Description: Toru phase in the shoulder cannon and launches several satellite-like pods. After a few seconds, the pods will charge up and fire a beam. Comment: Like the RCF, the RBP are A.I controlled pod. Unlike the RCF, it does not get close to the nearest opponent after been launched. Instead, it stays at the position they were launched and track the nearest target by turning towards them. After a few seconds, the pods will charge up and fire a beam similar to the beam rifle but smaller. 61. Bomb Carrier Type: Air to Ground Explosive Heat: Medium Description: Toru launches a small ship that flies high into the air, after launch the ship releases 12 bombs as it flies straight then crashes to the ground. Comment: The bombs are ok in terms of damage, but seeing how the explosion doesn't drag the enemy with it lower its usefulness by a bit. Still it's a great weapon for coverage as multiple enemies can run into the explosions and take damage. 62. Anti-Air Gunpod Type: Anti-Air Gun Heat: Low Description: Toru phase in a shoulder cannon and it launches a small ship-like pod that travel along the ground, which explodes upon impact. However, if the pod travel under an airborne opponent, then the pod starts to fire its rapid-fire machinegun, keeping the opponent in the air for the duration of the fire. Comment: Another anti-air weapon. This one quite good, especially for that opponent who likes to stay in the air all the time. The pod travel at a fairly slow rate, therefore its best used in close range or an air combo. 63. Explosion Sphere Type: Energy explosion Heat: Low Description: Toru jumps in the air and an energy field surround him as he focus, then after enough energy is gathered, he unleash the energy in a powerful explosion. Comment: this weapon can create many powerful combos if you can find the right combo for it. Although being an air weapon, you can make it to work on ground as well. 5. FORCE CRASH SECTION This section will talk about the Force Crashes (FC) in the game. Force Crashes are powerful moves that can do tremendous damage to enemies. Each force crash will instantly overheat the heat gauge, but they can be performed even when the gauge is already overheated. There are a total of 21 force crashes. Defeating certain bosses or completing certain events allow you to learn new ones. Thousand Punches Description: Toru does an energy punch, if it connects, he appears behind the enemy still remains in his punch animation, and then the enemy suffers from multiple attacks (probably the punches) and falls. Shin-Shoyu-Ken Description: Toru does Ryu's shin-shoyu-ken super on the enemy. Rising Sword Description: Toru punches the ground and several huge swords come out of the ground and lift the opponent up, finished with a gigantic sword. Blade Dance Description: Toru phase in the two-bladed staff and hits the enemy back and forth 10 times before doing the 5 hit finisher. T-150 Gatling Assault Description: Toru phase in the gatling gun and begin to unload a huge amount of bullets at extreme speed. Phoenix Down Description: Toru phase in the hawk down rifle and fires a slew of energy bullets in a quick burst into the air. Super Mine Description: Toru drops a regular mine on the ground. If an enemy step on it or the timer has expired, the mine erupts into a massive explosion, hitting anyone in the radius. T.K.O Description: Toru slams the enemy down and punch it repeatedly a lot of times, then finishes with a hard punch. Super Dive Kick Description: Toru does his regular dive kick. The only difference is the kick is executed faster, it's stronger, and the energy on the kick is bigger. Energy Tackle Description: Toru readies his tackling pose and then charges forward with an energy field surrounding him. Super Energy Ball Description: Toru launches 5 medium sized energy balls and finishes with a large one. Multidirectional Proximity Mine Description: Toru sends two waves of proximity mines in a circular motion. Mega Rocket Description: Toru launches a huge rocket that takes forever to come down. Once it does, it makes a nuclear explosion. Hyper Cannon Description: Toru phase in the energy cannon and charges it for a few seconds, then unleash a huge energy shell. Super Sticky Mine Description: Toru rushes forward and sticks around 10 mines on the enemy and uppercut them into the air. Moments later, the mines explode into a blue fiery explosion. Hyper Talon Description: Toru bends down and charges for a few seconds, then he raises one of his hands and a talon with electric current comes out and hit the enemy in the air. Lance Dance Description: Toru pokes the enemy into the air 4 times with an Lv1 lance, then once more with an Lv1 lance, then with an Lv2 lance, and finally finishes with an Lv3 lance. Super Shotgun Description: Toru fires his shotgun 3 times, one after each recoil. Super Homing Missiles Description: Toru launches the regular homing missiles. The only difference is that the missile does more damage, the explosion is different, and the exploding sound is different. EPX Grenade Description: Toru throws a large grenade, which does a big explosion after impact or after hitting the ground for a while. Super Exploding Missile Description: Toru phase in the energy cannon. Except this time it launches a huge missile that upon impact explodes into smaller missiles. 6. Misc Here are some of the various interesting things I noticed while playing the game. - If you do a dash forward and press the short dash button quickly, toru will dash forward at amazing speed, it's the quickest way to get across the battlefield. - Some energy attacks can lift you off the ground slightly, if you dash when you're lifted off the ground, toru may fly upward until he disappear to the top of the screen, and you can stay up there for as long as you want; but you must hold the direction that you dashed. Let go of the direction and he'll come crashing down. 7. Credits Here are all the people I like to thank for making this FAQ possible Myself for writing this FAQ, and spending hours analyzing the weapons. CJayC for hosting the site and FAQs. Giga for making an awesome game. Well this reaches the end of my FAQ, I hope you find it useful, if there is any suggestion to make or a mistake to correct, feel free to e-mail me and let me know, I will be sure to put your name here for your good info. Also when sending the e-mail, please make the title "Baldr Force EXE" so I'll know. See you all till my next update ^_~