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Envelope Guide

by Exp_HP

           _______
   /      (                                    __________
 /        / // /  / /  //  / /  / /  /   //  //          \
/     __ //////__///////__/ /__///__////// ///   __  __   \
|    /__\ |   |__)|__| /__\ |__) /  \ |  | |\ | /   |__    |
|    |  | (__ |   |  | |  |_|__) \__/ (__) | \| \__ |__    |
|    '====================/  \========================'    |
|   /    -----------------\__/---------------------        |
\__/    /// /////  ////// //// /// ///// //// ///         /
       /    / //   / ///   //  /     /  ///  / /        / 
                       ALPHABOUNCE  / 

_________________________________________________
AlphaBounce Envelopes Guide   v0.70              |
Copyright (C) 2010 Michael 'Exp HP' Lamparski    |
_________________________________________________|


vvv!!!ATTENTION!!!vvv

It is strongly recommended that you read this guide in a fixed-width font.
.........................-
MMMMMMMMMMMMMMMMMMMMMMMMM-
If the minus signs above line up, you are reading in a fixed-width font.
If not, you may want to save this document and open it in an external text
editor like Notepad.


I used Courier New when composing this document, so if you're using another
font, it is to be expected that some of the ASCII art will look odd. On Linux,
Deja Vu Sans Mono is a fair alternative.


Also, unless you love scrolling left and right to read every line, you may want
to stretch your window horizontally if the entire two lines below do not fit.
0        1         2         3         4         5         6         7
1234567890123456789012345678901234567890123456789012345678901234567890123456789

79 characters is the max width of this document, and a lot of text is justified
to fill that entire width.

^^^!!!ATTENTION!!!^^^


                                                           | |
/\================================================/\   /|__|_|   
||              Table of Contents           [TOC] \/  /  __|_|__|\
|| ( o <---- you are here)                             \|  |_|__  \
\/__________________________________.                      | |  |/

Welcome to the Table of Contents, your one-stop shop for getting around!

The words in parentheses after each  section title are search codes for jumping
around the  document.  To use  them, press Ctrl+F  and type the code  IN SQUARE
BRACKETS (not parentheses).   The first result - which should  also be the only
result - will be the corresponding section.

Table of Contents ==================(TOC)
   Section 1. General Info ===========(SECT1)
      1.0 Introduction =================(INTRO)
      1.1 Version History ==============(DIFFS)
   Section 2. Stuff You Should Know ==(SECT2)
      2.0 Planets ======================(ROCKS)
      2.1 Your Fleet ===================(FLEET)
      2.2 Bonuses and Maluses ==========(BONUS)
      2.3 P-Bonuses ====================(PPPPP)
   Section 3. Envelope Reference =====(SECT3)
      #01 ESC-STD ======================(ESC1)
      #02 ESC-FGT ======================(ESC2)
      #03 ESC-AOD ======================(ESC3)
      #04 AB-MIN_500 ===================(AMIN)
      #05 GROMENS ======================(GROM)
      #06 TWINEE =======================(TWIN)
      #07 HERBO ========================(HERB)
      #08 ASTERON ======================(ASTR)
      #09 API-DYA ======================(APID)
      #10 SABOT ========================(SABO)
      #11 TAS-VOODOO ===================(TASV)
      #12 EXPLORER =====================(EXPL)
      #13 CHIMERA ======================(CHIM)
      #14 LOGICO =======================(LOGI)
      #15 BEGNE-TWO ====================(BEGN)
      #16 GC-MAGMOD ====================(MAGM)
      #17 INSOMNIA =====================(INSO)
      #18 SOLSTICE =====================(SOLS)
      #19 GALEON =======================(GALE)
      #20 ARTEMIS ======================(ARTE)
      #21 BATTLE-SHK ===================(BSHK)
      #22 ISPA-87 ======================(ISPA)
      #23 COMMANDER ====================(COMM)
      #24 PHOENIX ======================(PHOE)
      #25 ZERO-G =======================(ZERO)
      #26 I-GUAN =======================(IGUA)
      #27 M-ALMOTH =====================(MALM)
      #28 HILAN-DR =====================(HILA)
   Section 4. Important Info =========(SECT4)
      4.0 Frequently Asked Questions ===(FAQ)
      4.1 Contacting Me ================(EMAIL)
      4.2 The Fine Print ===============(LEGAL)
      4.3 Thanks =======================(AWSUM)



 _____________________________________________________________________________
(                                                                             )
 \___________________________________________________________________________/
  \ Section 1. General Info                                         [SECT1] /
    =======================================================================
    It's time to debrief you about envelopes and this guide.

    In this section:

    Section 1. General Info ===========(SECT1)
       1.0 Introduction =================(INTRO)
       1.1 Version History ==============(DIFFS)

                                                               _
/\================================================/\          (_)
|| 1.0.         Introduction              [INTRO] \/           _
|| (just in case you have no idea why you're here)            | |
\/__________________________________.                         |_|
There are a total of 28 different ships - or, as some of the game's flavor text
calls them, "envelopes" - in the game.  These ships serve as your paddles.  You
control your envelope with your stylus and use it to catch the balls and bounce
them towards the blocks (called "conglomerates") in each level.

You start with only one envelope,  the ESC-STD.  You gain  additional envelopes
by clearing  planets - if you complete every single level on a planet,  you are
rewarded with a new envelope.

While I find  there are some balancing issues with weapons and ball types,  the
game  balances ships quite well,  and most people  will want  to use  different
ships depending on their  own strategy.  This is quite an  accomplishment given
how  unique  each ship is;  instead of going  for a generic stat-based  system,
AlphaBounce gives each and every  ship a unique skill unlike that of any other.
There is a ship that heals itself over time.  There is a ship that fires lasers
faster. There is a ship that ignores bad Bonuses.  There is a ship that gets an
extra 3rd ball out of  each Multiball  bonus.  And perhaps one  of the things I
appreciate most is that there is one ship - and only one ship - that boosts the
[hidden] Defense  stat.  This is a prime example  of how the game tries to make
sure  each  ship's ability  is unique,  because the  game very  easily could've
instead given each ship varying ammounts of innate Defense.

The primary  reason this  guide was  made is to  let you  the reader  know what
special skill each ship has, because  sometimes the game doesn't do a very good
job at explaining  it.  Nobody would know from  reading the in-game description
of INSOMNIA  that the ship  is immune to  negative Bonuses.  That is  what this
guide is  for.  I've  also devoted  ample amounts of  time to  researching each
envelope, performing  countless tests and  experiments to provide you  with all
the details. While I can't guarantee that everything in this guide is accurate,
I will say that, especially in the Envelopes reference section, you will seldom
come across a statement that I  wrote without first playing at least 2-5 levels
"just to  make sure."  I have  played this game TO  DEATH.  To say  I'm sick of
AlphaBounce would be an understatement.

This guide also will serve as a reference to let you know which planet has each
ship and what P-Bonus each ship has.

Last but not least, I will also take the opportunity to rate each envelope. Now
you must note that I am playing on Easy mode.  I cannot switch because I do not
want to start a new file and  lose all the envelopes that I'm writing about.  I
will  admit that,  being  on Easy  mode, my  assessment  of some  of the  ships
probably isn't fair or accurate.

You have a right to disagree with  me, of course.  But if you think I'm critic-
ally off the  mark with one of my  assessments, feel free to shoot  me an email
and tell  me why I'm  wrong.  I'd like  to hear what  other people have  to say
about envelopes, and the guide could probably use a second voice.


                                                     ____              ,
/\================================================/\ \   \|/\|\_|\/\/\/ \
|| 1.0.         Version History           [DIFFS] \/,/   New package,   /
|| (because seeing progress is GRRRREAT!)            \ SAME GREAT TASTE!>
\/__________________________________.                 |/\/\_|\|/\___/\_/

v0.70  August 11, 2010.  Approx. filesize 92 KB
-First version submitted to GameFAQs.  It has plenty of extra sections in
 addition to the envelope reference.
-9 Envelopes have unknown abilities.


 _____________________________________________________________________________
(                                                                             )
 \___________________________________________________________________________/
  \ Section 2. Stuff You Should Know                                [SECT2] /
    =======================================================================
    Before we get to the Envelope Reference, there are some things that you
    should understand.  Let's get right to them, shall we?

    In this section:

    Section 2. Stuff You Should Know ==(SECT2)
       2.0 Planets ======================(ROCKS)
       2.1 Your Fleet ===================(FLEET)
       2.2 Bonuses and Maluses ==========(BONUS)
       2.3 P-Bonuses ====================(PPPPP)



/\================================================/\         ___     I'm big.
|| 2.0.         Planets                   [ROCKS] \/        /   \  / Hooray.
|| (you know, them big things?  Can't miss em?)            |     |
\/__________________________________.                       \___/

To expand your selection of ships to use in levels,  you need to complete plan-
ets.  Clearing every  level on a planet earns  you its envelope.  You can check
the list of  planets and their  completion status  by selecting the Planets tab
(or by pressing Right) on the settings screen.

There are 27 planets in the game.  26 of them are normal, playable planets that
yield envelopes when cleared.  You may notice something special about the names
and - with the exception of Quasmik - the order of  these planets  in the list.
The 27th planet, Earth, is a special case.  I'll get to that soon.

For the most part, Planets that are further out are not necessarily harder than
those closer to the origin.  In general, all except the very furthest will be a
mixed bag, because planets are placed differently in each difficulty level.  In
Easy mode, Asmech is one of the first planets you see,  and Keunoth is somewhat
far out.  In  Normal mode,  Keunoth is one  of the first  planets you see,  and
Asmech is instead further out.  So in other words, the developers didn't have a
specific order to the planets in mind,  and so the difficulty curve is a little
erratic at times.

The goal of the game is find  Earth, the 27th planet.  Earth is placed randomly
in  each game,  and in  order to  find out  its coordinates,  you will  need to
complete the  Earth map.  The Earth map  is split into many  fragments that are
hidden on some of  the planets. The Sonar (if you have  it) can determine which
planets have Earth map  fragments; those that do will be marked  with a star on
the radar. You only have to play a specific level on the planet in order to get
the fragment, so if you don't care about a planet's envelope, you can feel free
to leave the planet once you get its Earth map fragment.


