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Subspace Emissary Plot Guide

by MasterFoot

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ASCII Art made with the generator at
www.glassgiant.com/ascii

Work Begin Date: April 10th, 2008
Version Submit Date: May 10th, 2008
Version Number: 0.9
Contact E-mail: [email protected]
Guide Copyright 2008 Philip Schipper

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

*******************************************************************************

TABLE OF CONTENTS

I.) Introductory FAQ
II.) Notes
III.) Stage-By-Stage Look
 1.) Midair Stadium
 Analytic Review #1
 2.) Skyworld
 3.) Sea of Clouds
 4.) The Jungle
 5.) The Plain
 6.) The Lake
 7.) Ruined Zoo
 8.) The Battlefield Fortress
 9.) The Forest
 Analytic Review #2
 10.) The Research Facility (W)
 11.) The Lake Shore
 12.) The Path to the Ruins
 13.) The Cave
 14.) The Ruins
 15.) The Wilds (W)
 Analytic Review #3
 16.) The Ruined Hall
 17.) The Wilds (E)
 18.) The Swamp
 19.) The Research Facility (E)
 20.) Outside the Ancient Ruins
 21.) The Glacial Peak
 22.) The Canyon
 23.) Battleship Halberd Interior
 24.) Battleship Halberd Exterior
 25.) Battleship Halberd Bridge
 26.) The Subspace Bomb Factory (N)
 27.) The Subspace Bomb Factory (S)
 28.) Entrance to Subspace
IV.) Final Review
V.) Last Words

*******************************************************************************

I.) Introductory FAQ

Q. What exactly is this for?
A. Basically, it shows all events and trophy data as they appear in Subspace
Emissary, along with my occasional commentary on... theories.

Q. Uhhh... what's the point of that?
A. Several things, really. Many people may not want to go through it to get all
of the trophies in the game--it's really many, many hours of work that I didn't
have done myself when I started work on the guide. Also, getting things
properly organized helps the mind piece things together. I think everyone
really wants to know more about the Subspace Emissary.

Q. So this isn't a walkthrough?
A. Nope. I will give overviews of the stages themselves, but I won't go so far
in-depth as to tell you how to get through--there are other guides for that.

Q. What character do you think is the best?
A. This probably sounds so overused, but there is no best character. Don't use
the ones you think are coolest, however--use ones that compliment your own
fighting style.

Q. What characters do you normally use?
A. I like Lucario best, then Pit, Meta Knight, and Sonic the Hedgehog.

Q. Can I fight you, Master Foot?
A. Send me an e-mail and we'll exchange codes.

Q. How do I contact you, then?
A. [email protected]

Q. How long until you show me the real deal of this guide?
A. Let's get started.

*******************************************************************************

II.) Notes

By very nature this guide must be fraught with spoilers. In fact, by the time 
the very first Stage is complete, you will know something that is not always 
clear to even those who have completed the Subspace Emissary itself. There may
even be spoilers for non-Smash games because of crossover features.

It is impossible to figure out half of Subspace Emissary simply through the
mode itself--you have to examine trophies to unravel it all. By the time one
has unlocked all the necessary trophies, he/she has probably completed all or
nearly all of the Challenges of Super Smash Bros. Brawl.

Due to the sheer time investment of this, nobody wants to go do that unless
they're a true Smasher. Or unless, like me, they feel a need for answers. By 
making this guide I am learning quite a bit myself.

So, let's go on this journey of discovery together. Perhaps by doing so, we
can figure out as much as Nintendo itself does. Or you could just read the
Analytic Review sections to find out what's been uncovered. Most of the trophy
info is not that important, but I'm putting practically all of it in anyway.

*******************************************************************************

III. Stage-By-Stage Look

#.) Stage Name

Scene: I describe the gist of the cut scene shown, mentioning NEW CONTENT
that can be examined with trophies in ALL CAPS.

Match: I list the characters involved--these work like Group Brawls.