              01         02         03         04         05    
            Asmech*   Bimourde   Confolens   Dustiny    Epigore 
            CHIMERA    ESC-AOD    TWINEE    GC-MAGMOD   ASTERON 

        06         07         08         09         10         11    
    Foshagrune  Gorgonat    Huskari    Iductys    Jokulh     Keunoth 
      LOGICO      HERBO   TAS-VOODOO   ISPA-87    ZERO-G     GROMENS 

              12         13         14         15         16    
             Lomax    Monathir   Nomenjade   Ozaris    Pouchine 
            PHOENIX   SOLSTICE   EXPLORER    ARTEMIS     SABOT  

        17         18         19         20         21         22
    Rosanhydre  Soldemas  Tartinours    Uzeek    Vanister    Quasmik 
    AB-MIN_500   ESC-FGT    GALEON   BATTLE-SHK  M-ALMOTH    API-DYA 

              23         24         25         26         27
            Wanoeth     Xolt      Yubong     Zatonga    Earth** 
           BEGNE-TWO  INSOMNIA   COMMANDER   I-GUAN    HILAN-DR 

* Asmech is impossible to complete 100% in Hard mode thanks to a glitch.
See section (CHIM) for more information.

** Earth never actually appears in spot  27 of the list because you cannot play
any of its levels, and therefore you cannot get any % completion on it. Attemp-
ting to  play a  level on Earth  will play  a cutscene and  end the  game.  The
reward for  beating the game on  Easy and Normal  modes is Hard mode.   On Hard
mode, will you be rewarded with the exclusive HILAN-DR.


/\================================================/\      , ,     
|| 2.1.         Your Fleet                [FLEET] \/    -==o==-    
|| (though "fleet" is probably an overstatement)                 .==A==.
\/__________________________________.                 (]======[)

In the setup menu (accessed by the screwdriver button when not in a level), you
can tap the wrench icons to set  up your fleet.  At first you have 3 spaces for
ships. Somewhere out in space is a plus-shaped item called Additional Ship that
will increases the number of ships you can command to 4.

If you have more than one ship set up in your fleet,  the rest serve as backup.
When  your first ship is  destroyed,  the rest  will be sent out one  by one in
order.  The number of ships you have left as backup is indicated by a series of
yellow rectangles in the lower left.

Want some strategy tips?

In general,  I try to balance offense and  defense in each ship in my fleet.  A
ship that can't deal quick damage  to conglomerates can be frustrating and slow
to use,  and any ship that isn't prepared for the dangers at hand is as good as
destroyed.  Your primary focus should be making sure that each ship is bearable
to use and protected from what threats the upcoming level has to offer.  If you
can build two ships that complement each other,  that's great, but for the sake
of your own sanity, make sure both of them are all-around decent ships on their
own, because it will often be luck that decides if and when you switch ships.

I'd say it's up to you whether you want your favorite ship to be first or last,
but  one thing I  will say  is that  any ships  after the  first should  have 5
Defense MINIMUM, if  not more, because they'll often have  to fly through enemy
fire on their way up from the bottom of the screen. It's not good if your ships
are dying before the game even lets you control them.

/\================================================/\            _______
|| 2.2.         Bonuses and Maluses       [BONUS] \/           (___A___)    
|| (because nobody knows what to call them)            _______ (___B___)
\/__________________________________.                 (___L___)

As you destroy conglomerates, letters  will fall.  Picking these up will invoke
special events  and abilities that can either  hurt or help you.   The game has
some interesting terminology for these: Good ones are called "Bonuses," and bad
ones are called "Maluses."  I can only assume the word "Malus" is a bastardized
translation of the  original terms in French, because even  though "malus" is a
pretty  logical extension of  "bonus" ("mal"  = bad  in French),  no dictionary
recognizes it as such.

There's a total of  32 Bonuses and Maluses in the game,  one for each letter of
the alphabet except for P, which is special and will be explained later.

As this is  an Envelopes guide, I won't  go too far into detail on  most of the
Bonuses and  Maluses.  I will  list which ones  are Bonuses and which  ones are
Maluses, though.   These lists are  based on how  the ship INSOMNIA  treats the
individual powerups; INSOMNIA is immune to Maluses.

The following are Bonuses:
   -Attraction    -Barrier  -Chaos Field   -Extension
   -Frenzy        -Halo     -Javelin       -Laceration
   -Multiball     -Nebula   -Open!!!       -Quasar
   -Regeneration  -Sapper   -Terraforming  -Ultraviolet
   -Vendetta      -Xenox
The following are Maluses:
   -Diminish  -Gelato  -Indigestion  -Kamikaze
   -Whisky    -Yoga    -Zealot

I do  have to question some of  the classifications here.  In  particular, I do
not see why  Gelato is a Malus,  as it has absolutely no  negative effect what-
soever; it freezes conglomerates, which  allows tough conglomerates to be taken
out in one hit.


/\================================================/\     ___         zzZZZzz
|| 2.3.         P-Bonuses                 [PPPPP] \/    / | \       /
|| (wherein I explain why you should hate them too)    |  |  |  .=====.
\/__________________________________.                   \/_\/

The P-Bonus  is special  because it  changes depending on  which ship  you use.
There are 7 different possible P-Bonuses, described in detail below.

Some of them are Maluses.  Actually, more than half of them are.

Pilot:
  The  ship enters  autopilot mode,  automatically  following the
  balls and catching them for  you.  This lets you focus on doing
  more important things, such as screaming at the game while your
  ship blindly  flies right into enemy fire  and collects Maluses
  like Indigestion.

  This is  one of those things  that is meant to  be helpful, but
  really isn't  in a game  like AlphaBounce.  This is  likely the
  first P Bonus you'll encounter,  as the ESC-STD has it.  It can
  help ease you  into the flow of the game,  but, as you'll later
  find, many levels simply are too dangerous for autopilot.

  Note  that Pilot  only automates  horizontal movement.   If you
  have the Gravitron, you will still be able to move your ship up
  and down.

  It is assumed that the game classifies Pilot as a Bonus because
  it is INSOMNIA's P-Bonus and INSOMNIA is not immune to it.

Pyromancer:
  Pyromancer deals damage to  a random area of conglomerates.  It
  doesn't deal enough damage to take anything out on its own, but
  it will  at least  make conglomerates easier  to take  out with
  your  guns,  and  you  will   begin  to  see  it  destroy  some
  conglomerates if you're lucky  enough to get two Pyromancers in
  the same area.  If you want to make the best of Pyromancer, try
  to pick up every single one that falls, because this Bonus only
  works in numbers.

Provision:
  Completely restocks your missiles to their maximum count.  Note
  that Provision has  a display glitch: The missile  count in the
  lower-right-hand corner  will not be  updated until you  fire a
  missile.

  Be aware  that Provision ignores  Ammo Supplies if you  have it
  equipped, so be careful not to pick up any Provisions until you
  use your  extra missiles.  You will *lose*  your extra missiles
  when you pick up a Provision.

Pogo: (Malus!)
  All your balls will  periodically change direction for a while.
  I've had  some particular  luck using Pogo  to get my  balls to
  turn into otherwise tricky passages, but it is almost certainly
  meant to be  a Malus.  Pogo will make  your balls unpredictable
  and difficult  to manage,  forcing you to  react on  a moment's
  notice if you want to keep them alive.

Paradox: (Malus!)
  Left and right is temporarily  reversed!  You will need to move
  your stylus  to the right  to move your  ship to the  left, and
  vice versa.  If  you have the Gravitron, note  that Up and down
  movement is not reversed.  Tricky!

Pause: (Malus!)
  Your  ship will  freeze  temporarily, making  it impossible  to
  move.  It's like  Pilot, except that this time  even your balls
  are doomed!  Avoid at all costs!

Peace: (Malus!)
  Your  ship will  begin to  sleep.  You  can tell  it's sleeping
  because little  Z's are coming  out of it.   Uhhhh...  Anyways,
  when  your ship  is, er,  asleep, it  will move  a  lot slower,
  making it  difficult to  keep up with  the onslaught  of balls,
  Bonuses, and enemy fire.

Out of  the 7 available P-Bonuses, only  2 are decidedly helpful.   Many of the
bad ones  are quite bad,  so if you  don't know what  P-Bonus your ship  has, I
recommend avoiding any P's you see.



/\================================================/\     _|_
|| 2.4.         About Equipment           [EQUIP] \/    |   |
|| (because it's vaguely relevant)                      |   |
\/__________________________________.                   |___|

Several of the ship's abilities are related to equipment, and combined with the
fact that I rate each ship and provide some strategy info, I found it necessary
to include a section to brief you on equipment. So here's what you need to know
about equipment:

Each envelope in the game has anywhere from 2 to 6 slots for equipment.

Equipment  is  a huge  part  of  strategy in  AlphaBounce,  so  slots are  very
important and I place a lot of weight  on number of slots when rating a ship. I
consider any ship with less than 4 slots to be at a serious disadvantage.

Equipment you find falls into one of several different categories.  

Top-Mounted Weapons:
  Lasers and  Cannons go on top  of the ship.  You  use them with
  the Up button or the X button.  Most can't even match the power
  of  a Standard  Drilling Ball,  but they  provide supplementary
  firepower, and they never run out of ammunition.

  Limit 1 per ship.

Missiles:
  Missile  bays are placed  on the  left and  right sides  of the
  ship.  You  can fire  missiles with the  Left, Right, Y,  and A
  buttons.  Most are situational, providing you with special ways
  to   clear  conglomerates   (such  as   clearing  rows/columns,
  terraforming regions, and hitting behind Walls with large blast
  radii).  They  have limited ammunition, which  will require you
  to be conservative unless your ship has the Provision P-Bonus.

  In  general,  Missiles  are  meant  to  be  used  only  against
  conglomerates, not enemies.

  Limit 1 per ship.

Balls:
  Balls  are  your  primary  weapons against  the  conglomerates.
  Without them,  you cannot mine.   This is partly  because ships
  are designed  to spontaneously combust  if every ball  is lost.
  Eh... just go with it.

  Your ship  must have at least  1 ball.  If you  equip more than
  one ball, the extras will  be distributed between the right and
  left sides of the ship.

Drones and Mines:
  Drones go out and do some dirty work for you.  Each has its own
  "target" - a specific type of conglomerate/enemy that it can be
  deployed onto.   They do  some work on  their target,  and then
  jump to  the next target  until there aren't any  left.  Drones
  each have very specific  applications.  They tend to do oddball
  things,   such  as  disabling   turrets  or   converting  steel
  conglomerates into rock.

  Mines  are   a  special  case   of  Drone.   They   target  any
  conglomerate  and   stick  there  until   the  conglomerate  is
  destroyed or  is moved (i.e.  by Open!!!), at which  point they
  explode.   In addition  to Mines  you equip,  you can  also get
  Mines from the Sapper Bonus.

  If  there's a  valid target  for the  drone in  the  level, you
  deploy the drone simply by  having a ball bounce off your ship.
  It will jump straight to  its target when deployed.  If nothing
  happens  the first bounce,  that means  there aren't  any valid
  targets  for your  Drone in  the level.   Drones stay  out once
  deployed, so needless  to say, it doesn't take  very long after
  launching the ball to get all your drones out.

  Multiple Drones  can be  equipped on a  ship, but  beware: They
  deploy  strictly in  the order  you equip  them.  If  one Drone
  cannot be deployed  because there are no valid  targets for it,
  the  rest  in series  will  also  not  deploy.  (Mines  are  an
  exception  to this;  the game  will allow  them to  be launched
  ahead of their  spot in the sequence if  the drones before them
  are shipbound).  For this  reason, always place the Drones that
  are most likely to have targets first.

Extensions:
  These increase the  starting size of your ship.   They can also
  make  your   ship  heavier,  which   confers  undesireable-but-
  thankfully-quite-negligible decreases in speed.

  No limit.

Armor:
  Armor Plating and Shields provide you with some Defense.
          Metal Scraps  : 1 Defense
          Steel Plates  : 2 Defense
             Shield     : 5 Defense
        Advanced Shield : 7 Defense
  Defense is  a hidden stat  that protects you from  damage.  For
  each point  of Defense you  have, everything that can  hurt you
  deals 1 less point from damage.

  To  put things in  perspective: Even  the weakest  armor, Metal
  Scraps, is  able to nullify  the weakest threats.  A  Shield (5
  Defense) will nullify most damage  and take away 1/2 the damage
  of OHKO attacks.

  BEGNE-TWO  is the only  ship with  any Defense  on its  own, so
  Armor plays  a significant role  when it comes to  keeping your
  ships safe 

  Limit 1 per ship.

Miscellaneous:
  There's also  some miscellaneous equipment found at  the end of
  the list.  From  force field generators to guns  that fire with
  each ball  bounced, this category  houses a creative  subset of
  equipment.

  I will note the Ammo Supplies item, though; this item increases
  your  initial  ammo supply.   But  note  how  I say  "initial";
  provision  does not  care about  whether or  not you  have this
  equipped.

  No limit.

There is only one copy of each piece of equipment in the game, so pick wisely
when deciding which ship in your fleet gets what.

 _____________________________________________________________________________
(                                                                             )
 \___________________________________________________________________________/
  \ Section 3. Envelope Reference                                   [SECT3] /
    =======================================================================
    Welcome to the main attraction!  This is where I go into detail about each
    envelope, list their specs and rate them.

    Now, without further ado...

    In this section:

    Section 3. Envelope Reference =====(SECT3)
       #01 ESC-STD ======================(ESC1)
       #02 ESC-FGT ======================(ESC2)
       #03 ESC-AOD ======================(ESC3)
       #04 AB-MIN_500 ===================(AMIN)
       #05 GROMENS ======================(GROM)
       #06 TWINEE =======================(TWIN)
       #07 HERBO ========================(HERB)
       #08 ASTERON ======================(ASTR)
       #09 API-DYA ======================(APID)
       #10 SABOT ========================(SABO)
       #11 TAS-VOODOO ===================(TASV)
       #12 EXPLORER =====================(EXPL)
       #13 CHIMERA ======================(CHIM)
       #14 LOGICO =======================(LOGI)
       #15 BEGNE-TWO ====================(BEGN)
       #16 GC-MAGMOD ====================(MAGM)
       #17 INSOMNIA =====================(INSO)
       #18 SOLSTICE =====================(SOLS)
       #19 GALEON =======================(GALE)
       #20 ARTEMIS ======================(ARTE)
       #21 BATTLE-SHK ===================(BSHK)
       #22 ISPA-87 ======================(ISPA)
       #23 COMMANDER ====================(COMM)
       #24 PHOENIX ======================(PHOE)
       #25 ZERO-G =======================(ZERO)
       #26 I-GUAN =======================(IGUA)
       #27 M-ALMOTH =====================(MALM)
       #28 HILAN-DR =====================(HILA)

 ______________________________________
|LEGEND
|
|Each envelope has its own section.
|The first thing in each section is the IN-GAME DESCRIPTION.  It's in quotes.
|
|
|This is followed by a box with the following:
|
|Envelope Name: The envelope's NAME
|Obtained From: The PLANET with the envelope (followed by the PLANET'S NUMBER)
|Slots:         The number of EQUIPMENT SLOTS
|P-Bonus:       The ship's P-BONUS.  See (PPPPP) for more information.
|
|If the envelope is only available on certain difficulties, I will note the
|DIFFICULTIES IN WHICH IT IS AVAILABLE to the right of the box.
|
|
|After the box are notes about the envelope itself.  There's three parts:
|
|Skill:         A one-line summary of the envelope's SPECIAL ABILITY.
|Further notes: An EXPLANATION and/or DETAILED NOTES of the skill.
|My thoughts:   This is where I RATE the envelope.  I don't actually give it a
|               numeric score or anything like that, but I do give my opinion.
|
|_______________________________________
All set?  Well, if not, then too bad!  Here we go!


o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|1. ESC-STD                              [ESC1]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Standard ship provided by the ESCorp."
+-------------+------------------+
 Envelope Name| ESC-STD          |
 Obtained from| ----             |
         Slots| 2 {}{}           |
       P-Bonus| Pilot            |
+-------------+------------------+
Skill:  None.

Further notes:
 What?  No special skill?  Villains!

My thoughts:
You  start with  ESC-STD. As  soon  as you  unlock another  ship,
you'll want to switch to  that.  With no redeeming traits whatso-
ever,  this ship  will be  bumped  out of  the fleet  as soon  as
possible.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|2. ESC-FGT                              [ESC2]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Advanced version of the ESC-STD ship.
  the ESC-FGT is fitted with improved laser
  firing systems."
+-------------+------------------+
 Envelope Name| ESC-FGT          |
 Obtained from| Soldemas (#18)   |
         Slots| 3 {}{}{}         |
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Top-mounted weapons fire more rapidly.

Further notes:
 According to tests  I have run, the  speed boost appears to apply  to all top-
 mounted weapons (not just lasers), and cannons seemed to be affected.

 I would not call my data  very reliable, though, and thus I cannot confidently
 state how much  faster the lasers are.  Human error is  tough to minimize when
 working with non-automatic weapons.
 /!\ Please see the Contacting Me section if you've been able to collect some
     accurate data. /!\

My thoughts:
I  got this  from the  second planet  I completed.   I  loved it.
Before  long, I couldn't  stand mounting  lasers on  anything but
this.

But most weapons  are fine without this. Slow  weapons still feel
slow, and I  can't quite say that the fast  weapons feel any more
efficient, either.

Also, 3  slots is a serious  limitation later in  the game, espe-
cially when one of those slots will be a gun.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|3. ESC-AOD                              [ESC3]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Only the most experienced ESCorp
  prisoners have access to the ESC-AOD.
  Whenever a ball is launched from an
  ESC-AOD, demolition charges are sticked
  onto it, which makes their first impact
  devastating."
+-------------+------------------+
 Envelope Name| ESC-AOD          |
 Obtained from| Bimourde (#02)   |
         Slots| 3 {}{}{}         |
       P-Bonus| Provision        |
+-------------+------------------+
Skill:  Balls deal excessive damage to the first conglomerate hit after launch.

Further Notes:
 The very first conglomerate hit by the ball after you initially launch it will
 be  destroyed.  Balls  caught by  Attraction do  not count;  it's the  initial
 launch after deploying the ship ONLY.  One conglomerate, period.

 An exception is the Safe Ball, which becomes destructive again after it falls.

My thoughts:
It's  pretty obvious why  only the  most experienced  pilots have
access to the ESC-AOD: Using it requires skill.  In order to even
take advantage  of it's skill, you  need to have  precise aim and
hit the desired conglomerate with the initial launch.

I  think it goes  without saying  that ESC-AOD  is no  good.  You
would get a lot more value  out of simply equipping a ball with a
high  attack power  on a  different ship,  because at  least that
wouldn't be limited to a single conglomerate.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|4. AB-MIN_500                           [AMIN]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Abandoned for years right between two
  superplanets, this ship was horizontally
  stretched by the two opposite
  gravitational forces of the two planets."
+-------------+------------------+
 Envelope Name| AB-MIN_500       |
 Obtained from| Rosanhydre (#17) |
         Slots| 2 {}{}           |
       P-Bonus| Pilot            |
+-------------+------------------+
Skill:  Extra long.

Further notes:
 It's the length  of a ship with  a Heavy Extension.  In other  words, it's two
 pixels  wider  than  an  Advanced  Extension,  but still  plenty  short  of  a
 Professional Extension.

My thoughts:
With only two slots, it's downright worthless.

Think of  it as  a 3-slot  ship that has  no special  traits, and
whose third  slot is always  a Heavy Extension.  In  all honesty,
you can do much better with an extension on a 4 slot ship.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|5. GROMENS                              [GROM]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Designed to be used for longer
  operations, GROMENS has a lot of
  equipment slots. However, this extra
  loadout makes it a bit slower than other
  ships."
+-------------+------------------+
 Envelope Name| GROMENS          |
 Obtained from| Keunoth (#11)    |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pause            |
+-------------+------------------+
Skill:  None / Not known at this time.