Area: I list any NEW ENEMIES, again, in ALL CAPS. May comment.

Battle: Same as an area, but confined to one battleground.

Boss: Name of boss in, you guessed it, ALL CAPS, with comments.

At the bottom of each stage, I name trophies in the order they appeared, then
type up the descriptions that go with the trophies in the game, word for word.

-------------------------------------------------------------------------------
1.) Midair Stadium

Scene 1: Fairly self-explanatory--the beautiful stadium, the introduction of 
ZELDA and PEACH, and the face-off between MARIO and KIRBY.

Match: Mario VS Kirby

Scene 2: We get a quick glimpse of PIT, but unfortunately for fight fans like
him, the match is interrupted by the arrival of the HALBERD. It spits SHADOW 
BUGS onto the stadium, and these form into PRIMIDS.

Battle: BOOM PRIMID, SPAAK, SWORD PRIMID

Scene 3: Now the ANCIENT MINISTER appears and rudely plants a SUBSPACE BOMB.
A pair of R.O.B. SENTRY drones are used to activate it. With Mario KO'ed and
the princesses captured, only Kirby is left to fight here.

Boss: PETEY PIRANHA is an interesting boss, because he forces you to choose a
princess to rescue. For those who are glitch-happy, don't think you can save
both with a specialized strategy--some default saves Peach in this case.

Scene 4: Kirby rescues the princess, but WARIO comes out of nowhere with his
Dark Cannon and shoots the other, helpless one. He makes off with her trophy 
as the time ticks down, and Kirby flies away with the other princess...

ZELDA
The princess of Hyrule. In other games, her role changes between titles. In
Ocarina of Time, she was hunted by the would-be conqueror, Ganondorf. She
deceived him, however, by adopting the persona of Sheik. In Twilight Princess,
she surrendered to Zant and was held as his prisoner.

PEACH
The princess of the Mushroom Kingdom. Her long blond hair is a perfect match
for her pink dress. Regardless of the number of Toad retainers she has, she's
often kidnapped by Bowser. Though she's usually the damsel in distress, she got
a starring role in Super Princess Peach, where it was her turn to rescue Mario
and Luigi.

MARIO
A familiar overall-clad figure who is Nintendo's flagship character. His
courage and jumping ability have seen him through countless adventures. He's a
multitalented plumber with the knowledge of a physician, a top-notch golfer,
and a veteran tennis umpire. Is his jumping prowess a boon from his girder-
climbing days?

KIRBY
A round, pink ball of cuteness from a distant, peaceful star. He can inhale
anything with his gigantic mouth, then spit it out as ammo. He has the handy
ability to copy powers and use them as his own. His hovering ability lets him
fly through the air with ease. He's so round, he's sometimes treated like a
ball.

PIT
The captain of the royal bodyguards of Palutena, goddess of light and ruler of
Angel Land. The dark goddess, Medusa, conquered the underworld, the surface
world, and the heavens, and imprisoned Palutena. Pit escaped and, armed with
Palutena's magical bow, set out to free her. Along the way, he gathered Three
Sacred Treasures with which he challenged Medusa.

HALBERD
Meta Knight's battleship, built to help Meta Knight take control of Dream
Land. It's crewed by Meta Knight and the Meta Knights and is equipped with
the Combo Cannon and a shrimplike robot called the Heavy Lobster. In the
Subspace Emissary, the Halberd appears and releases a massive horde of
shadow bugs. These creatures form Primids and cause our heroes a lot of
trouble.

SHADOW BUGS
Embodiments of a primordial substance that can take the form of any number of
lesser Subspace foes. They can also copy the forms of trophies to create evil
doppelganger versions of them. The mysterious substance inside Mr. Game &
Watch can be extracted endlessly. Once Tabuu discovered this, he used Mr. Game
and Watch to create the Subspace Army.