Further notes:
 (this ship is believed to have a detrimental skill)

 I am  inclined to believe that  in some way  or another, this ship  is slower.
 But I've spent hours drawing loops,  tapping, and counting frames and found no
 conclusive proof that it is slow.

 If it actually is slower than other  ships, the amount by which it's slower is
 so marginal that I've yet to construct a single test where the margin of human
 error wasn't at least twice as big.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:
Depends on when you get it.

In  Easy mode,  it's just  simply no  good.  Half  of  Keunoth is
outside the red  box for the Level C  Area.  Considering that the
CHIMERA (also  4 slots) is available  from the very  start of the
game, and  several other 4 slot  ships and the 5  slot LOGICO are
available inside  the Level C  Area, you'll be laughing  when you
complete Keunoth and take a look at your brand new ship.

GROMENS is one of the few ships that never entered my roster.  It
was just no good by the time I got it.

In  Normal mode, it's  a completely  different story.  GROMENS is
almost undoubtedly  the first ship  you get. You won't  even know
what to  do with all those  slots when you first  get it. GROMENS
can become quite an asset.

But whatever the case, don't  worry about the "slow" bit. GROMENS
is a perfectly good ship. Except for the fact it has Pause.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|6. TWINEE                               [TWIN]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Fitted with a Balixtean cloning system,
  TWINEE can duplicate all the balls just
  before launching them."
+-------------+------------------+
 Envelope Name| TWINEE           |
 Obtained from| Confolens (#03)  |
         Slots| 3 {}{}{}         |
       P-Bonus| Peace            |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 I spent a whole day just trying to figure out how to use TWINEE's ball-cloning
 ability while watching South Park.  Those are 11 hours I'll never get back.
 ...in related news, I've now seen every episode of South Park made to date.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:
For a ship we can't figure out, it seems TWINEE is meant to be an
inferior ship anyways.  The game even denounces TWINEE in the de-
scription for the other ball- cloning ship, SOLSTICE.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|7. HERBO                                [HERB]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "HERBO used to be a combat ship before it
  was turned into a mining ship, hence it has
  extended missile bays."
+-------------+------------------+
 Envelope Name| HERBO            |
 Obtained from| Gorgonat (#07)   |
         Slots| 3 {}{}{}         |
       P-Bonus| Provision        |
+-------------+------------------+
Skill:  2x missile count.

Further notes:
 Unlike the  2x bonus  from the "Ammo  Supplies" equipment, this  bonus affects
 your base missile  count, meaning Provision will take  your bonus into account
 and give you 2x missiles.

 Speaking of  "Ammo Supplies", equipping one  on this ship will  indeed let you
 start out with 4x the missile count.

My thoughts:
Ah, HERBO,  the ship  everyone wants to  call "HERB0" due  to the
unusual font.  HERBO isn't very  good.  I think Provision is fine
enough on its own.  HERBO will let you get twice as many missiles
to  use between  Provisions, but  unless your  missiles  are very
limited to begin  with, chances are many of  those extra missiles
will just go to waste.

If you  like missiles, I would highly  recommend using BATTLE-SHK
or  even GALEON  instead.  Both  of  those have  Provision and  5
equipment  slots,   and  BATTLE-SHK  even   makes  your  missiles
stronger.


o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|8. ASTERON                              [ASTR]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "The ASTERON was forged into an
  extremely solid metal and is probably the
  most resistant ship. Although it's not
  very useful against piercing or thermal
  damage, it can tank very well any kind of
  explosive damage, such as the collision
  with other ships."
+-------------+------------------+
 Envelope Name| ASTERON          |
 Obtained from| Epigore (#05)    |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Paradox          |
+-------------+------------------+
Skill:  Offers full protection from contact damage with enemies.

Further Notes:
 Enemies deal contact  damage at a rate of  10 HP per  frame.  With no Defense,
 this is instant death.  With some Defense,  it would still deplete your entire
 life bar faster  than you can  blink because this  is damage  incurred  *every
 frame*.
 
 The  only way  to have any  assurance  against  contact  damage  is to have 10
 Defense or use ASTERON.
 
 However,  if you're in Easy mode like I am,  none of this matters  because the
 game prevents enemies  from approaching  your ship;  the game freezes them and
 turns them  harmless if they enter  your play area.  They can  still hurt  you
 for about  3 frames if you park your ship  right where the enemy enters at the
 top of the play area, though, because the game waits a split second after they
 enter your play area before it turns them harmless.

My thoughts:
ASTERON is  just about  useless in Easy  mode, and while  I can't
vouch for Normal  or Hard mode, I have  witnessed how quickly the
game deals contact damage (like I described above, it is possible
to get a taste  of it in Easy mode), and so  I would imagine that
protection against contact damage is a big deal.

However, you can accomplish the same - and much, much more - with
a  Shield  on a  BEGNE-TWO,  which is  what  I  recommend you  do
instead.  Forget ASTERON.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|9. API-DYA                              [APID]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "When a ball exits the ball launchers of the
  API-DYA, it's coated with pure alcohol,
  which makes it extremely efficient
  against organic entities like Enzoimas.
  However, the ESCorp asked the owners of
  an API-DYA to reduce the size of their
  ships, so they are less dangerous when
  flying them * API-DYA pilots tend to get
  quite drunk onboard."
+-------------+------------------+
 Envelope Name| API-DYA          |
 Obtained from| Quasmik (#22)    |
         Slots| 3 {}{}{}         |
       P-Bonus| Pogo             |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 LIES, ALL LIES!!  THE EARTH CHILD LIES!!!
 I  spent hours  counting ball  hits and  weapon fire  against  various Enzoima
 blocks and conclude that the API-DYA  does NOT deal extra damage to Enzoima as
 the description strongly suggests.
 I don't know what else to say. 
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:
API-DYA  already loses  points for  being  a 3-slot  ship, but  I
cannot give  a fair assessment of  the ship until  its ability is
discovered.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|10. SABOT                               [SABO]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "SABOT is an old Balixtean prototype,
  optimized for the use of mining drones*
  Balixtean miners use mostly drones for
  their mining operations."

+-------------+------------------+
 Envelope Name| SABOT            |
 Obtained from| Pouchine (#16)   |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pause            |
+-------------+------------------+
Skill:  Drones work faster.

Further Notes:
 Drones take about 20% less time to complete their tasks.

My thoughts:
SABOT's  okay, but  I wouldn't  find it  really worth  using over
other ships unless it's  fitted with multiple drones.  That makes
it somewhat disadvantaged as a four-slot ship.

I do wish the speed  boost was more significant.  20% gives SABOT
an "edge" for sure, but,  much like with ESC-FGT, it isn't enough
to give SABOT an advantage.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|11. TAS-VOODOO                          [TASV]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Forbidden by the ESCorp, TAS-VOODOO is
  a pirate ship equipped with special ball
  launchers: metallic chains and spikes are
  attached to the balls to improve their
  efficiency."
+-------------+------------------+
 Envelope Name| TAS-VOODOO       |
 Obtained from| Huskari (#08)    |
         Slots| 2 {}{}           |
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 TAS-VOODOO does not  deal extra damage to conglomerates,  Enzoima, or enemies.
 Unless it deals extra damage to Nexus, I'm out of ideas.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:
Though I don't  know TAS-VOODOO's ability, I must  say that, as a
two-slot ship,  there's very little  that TAS-VOODOO could  do to
redeem itself.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|12. EXPLORER                            [EXPL]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Legendary ship which once belonged to
  the famous explorer known as "Bouncer",
  the EXPLORER is supposed to bring luck
  to its pilot."
+-------------+------------------+
 Envelope Name| EXPLORER         |
 Obtained from| Nomenjade (#14)  |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pilot            |
+-------------+------------------+
Skill:  More conglomerates drop Bonuses/Maluses.

Further Notes:
 EXPLORER's effect is comparable to that of the Scout Ball, but I'll explain it
 anyways.

 Like many things in  AlphaBounce, Bonus/Malus placement is randomly generated,
 but to  hide the fact that it's  computer generated and not  designed by hand,
 it's generated  from the exact  same random "seed"  each time, making  it seem
 static.

 So, for  instance, let's say that there's  a 6x2 region of  conglomerates in a
 level. Every  time you play  that level, that  region will have  the following
 Bonuses:
 [A] [B] [ ] [D] [ ] [ ]
 [ ] [ ] [B] [ ] [ ] [Z]
 This arrangement  was randomly generated, but  it will be the  same every time
 you play the level.

 So what happens when you switch to EXPLORER?  Simple:
 [A] [B] [D] [D] [ ] [ ]
 [ ] [K] [B] [ ] [Q] [Z]
 EXPLORER will not  touch the Bonuses/Maluses that already  exist in the level,
 but it will add more.

(thanks goes to bubblebenj on the forums for his lucky guess (pun intended))

My thoughts:
A lot  of levels in the  game come down to  Bonuses.  Very often,
the  best  way  to  beat  a  level  is  to  hunt  down  Open!!!s,
Ultraviolets, and  Quasars.  After all, it only  takes 4 Open!!!s
to beat a level. This makes EXPLORER a great ship for when you're
looking  for an  easy way  out of  a level.   However,  you can't
depend on it; in some levels, it will barely add anything at all.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|13. CHIMERA                             [CHIM]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "The CHIMERA is the one and only ship
  that was developed by the Enzoima. It's
  entirely made of organic matter,
  imitating the mechanical systems of the
  classic ships. Basically, the CHIMERA is
  a living creature... Which is quite handy,
  since it can heal its wounds by itself!"
+-------------+------------------+
 Envelope Name| CHIMERA          |         EXCLUSIVE TO:
 Obtained from| Asmech (#01)     |            Easy
         Slots| 4 {}{}{}{}       |           Normal
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Heals HP at a rate of 1HP/sec.

Further Notes:
 You have a total of 10HP, so it will take at most 9 seconds to heal completely
 from even the gravest damage.

 Due to  an unfortunate glitch,  CHIMERA is only  available on Easy  and Normal
 modes. In Hard mode, the level at coordinates (-21,-12) on Asmech does not end
 even  after clearing  all the  conglomerates; it  is unwinnable.   People have
 tried icing and  terraforming everything in the level hoping  to fix any buggy
 conglomerates, but the level still could not be conquered.
 (Thanks goes to YakraXIII for pointing this out on the forums)

My thoughts:
A fantastic ship for defense.  It's right up there with BEGNE-TWO
and PHOENIX.  For  best effect, equip it with  a weak shield like
Steel Plates so that it can survive OHKO attacks.

CHIMERA  is one  of the  first ships  you can  get in  Easy mode,
surely  making it  a  staple in  your  fleet.  This  is in  stark
contrast to  Normal mode, where  you don't see the  CHIMERA until
you leave the C Area.

It's a shame that the ship is impossible to get in Hard Mode.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|14. LOGICO                              [LOGI]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Unique model first owned by Qsixtus, aka
  "The Loser", LOGICO is known to be the
  worst ship ever!"
+-------------+------------------+
 Envelope Name| LOGICO           |
 Obtained from| Foshagrune (#06) |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Pause            |
+-------------+------------------+
Skill:  Dies when a single ball is lost.

Further Notes:
 LOGICO  will die  if a  single ball  falls, so  you must  keep every  ball up.
 Multiball and  Frenzy become liabilities,  and Chaos Field and  Wave Generator
 become your biggest assets.

 Balls  that are  vaporized by  Black Holes  (a.k.a.  antimatter conglomerates)
 count.  This makes LOGICO absolute suicide on Dustiny.

My thoughts:
LOGICO is a bad ship in every sense of the word...
But I highly recommend it if you want a challenge.

This ship was a staple in my fleet for a very long time.  I found
to make  the game very fun.   Think of it as  a "Challenge Mode."
It adds a layer of complexity to the game, and you need to modify
your strategies to make sure  you leave no ball behind.  Using it
will train  you to  become a master  at chasing balls  and timing
saves with the Wave Generator.

However,  once  you  discover   the  devastating  Fire  Ball  and
Explosive Ball, the  story changes.  If you use  these balls, the
game's debilitating "selective lag"  will begin to rear it's ugly
head,  causing your  ship to  slow down  and miss  many  balls it
should've been able to catch.   I find that whenever there's lag,
LOGICO stops being fun.  It becomes just plain frustrating.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|15. BEGNE-TWO                           [BEGN]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Initially created as a piece of art for an
  exposition about miner prisoners,
  BEGNE-TWO was designed like a giant
  chestnut, representing the
  imprisonment of the miners. The idea
  turned out ot be a success and
  BEGNE-TWO was made into a real mining
  ship."
+-------------+------------------+
 Envelope Name| BEGNE-TWO        |
 Obtained from| Wanoeth (#23)    |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pogo             |
+-------------+------------------+
Skill:  +5 Defense (same as equipping a Shield).

Further Notes:
 Ironically, BEGNE-TWO -  whose description does not allude  to defensive capa-
 bilities at all - is the only ship that confers additional Defense.

 BEGNE-TWO has an innate Defense of 5, the same as that of a Shield. This means
 that BEGNE-TWO  takes 5 less points  of damage from everything that can harm a
 ship.  This bonus stacks with armor plating.

My thoughts:
BEGNE-TWO, PHOENIX and CHIMERA comprise the top three defensive ships.

5 innate Defense  is a Big Deal (TM).  To  put things in perspec-
tive, the  deadliest hazards in  the game deal around  10 damage,
and almost everything else deals five damage or less.  This means
BEGNE-TWO halves  the damage from instant death  hazards, is well
protected against Pirates and Engorgers, and completely nullifies
all other damage.

Equipping a Shield  on the BEGNE-TWO (for a  total of 10 Defense)
will make it pretty much invincible.   There are few - very few -
enemies that  deal more than 10  damage.  The only one  I know is
the purple  Nexus, which  deals 12.  For  the most part,  I think
it's safe  to save the Advanced  Shields for other  ships in your
fleet.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|16. GC-MAGMOD                           [MAGM]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Using a powerful force field deployed on
  its bounding surface, GC-MAGMOD
  enables the pilot to have an excellent
  control over his balls when he launches
  them."
+-------------+------------------+
 Envelope Name| GC-MAGMOD        |
 Obtained from| Dustiny (#04)    |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Paradox          |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 I really wish I could tell you what this ship does, because ships with cryptic
 descriptions  like this are  the primary  reason this  guide exists.   But I'm
 afraid you'll have to tell me.  I've been trying to figure this ship out since
 the day I got it.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:

I definitely  expect GC-MAGMOD's  ability to be  interesting, but
will it be useful?  Only time will tell.  In the meanwhile, those
trying  to figure  it out  will need  to dodge  a  few Paradoxes,
because those can be nasty.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|17. INSOMNIA                            [INSO]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "INSOMNIA is an antique Zonkerian ship
  with unknown powers. Some believers
  claim it's a living mechanic entity. It
  seems anyway its ability to survive the
  most dangerous situations is not a
  legend."
+-------------+------------------+
 Envelope Name| INSOMNIA         |
 Obtained from| Xolt (#24)       |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pilot            |
+-------------+------------------+
Skill:  Immune to Maluses.

Further Notes:
 INSOMNIA is immune to Maluses.  Again, those are:
   -Diminish  -Gelato  -Indigestion  -Kamikaze
   -Whisky    -Yoga    -Zealot
 Nothing will happen when you pick up any of these.

My thoughts:
It's liberating  to not have to worry  about dodging Indigestions
and Whiskys,  but I do have  to question some of  the choices for
immunities.   As I  have stated  before, Gelato  has  no negative
side-effects (as  far as  I know). Also,  while I  can understand
that Kamikaze  is considered a Malus because  it's damaging, that
doesn't mean I don't miss having it when using this ship.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|18. SOLSTICE                            [SOLS]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Pirate ship reserved to the most skilled
  miners, SOLSTICE can remotely clone its
  balls even after launching them (unlike
  TWINEE)!"
+-------------+------------------+
 Envelope Name| SOLSTICE         |
 Obtained from| Monathir (#13)   |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Multiballs give a third clone.

Further Notes:
 After a ball splits from a Multiball, one of the balls will split again, form-
 ing three balls.

My thoughts:
SOLSTICE is by no means a  bad ship, but you probably have better
ships to put in your fleet.   Getting a third ball to every clone
would be  nice were  it not for  the 8-ball limit.   The SOLSTICE
reaches the limit in two Multiballs while other ships reach it in
three.

I would  only recommend  SOLSTICE near the  back of the  fleet so
that it deploys  when there's not as many  Multiballs left in the
level.  That's  the only  way it might  have an  actual advantage
over other ships.

If the game had a higher  ball limit and didn't have Frenzy, this
would be a far better  ship.  Unfortunately, since you spend most
of the time  already with max balls, using  SOLSTICE makes little
difference.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|19. GALEON                              [GALE]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "GALEON is made of an intelligent hull
  which analyzes its own structure when
  it's being hit and dynamically transforms
  it to prevent any damage to be applied to
  it. It's supposed to be flawless."
+-------------+------------------+
 Envelope Name| GALEON           |
 Obtained from| Tartinours (#19) |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Provision        |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 I find the assertion that "It's supposed to be flawless"  quite humorous given
 the fact  that I cannot  figure out at all  how to  invoke this  alleged self-
 protection.  I  haven't  noticed GALEON  ever not take the  full brunt  of any
 bullet it bites.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:

GALEON  certainly wins  points for  both Provision  and  having 5
slots,  but if  it wants  to be  a defensive  ship, it  has tough
competition.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|20. ARTEMIS                             [ARTE]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "ARTEMIS is surrounded by a very
  unstable electric field, which reacts
  violently if it collides with another
  object. The electric arcs generated by
  these reactions can come in really handy
  for mining ops."
+-------------+------------------+
 Envelope Name| ARTEMIS          |
 Obtained from| Ozaris (#15)     |
         Slots| 4 {}{}{}{}       |
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Fires mini Pulse Cannon shots when the ball bounces on it.

Further Notes:
 This is a lot like the Mass Cannon, though the projectiles are different. Like
 regular Pulse Cannon shots,  the shots fired  by ARTEMIS tend  to extend their
 damage to horizontally adjacent conglomerates.

 Like with the  Mass Cannon, you can trap a ball under  your ship with the Wave
 Generator and the Gravitron, unleashing a continuous destructive beam of fire.

My thoughts:
The shots  are powerful; their  Pulse Cannon area of  effect lets
you take  down three columns  of conglomerates at once.   I still
prefer other  offensive ships over  this one, but the  ARTEMIS is
certainly a force to be reckoned with.


o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|21. BATTLE-SHK                          [BSHK]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "The BATTLE-SHK model was created by
  the ESCorp for military purposes. It's
  actually a combat ship disguised into a
  mining ship, and its use is supposed to be
  restricted to militaries only, because of
  its devastating weapon systems."
+-------------+------------------+
 Envelope Name| BATTLE-SHK       |
 Obtained from| Uzeek (#20)      |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Provision        |
+-------------+------------------+
Skill:  Missiles are more powerful.

Further Notes:
 Missiles deal 1.5x as much damage.

 As far as I can tell, other "weapon systems" are not affected.

My thoughts:
If BATTLE-SHK  makes the difference  between destroying something
in one missile and destroying it in two, it's probably well worth
using.  Not  to mention it  has Provision, earning it's  title as
the ultimate missile-lovers ship.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|22. ISPA-87                             [ISPA]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "The weapon slots of the ISPA-87 were
  removed and the freed space can be used
  to fit more mining tools, which makes the
  ISPA-87 an excellent choice for long
  missions in safe areas."
+-------------+------------------+
 Envelope Name| ISPA-87          |
 Obtained from| Iductys (#09)    |
         Slots| 6 {}{}{}{}{}{}   |
       P-Bonus| Pause            |
+-------------+------------------+
Skill:  None / Not known at this time.

Further Notes:
 (this ship is believed to have a detrimental skill)
 The weapon  slots were removed?  You can still  equip all weapons,  so I'm not
 sure what exactly this flavor text means and how it impacts the ISPA-87.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:
The ISPA-87  is the  only 6-slot ship.   The game hints  to there
being a catch to the ship, but I haven't seen it.  The only issue
I can see is Pause -  a minor hindrance forcing you to avoid P's.
This ship is  very much in the same boat as  GROMENS, down to the
fact that the  only problem I can see with  either is the P-Malus
Pause that they both happen to share.