PRIMID
The common soldier of the Subspace Army. It seems pretty harmless, but alas,
it's stuffed with Shadow Bugs that leak from its forms. This Primid has no
weapons--it will challenge you man-to-man. There are six different Primid
types, but all of them are based on this basic form. There are also several
different face types.

BOOM PRIMID
A Primid with a boomerang--hence the name. This Primid will use the boomerang
to attack from afar (which is pretty much what you'd expect) and adds to its
arsenal with close-quarter combat strikes. These two attack patterns may lead
you to believe that it has no fun with boomerangs, but no! Boom Primids are
just a little on the shy side.

SPAAK
A Subspace Army member who is mostly cloud but also reveals mechanical parts,
like electrodes and batteries. In most cases, a Spaak is white and fires
lightning, but it turns into a dark cloud after taking damage and chases you
with fast lightning strikes. Its weak point is the battery on its back--
attacking that should make it pretty easy to take down.

SWORD PRIMID
A Primid with a sword, as the name suggests. A Sword Primid will generally
attack with slashes, but that's not all! It'll also make charging stabs at you,
so watch out even when you're a good distance away. It might just be because of 
the way its sword lights up, but doesn't it remind you of a tarmac worker at 
an airport?

ANCIENT MINISTER
The commander of the Subspace Army who uses Subspace Bombs to tear up this
world. He was once the lord of this world, living on the floating Island of
the Ancients with many robots--but the robots were taken hostage on Tabuu's
orders. Now that their home's a bomb factory, the robots carry out their
functions while enduring deep sadness caused by the loss of their colleagues.

SUBSPACE BOMB
A weapon that, when it explodes, draws every part of this world within its
blast range into Subspace. The areas drawn into Subspace in this way float
about in bubbles as individual colonies. To detonate a bomb, two R.O.B.'s
must be destroyed in the process. The Ancient Minister is bitterly
aggrieved by this fact.

R.O.B. SENTRY
A robot with a two-armed shot. This R.O.B. uses the booster on its base to
propel its jumps. Often used in the Subspace Army in defense or labor roles,
the R.O.B. SENTRY also works as a detonator. Its emotional capacity is
unknown, but it has utter trust in the Ancient Minister and obeys him
unwaveringly. This production model has been made in great numbers.

PETEY PIRANHA
A colossal Piranha Plant. Unlike its pipe-inhabiting cousins, it uses its legs
to walk around. It can fly, too. As you might expect, it often appears as a
boss character in Mario games. This may come as a surprise, but it also
displays surprising dexterity in kart races and ball games.

WARIO
Mario's self-styled rival. He loves money and gross humor. He often sets out in
search of hidden treasure. His bold moves come from his superhuman strength and
are completely different from Mario's moves. Aside from adventuring, he's also
the chairman of game maker WarioWare, Inc. Its franchise game is WarioWare,
Inc.: Mega Microgame$.

-------------------------------------------------------------------------------
Analytic Review #1

We know what those pesky Primids are made of--the essence of Mr. Game & Watch.
Many descriptions of the Primids themselves suggest personalities, talents and
the like, as if they were real living beings. That can't be possible, though,
because the Shadow Bugs simply form into these things and maybe get lucky if 
they have an extra ability or two. Do they, though? We have no proof of that,
and if that was the case how would they know how or who to fight? We can't be
sure just yet. Shadow Bugs are not creatures, so they couldn't think for
themselves, logically.

We also know that these are infinite--so it's obvious what happened to poor
Meta Knight's ship Halberd. He and his cohorts could only defend against so
much, and Meta Knight was forced off from the ship. It's a perfect way to
ship huge amounts of Shadow Bugs virtually anywhere, and if anybody tries
to stop it, the Combo Cannon should be enough.

Around the same time this was done, Tabuu took all of the R.O.B. robots as
captives to force the Ancient Minister, or King R.O.B., as we know of him
now, to do Tabuu's will. This meant, of course, creating Subspace Bombs and
sacrificing two R.O.B.'s at a time to detonate, just eating away at his
people, the Ancients. Where these high-tech robots come from if they're so
ancient is probably not something we can answer here.