If you need six slots, ISPA-87 is indeed the way to go.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|23. COMMANDER                           [COMM]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "The COMMANDER is an old ESCorp model,
  created during the third interstellar war,
  when prisoners had to fly into alien
  territory to find minerals. There are still
  a few COMMANDER models out there,
  somewhere, and are actively sought for
  their efficiency against alien
  conglomerate networks."
+-------------+------------------+
 Envelope Name| COMMANDER        |
 Obtained from| Yubong (#25)     |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Pogo             |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 I don't know.  I just don't know.
 /!\ Please see the Contacting Me section if you have figured it out. /!\

My thoughts:
I can't fairly  rate COMMANDER without knowing its  skill.  But I
have used this  ship on some levels with  tricky steel structures
as it  is the  only 5-slot  ship with Pogo,  and I've  always had
decent  luck with balls  Pogo-ing into  narrow crevices.   Once I
discovered BEGNE-TWO's  ability, though, BEGNE-TWO  became my new
favorite Pogo ship.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|24. PHOENIX                             [PHOE]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "Mythical alien ship, unique in the
  universe. They say the PHOENIX can rise
  from its own ashes... and that coffee is
  free onboard!"
+-------------+------------------+
 Envelope Name| PHOENIX          |
 Obtained from| Lomax (#12)      |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Can revive itself when fallen.

Further Notes:
 When the PHOENIX is destroyed,  there's a 50% chance it will return instead of
 having the next  ship in your fleet be deployed.  Note that  there's a display
 glitch involving  PHOENIX with the  remaining ships counter in  the lower left
 corner of  the screen;  when the PHOENIX is reborn,  the counter will decrease
 even though effectively no ship was lost.

 On its second life, PHOENIX is impervious to damage.  The only way PHOENIX can
 be destroyed on its second life is by losing all the balls.

 PHOENIX can be revived multiple times.  Just before writing this paragraph,  I
 played a level where PHOENIX lived 4 lives.

My thoughts:

PHOENIX ranks in the top three defensive ships with BEGNE-TWO and
CHIMERA.  In fact, PHOENIX is  arguably the best of all three, as
not only can  it live twice, but on its  second life, it's invin-
cible.  It also has 5 slots compared to the 4 on the other ships.

PHOENIX is best in the  front of your fleet.  I recommend putting
the  most helpful  equipment on  it save  for armor,  because you
might be able  to use this equipment more than  once.  If a level
has many  cannons or gun-toting  enemies, you can  try repeatedly
replaying  the level  and  suiciding PHOENIX  early  on until  it
revives itself.   This way, you  can take advantage of  its post-
mortem invincibility.

I've  found PHOENIX  particularly useful  far, far  out  into the
universe.  On Easy mode, around (750,0) you begin to see lots and
lots of Nexus sentries that  deal more damage than even BEGNE-TWO
with an Advanced Shield can  tank.  With all the lag making their
projectiles  near-impossible to  dodge  if you  used Fire  Balls,
M-ALMOTH and even  BEGNE-TWO were no longer options,  and my best
chance of survival was to put  an Explosive Ball on a PHOENIX and
back it up with a Stealth  Ball on a powerful ship like M-ALMOTH.
If PHOENIX didn't get revived after its inevitable death, I would
just hope my backup ship could last long enough.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|25. ZERO-G                              [ZERO]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 ""The Gods created the Universe in 8
  days... And on the 8th day, the Gods
  created ZERO-G, the Ship of the
  Gods.* Extract of the Zonkerian
  Scriptures, verse 5-13."
+-------------+------------------+
 Envelope Name| ZERO-G           |
 Obtained from| Jokulh (#10)     |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Pilot            |
+-------------+------------------+
Skill:  Deploys spectral balls for additional firepower.

Further Notes:
 Each  time a  ball  bounces off  of your  envelope,  5 "ghost"  balls will  be
 launched.  They look just like normal  balls afflicted with Halo, but they are
 not the same.  These ghost balls will damage the first thing they hit and then
 disappear.

 The ghosts can bounce off the left  and right sides of the screen, but if they
 touch any conglomerate/enemy, the top/bottom  of the screen, or your envelope,
 they'll vanish.

 These phantasmic balls have some strange properties...  some neat, some inter-
 esting, and others just indicative  of lazy design.  They're almost all caused
 by the same design flaw: The game treats them too much like regular balls.

 First of all, these balls contribute to  the 8 ball limit, meaning less than 5
 will be generated if  you have more than 3 balls in  play.  It also limits the
 effectiveness of Multiball and Frenzy when there's too many ghost balls.

 If you duplicate a ghost ball  with Multiball/Frenzy, you will produce a solid
 Standard Drilling Ball... one which doesn't disappear on contact.

 Actually, the ghost balls count as  balls to EVERY Bonus.  They're affected by
 Attraction, Halo, Nebula, Whisky, Xenox, and Zealot, and they'll also serve as
 targets  for Pilot  and triggers  for Sapper.   In most  of these  cases, they
 behave logically but suffer from graphical flaws; with Attraction, even though
 the balls still  disappear when the ship touches them,  they'll make the "pop"
 effect as if they stuck.  Similarly, Nebula and Whisky both change the appear-
 ance of  the balls  to become particularly  solid-looking even  though they'll
 still vanish after the first thing they touch.

 Halo's  also mostly  a graphical  issue.  Since  they're already  ghosts, they
 don't look any different on  their way up. They'll pass through conglomerates,
 hit the top of the screen, *turn  opaque*, and fall back down.  Note that even
 though they look solid, they'll still vanish after one hit.

 Also interesting to  note about their behavior under Halo is  that this is the
 only case where one doesn't disappear when touching the top of the screen.

 Whisky has  another side-effect:  Any ghost balls  that manage to  survive the
 drunk phase  will be turned into  solid Standard Drilling Balls  when the buzz
 wears off. With sobriety comes mortality, I suppose.

(A huge thanks goes to YakraXIII on the forum for a post enumerating many of
 the quirks listed above; there certainly is a lot to say about ZERO-G.)

My thoughts:
I tried ZERO-G for a while  and found it very neat, but over time
I discovered  that all  its little quirks  add up to  a generally
counterproductive ship.

The biggest problems are with  Multiball and Frenzy.  You will be
seeing  a  lot of  Standard  Drilling  Balls  popping up  out  of
nowhere, taking up valuable slots  that could be occupied by more
copies of the arguably stronger balls you have equipped.

It might not  be so bad in the back of  the fleet, though.  Let's
say you clear out all you  easily can in a level, and you're left
with a  bunch of  hard-to-reach conglomerates tucked  away behind
steel. Switching out  to a ZERO-G with an Ice  Ball might be your
fastest bet;  all the ghost  balls flying around make  the ZERO-G
remarkably good at shattering whatever you freeze.  It's an ideal
alternative to waiting for one  of your balls to navigate through
a complicated maze with 1-wide openings.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|26. I-GUAN                              [IGUA]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "I-GUAN is a very special alien ship. It
  transforms the matter of everything
  which touches it, may it be balls, or power
  letters. Powerful and random at the same
  time!"
+-------------+------------------+
 Envelope Name| I-GUAN           |
 Obtained from| Zatonga (#26)    |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Pilot            |
+-------------+------------------+
Skill:  Randomizes balls and makes the level yield different Bonus/Maluses.

Further Notes:
 Balls change  type every time  they bounce. The  new type takes  effect BEFORE
 they actually make contact with what they bounced against.

 About the Bonuses/Maluses...
 If you haven't  read my explanation about Bonus/Malus  placement in EXPLORER's
 section (EXPL)  yet, I suggest you  go do so.  But basically what you  need to
 understand is that,  under most circumstances, a level  will produce the exact
 same Bonuses and Maluses every time you play it.

 Anyways, what  I-GUAN does is change  Bonuses and Maluses to  a different type
 just before they appear.  The  moment you destroy the conglomerate holding the
 Bonus is the moment when I-GUAN does its thing.

 And what exactly is "it's thing,"  you may ask?  Simple.  It shifts the Bonus/
 Malus one letter forward in the alphabet.

 So in other words, the example level I used in (EXPL):
 [A] [B] [ ] [D] [ ] [ ]
 [ ] [ ] [B] [ ] [ ] [Z]
 Would produce this if you used I-GUAN:
 [B] [C] [ ] [E] [ ] [ ]
 [ ] [ ] [C] [ ] [ ] [A]
 Attraction transmutes to Barrier, Barrier transmutes to Chaos Field, and so on
 up to Zealot, which transmutes to Attraction.

 Remember, I-GUAN only  transmutes  the Bonus/Malus right when  you destroy the
 conglomerate holding it.  This means that any other ships in your fleet - even
 those after  I-GUAN - will get  the normal Bonuses/Maluses. Only conglomerates
 destroyed by the I-GUAN itself will produce different Bonuses/Maluses.


 Last but CERTAINLY not least, I-GUAN is very, very unstable in Easy mode.  Any
 time a  ball bounces,  the game might  crash.  The  crashes are far,  far less
 frequent in Normal and Hard mode,  indicating that the crashes might be caused
 by the ball attempting to become a type that isn't supposed to be available to
 the player.

 With that  knowledge, I can  only assume  the crashes are *by  design*; I'd be
 willing to bet the crashes  are an anti-cheating measure that was put in place
 by a programmer who  clearly wasn't considering the fact that there was a ship
 that could randomly change a ball into a type not normally available.

 But whatever the  cause, I must say: Unless the only  people beta testing this
 game were  the programmers themselves,  I'm very disappointed this  issue went
 unnoticed.

My thoughts:
I-GUAN is unusable  on Easy mode.  I am not  kidding.  I have yet
to  beat a  single level  with this  ship because  it  crashes so
frequently.  In fact, I'm afraid  to beat a level because I don't
want it to crash right when it autosaves after beating the level.

But  even aside  from the  crashes,  I-GUAN's not  the best  ship
around.   Now technically,  this  ship is,  by  its very  nature,
equipped for every situation.  But it'll require patience on your
part to get  the right type of ball to appear  at the right time.
What  I find most  frustrating is  that, as  I stated  above, the
ball's  new type takes  effect before  the collision  occurs.  So
whenever a  ball collides  with something, the  effect it  has on
what it touches depends on what type it becomes, not what type it
currently is.   This creates a neverending  sense of uncertainty.
You cannot predict  what any ball will do.  Any ball could change
into a Plasma Ball when you touch it, and every time this occurs,
you lose almost a third of your HP. From my experience, an I-GUAN
without a Shield is a ship on death row.

However... provided you're on Normal  or Hard mode and you have a
Shield on,  abusing its  Bonus/Malus-shifting ability could  be a
pretty cool way to tackle an otherwise frustrating level.


o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|27. M-ALMOTH                            [MALM]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "According to the legends, M-ALMOTH was
  forged with the flames of a supernova.
  The very few pilots who ever piloted it
  never found the words to describe how
  immense its powers are. Almost divine."
+-------------+------------------+
 Envelope Name| M-ALMOTH         |
 Obtained from| Vanister (#21)   |
         Slots| 5 {}{}{}{}{}     |
       P-Bonus| Pyromancer       |
+-------------+------------------+
Skill:  Adds Fire Ball powers to all balls.

Further Notes:
 All balls have the area-burning effect of Fire Balls and Explosive Balls.  Now
 not even Whisky can take away your fire.

 Fire Balls are doubled in range;  they now burn conglomerates up to two spaces
 away.  This makes them considerably more effective than Explosive Balls, which
 still have a 1-tile burn radius.  Hey, I didn't make it this way, I'm just the
 messenger.
 
 !!! A WARNING TO PEOPLE TRYING TO GET THIS SHIP ON HARD MODE !!!
 On Hard mode, you will find an item called the "Drilling Pulse Cannon" right
 next to Vanister.  It looks like two blue thrusters attatched to a metal
 plate.  AVOID THIS ITEM AT ALL COSTS.  IT WILL GLITCH YOUR GAME.
(Thanks are extended to Gamercube on the GameFAQs forums, who discovered this
 the hard way)

My thoughts:
This. Ship. Is. Broken.

M-ALMOTH  is awesome beyond  words.  It  makes sense,  because it
took everyone  a good while to actually  find Vanister.  Vanister
is the furthest planet in  the galaxy, and it's also the biggest,
with a diameter of 15 spaces (149 levels!).

M-ALMOTH will mow down most common conglomerate formations faster
than you  can blink.  This ship  is all about  speed.  Levels are
much quicker  when the ball  just plows right through  blocks in-
stead of bouncing off.  They're also significantly less challeng-
ing, meaning this ship probably isn't for those who enjoy playing
levels normally.

If you do  plan to use M-ALMOTH, get it  early.  M-ALMOTH will do
you little good if you get it too late.  You need to get it early
when there's still a lot of planets to use it on.

Even when using M-ALMOTH, it is still worth your while to equip a
Fire Ball.  The doubled  range makes it incredibly menacing.  But
I also  always equip an Ice  Ball.  The Ice  Ball really benefits
from this ship because it no longer takes a second hit to shatter
the  frozen block;  except with  those purple  wall conglomerates
(the ones that  can only be damaged by  balls bouncing off them),
the fire ability of the Ice  Ball will be able to shatter the ice
before the  ball gets too  far away. So  the Fire Ball  will plow
through everything  it can, and  the Ice Ball will  rend anything
else.

As a guide  writer frantically trying to document  all the ships,
and also as a member of the GameFAQs AlphaBounce community trying
to explore this oversized  game, I really appreciate this ship...
but it is b0rken with a capital zero.  Use with discretion.

o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
|28. HILAN-DR                            [HILA]
o=-=-=o=-=-=-=o=-=-=-=-=-=-=-=-=o=-=-=-=o=-=-=o
 "There were once hundreds of HILAN-DR models.
  Known to be immortal, they all have disappeared,
  one by one, until there was only one left."
+-------------+------------------+
 Envelope Name| HILAN-DR         |         EXCLUSIVE TO:
 Obtained from| Earth (#27)      |            Hard
         Slots| 4 {}{}{}{}       |
       P-Bonus| Paradox          |
+-------------+------------------+
Skill:  Not known at this time.

Further Notes:
 HILAN-DR is  rewarded to you after completing  the game ON HARD  MODE ONLY.  I
 cannot obtain this ship, and thus I cannot experiment with it.

 Until I receive any word about its special ability, it will remain a mystery.
 /!\ Please see the Contacting Me section if you have figured it out. /!\
 
 !!! A WARNING TO PEOPLE TRYING TO GET THIS SHIP !!!
 Because you  will need  to visit Vanister  for an  Earth map fragment  on Hard
 mode, I'll copy  my warning here. On  Hard mode, you will find  an item called
 the "Drilling  Pulse Cannon" right next  to Vanister.  It looks  like two blue
 thrusters attatched to a metal plate.   AVOID THIS ITEM AT ALL COSTS.  IT WILL
 GLITCH YOUR GAME.
(Thanks are extended to Gamercube on the GameFAQs forums, who discovered this
 the hard way)

My thoughts:
The  4 slots  and Paradox  are huge  disappointments.  HILAN-DR's
ability would have to be absolutely *groundbreaking* for it to be
worth all the trouble of beating the game twice.


 _____________________________________________________________________________
(                                                                             )
 \___________________________________________________________________________/
  \ Section 4. Important Info                                       [SECT4] /
    =======================================================================
    Now for some sections that every guide needs.

    In this section:

    Section 4. Important Info =========(SECT4)
       4.0 Frequently Asked Questions ===(FAQ)
       4.1 Contacting Me ================(EMAIL)
       4.2 The Fine Print ===============(LEGAL)
       4.3 Thanks =======================(AWSUM)

                                                       _____
/\================================================/\  / ___ \
|| 4.0.      Frequently Asked Questions     [FAQ] \/  L/   \ |
|| (not that real people have actually asked me these)    /_/
\/__________________________________.                    (_)

Q. How many envelopes are there total?
A. 28.

Q. But that leaves three empty rows in the Envelopes list.  Couldn't there be
   anywhere from 9 to 12 undiscovered envelopes?
A. That would leave 9-12 completely unlisted planets as well, and thus a total
   of 18-24 level-loading blurbs that nobody has ever seen.

Q. I CAN'T FIND THE LAST PLANET AND I'VE LOOKED EVERYWHERE!
A. The last planet is Earth.  See (ROCKS) for more information.

Q. Are any envelopes exclusive to a specific difficulty?
A. HILAN-DR is exclusive to Hard mode.  See (HILA).
   CHIMERA is only possible to get on Easy and Normal mode.  See (CHIM).
   The others are all known to be obtainable on every difficulty.

Q. Wait, what do you mean when you say stuff like "See (HILA)"?
A. When 4 or 5 letters are all caps in parentheses, those are search codes.
   Type Ctrl+F and enter in the code, replacing ( and ) with [ and ].
   You will jump straight to the appropriate section!

Q. I want to get M-ALMOTH early.  Where's Vanister?
A. Easy: (-167,43)
   Normal: (188,-54) (thanks to YakraXIII and others on the forum)
   Hard: (-127,-218) (thanks to Dr_Khan on the forum)

Q. How many HP does envelope X have?
A. The answer is 10.  It's always 10.

Q. I picked up a Provision and nothing happened.  Where's my extra missiles?
A. Fire a missile to update the count.  It's a display glitch.

Q. How can I quickly tell which ships have x number of equipment slots?
   What about those with at least x equipment slots?
A. For a specific number x, try searching for "Slots| x"
   For at least x slots, try searching for that many pairs of curly braces.
   For instance, " {}{}{}{}{}" will find all the ships with at least 5 slots.

Q. Why won't my drone deploy?  The ball did already bounce off the ship!
A. If a drone doesn't deploy, it could be due to one of two things:
   1. There's nothing for the drone to do in the level.
   2. One of the drones before it has nothing to do.  Drones MUST be deployed
       in order, so if one drone can't deploy, neither will any of the drones
       after it.

Q. This is an envelopes guide, but you have a lot of information that isn't
   necessarily about envelopes.  Why didn't you just make a general guide?
A. AlphaBounce has no guides yet, so I wanted to make sure this guide was self-
   sufficient; if I'm going to list which P-Bonus each ship has or say that you
   would be better off equipping more than one drone on SABOT, I need a P-Bonus
   section that explains what the P-Bonuses do, and I need an Equipment section
   where I can tell you how drones work and in what order you need to equip
   them when you have more than one.
   But if I made a general guide, I would also have to go into detail about
   each planet, and I would also have to explain enemies and list conglomerate
   types.  I would need to make sections about controls and menus and Hard mode
   and it's around that point that it becomes a little too ambituous for my
   /first guide ever/.  So this guide is specifically about Envelopes... plus
   any other information that is necessary for you to understand what I write
   in the Envelopes reference.

Q. What's this Defense stat you keep mentioning?  Where is it listed?
A. It isn't listed anywhere in the game (it's a hidden stat), but Defense
   is what I call the protection you receive from equipping armor plating
   (like Metal Scraps and Shield) and by using BEGNE-TWO.  It's a number
   that gets subtracted from each thing that can damage you.

Q. Does Defense apply to Kamikaze?  To Plasma Balls?  To collision damage?
A. Yes, yes, and yes.  Kamikaze deals 2 damage (nullify with Steel Plates
   or above), Plasma Balls deal 3 damage (nullify with Shield or above),
   and colliding with enemies deals 10 damage (nullify with Shield or above
   on a BEGNE-TWO).

Q. What doesn't Defense apply to?
A. The green blobs dropped by the Vesicles of the Enzoima (those green webs).
   Those are armor-piercing and will hurt you several times for 1 damage each.
   Also, Defense obviously doesn't protect you from death by losing balls.

Q. Is there anything that deals more than 10 damage?
A. While most OHKO hazards (collision damage, Eye of the Enzoima, etc.) only
   hit you for 10 damage, there are some really nasty Nexus you can find far
   out in space; purple Nexus turrets deal 12 damage, and red ones deal 20!

Q. What are Sentries?  Enzoima?  Nexus?
A. I guess I'll explain these, too.  These are all enemy conglomerates.
  -Sentries are those turrets that look like Tie Fighters with fat wings.  They
    shoot or zap you when the ball hits them.  The color of the circular gem in
    the center determines their weapon; blue Diminishing Sentries shrink you,
    yellow Glueak Sentries slow you down, and the others hurt you.
  -Enzoima are those pink alien conglomerates with hearts and eyes and mouths.
    Destroy the heart and they all go away.
  -Nexus are golden blocks with blue circuits running through them. If properly
    connected, the Generators power the Turrets, which fire at you whenever the
    ball gets close to them.
   There is some warranted confusion over the names of Sentries and Nexus...
   particularly due to the fact that Hacking Drones and the Stealth Ball both
   use the term "Balixtean Sentries" to refer to Nexus turrets.  However, I'm
   naming them according to their respective entries in the level-loading
   blurbs; "Diminishing Sentry", "Glueak Sentry", and "Nexus Generator" are all
   entries I've seen many times.

Q. What is love?
A. Baby, don't hurt me.

Q. I see 4 places to put ships in the equipment screen, but I can only use
   three.  What's the big deal?
A. Find an item called Additional Ship.  It looks like a giant plus.

Q. Where are you getting the names "Bonus" and "Malus" from?
A. The in-game text can't seem to pick a name for it, so I just went with what
   it says in the instruction manual.

Q. Which P-Bonus does ship X have?
A. It's all in the envelope reference that you scrolled past on your way to
   the FAQ.

Q. Which ships have P-Bonus Y?
A. It's all in the reverse P-Bonus reference.  You know, the one I just decided
   to make right now.
  REVERSE P-BONUS REFERENCE
       Pilot: (6)- ESC-STD   AB-MIN_500  EXPLORER   INSOMNIA 
                \_____  ZERO-G     I-GUAN  
  Pyromancer: (7)- ESC-FGT   TAS-VOODOO  CHIMERA    SOLSTICE
                \_____ ARTEMIS   PHOENIX    M-ALMOTH
   Provision: (4)- ESC-AOD     HERBO     GALEON    BATTLE-SHK
        Pogo: (3)- API-DYA  BEGNE-TWO   COMMANDER  
     Paradox: (3)- ASTERON  GC-MAGMOD   HILAN-DR   
       Pause: (4)- GROMENS    SABOT      LOGICO      ISPA-87
       Peace: (1)- TWINEE
  

Q. Are you making up these questions?
A. No, don't be silly.

Q. But... the tagline for this section implies you are making them up.
A. That is not a question.

Q. That is not an answer.
A. ...

Q. ...
A. Cookie?

                                                       ________  _
/\================================================/\  |~~ ~~~, |//
|| 4.1.         Contacting Me             [EMAIL] \/  |~~~~ ~~~//
|| (because, believe it or not, I'm not perfect)      |~~~ ~ ~L/
\/__________________________________.                 |________|

Please send your comments, flames, questions & corrections to:

    exphp at DomainNameBelow dot com
             \ /See Below\ /
              Y           Y
This is a Yahoo! Mail address, so replace "DomainNameBelow" with "yahoo".

(for those of you who were just born yesterday, it's all broken up like that to
 avoid spambot detection)


If you plan on emailing me with a question about the game, you had better *at
least* read the Frequently Asked Questions section first and make sure it's not
already answered there.  I made that section for a reason.


To increase your chances of me receiving the email, please include
the phrase "AlphaBounce Envelopes Guide" in the subject. This will
make the email automatically get put in a folder specially made
for emails about the game.

                                                          _____       
/\================================================/\     /  __ \      
|| 4.2.         The Fine Print            [LEGAL] \/    |  /    |     
|| (everything you could care less about in one place!) |  L__  |     
\/__________________________________.                    \_____/      

COPYRIGHT OF THIS GUIDE

This guide  is written, published, and  protected under international
copyright law.  With the exception  of passages copied from the game,
all text in this guide is Copyright 2010 Michael Lamparski.

You know what plagiarism is.  Don't do it.  I'm allowed to take legal
action against you.  I might  even eat your children.* This guide was
not written by you, and you know it.

You're allowed to  save the document on your  hard drive for personal
review and such.  I mean, as long as you don't  share it, nobody else
will know, and nobody else will care.  Nor will I come after you with
a lawsuit if  you share it among  friends on, say, a CD  or USB flash
drive.  Just don't put it anywhere online without my permission.

You're also  protected by  Fair Use to  reproduce small parts  of the
guide for  the purposes of commentary, research,  news reporting, and
stuff like that so long as you cite my guide as the source (otherwise
it's plagiarism).  I don't know  what kind of crazy news report would
mention my guide, but hey, stuff happens.

Also, I'm  perfectly fine with you  copy & pasting a  passage from my
guide to, for example, answer somebody's question on the forums.  The
intent of  this guide is to help  people.  I'm not going  to bash you
for  violating copyright  if you  post something  from the  guide and
forget to cite me.

HOSTING THIS GUIDE ON YOUR SITE

If you are  the webmaster of a website and wish  to publish my guide,
and you are not on my Blacklist of Banned sites, e-mail me and we can
set up arrangements for hosting my  guide.  I might to keep you up to
date and  notify you of  new versions of  the guide on  GameFAQs, but
ultimately it will be up to you to keep your own version of the guide
up to date.

I prefer that you post the guide in its entirety without any changes.
Any changes that you need to make to the content of the guide must be
approved by me.  Don't worry; unless you replace every instance of my
name with "John Doe",  I'll  most  likely  approve  any changes, even
those that revamp the entire structure or split it into pages.

Here's where the guide can and can't be.

Main Site:
         GameFAQs.com
  Always check this site for the latest version of the guide.

Whitelist of Approved sites:
         [none yet]
  The above sites have all gained my permission to host the guide.
  I do not personally maintain these, and so they may be outdated.

Blacklist of Banned sites:
         [none yet]
  The above sites have a bad reputation and I can guarantee that, if
  you find this guide on their site, it is without my permission.

If you see this guide on a banned site or a site that's not listed in
the Whitelist, contact me and let me handle it.

AS FOR THE STUFF THAT ISN'T MINE

AlphaBounce is owned by Mad Monkey Studio and/or Motion Twin.
Nintendo DSi is a trademark of Nintendo.

For  anything I missed,  all trademarks  and copyrights  contained in
this document  are owned by their respective  trademark and copyright
holders.

This guide  includes text  copied from the  game, namely  the in-game
descriptions of the envelopes.  These  passages do not fall under the
scope of the other legal  statements in this section above.  They are
the intellectual  property of Mad  Monkey Studio and/or  Motion Twin,
and are  used in this  guide without permission.  These  passages are
included in quotation marks at the top of each envelope's section and
are very easy to identify.  I assert that my use of them is protected
under Fair Use for the following reasons:
1. These  passages are the only  clues the game gives  to each ship's
 abilities.  As the  primary purpose of this guide  is to explain the
 ability each ship has, I often  need to draw comparisons to the pas-
 sages when they refer to a ship's ability.  As such, their inclusion
 in this document is commentary in nature.  See API-DYA and BEGNE-TWO
 for examples.
2. This guide does not compete  with the copyrighted work.  This is a
 guide.  The  copyrighted work is a  game.  People will  not use this
 guide as a substitute to owning the game, and the inclusion of these
 passages does not change that.
3. The passages are small, anyways.

If you are a copyright  holder to something included in this document
and feel that your copyright has been violated, please contact me.



*I am required to clarify that,  no, I do not actually have the legal
 right to eat your children. But that doesn't mean I won't. Sometimes
 I get hungry, y'know?

                                                     _  _    _    _  _
/\================================================/\ \\(_)  (_)  (_)//
|| 4.3.         Thanks                    [AWSUM] \/  \| |\/| |\/| |/ 
|| (this guide is brought to you in part by...)        | |\/| |\/| |  
\/__________________________________.                  |_|  |_|  |_|  

I have plenty of people to thank for the creation of this guide.

Thanks goes to:

-Me.   I don't think I could've done it without me.
-My parents.   I don't think I'd exist without them.
-God/Big Bang/Whatever.   Having a universe for the guide to exist in is nice.
-cjayc,    for creating the fantastic site that hosts this.
-Mad Monkey & Motion Twin,   for making a ridiculously large game.
-The world.   If it didn't suck, we'd all fall off.
-Notepad++,   for being an awesome text editor.
-Emacs,   because C-x f 79, M-1 M-q is a lot faster than having to rejustify a
 paragraph myself every time I edit it.
-Kongar1985, Platinumashes, Jedermaen, YakraXIII, and Dunkelheit666,   because
 by the time I decided that my guide should include which planet each envelope
 comes from, there were already 16 envelopes I had unlocked without recording
 where I got them from.  Thanks for filling those in!
-YakraXIII (again)   for the groundbreaking discovery of Vanister.
-Gamercube,   who died for our sins.
-Stoneman6666 & trezuraat,   both of whom wanted to help me with the guide.
-Dr. Khan,   who on August 8th finally found the last envelope, HILAN-DR, thus
 allowing me to finish work on the guide - which had come to a standstill over
 the past few weeks.
-Everyone I already credited in the appropriate sections of the guide.   Thanks
 again for all your contributions!
-Everyone else on the GameFAQs/GameSpot forums.   Exploring a game like this
 takes an entire community!

Honorable mentions:
-All the people who didn't write guides for AlphaBounce.  Were it not for your
 collective laziness, I would not have needed to write this guide.  Thanks?
-All the online personalities whose blogs and online shows kept me entertained
 through what would otherwise have been some of the most grueling, boring, and
 time-consuming experiments.

Deepest apologies to whomever I forgot to mention.

                                  ,
And, of course, in a totally clicheed manner, the biggest thanks goes to:

-You, the reader, because you're the reason I made this guide.

Thank-a you so much for-a reading my guide!

              TEH EDN

_____________________________________________
Copyright (C) 2010 Michael 'Exp HP' Lamparski