Not much else to say, but I would like to introduce my own little concept:
a name for "this world"--Superspace. That is, the opposite of Subspace.
Not to suggest anything about it--just a way to refer to it.

-------------------------------------------------------------------------------
2.) Skyworld

Scene 1: Pit meets with PALUTENA and receives PALUTENA'S BOW along with a quest
to fight back the Subspace invasion. He flies down from the heavens to meet it.

Area 1: No enemies, but there are a few boxes with stickers and trophies and
the like, so it's pretty cool. Good if you're sick of other collection methods.

Scene 2: Pit encounters the Halberd and a load of Shadow Bugs.

Area 2: CYMUL, GREAP

Scene 3: Pit revives Mario and teams up with him.

Area 3: GLUNDER, JYK, ROTURRET

Scene 4: The Halberd gets away, but a lone ARWING gives chase...

PALUTENA
The ruling goddess of Angel Land. Palutena showered the earth with rays of
light, using her powers for the good of mankind. But Medusa, who in her hate
for mankind was banished to the underworld, makes war on Palutena and wins,
capturing and holding the goddess deep within a temple.  Palutena entrusts
Pit with a sacred bow and the task of defeating Medusa.

PALUTENA'S BOW
The bow Pit got from Palutena after the Medusa incident. As a stardard bow,
it's capable of firing arrows of light that can change direction. It can also
be split to form two short swords--Pit holds one sword in his right hand in a 
standard grip and one in a reverse grip in his left.

CYMUL
First, note the metallic sheen--a specialized coating that allows the Cymul to
reflect beams and other long-range attacks. The reflected attacks are said to
be as strong as the Reflector's, so it's believed that the coating is based on
Reflector technology. Coating aside, the four blades attached to its body
cannot be ignored--they will slice and dice and slice.

GREAP
A terrifying enemy with two giant sickles. It uses these well-sharpened, slice-
'em-and-dice-'em sickles for a fearsome attack. With a handle on its back, it
almost looks like a baby carriage. Combining horrific qualities with this
precious imagery gives the Greap a somewhat conflicted disposition, exuding
both creepiness and cuteness.

GLUNDER
An enemy that separates into three parts then blasts enemies with a high-
tension current it produces within its body. When it's ready to attack, it will
make a "Bzzt!" sound and produce a lightning flash. When this happens, approach
with caution. This enemy type is color coded: Glires are red, Glices are blue,
and Glunders are yellow. It's a family of destruction!

JYK
A six-spiked enemy. Attacking a Jyk will do no damage, as they can't be
defeated. But you'd better believe that a Jyk will deal out damage to you if
you get too close. This foe epitomizes player-hindering obstacles--it gets in
your way... and it hurts. It definitely isn't thought fondly of by the
characters in the game. It may have something to do with its SHARP SPIKES!
Ouch.

ROTURRET
An enemy with a skeletal face at the center of its inner section that deals
damage with a rotating attack. Despite a 360-degree attack range, it has a
blind spot between its two cannons. It spins toward characters and shoots
three shots at a time, spraying spent shells and occasionally reloading. This
foe is pretty smart--it'll cease fire when you put up your guard.

ARWING
A fighter ship that comprises the main combat unit of Team Star Fox. Boasting
antigravity systems known as G-Diffusers, Arwings can perform barrel rolls,
quick bursts of speed, and loops. They're also equipped with variable wings
that can be switched in and out of combat mode. Their main armaments are their
laser cannons, and their secondary weapons are smart bombs.

-------------------------------------------------------------------------------
3.) Sea of Clouds

Scene 1: Kirby and the princess he rescued crash on the Halberd.

Area 1: There is literally nothing in this area. You just... run. Boring.

Scene 2: The Arwing seen earlier attacks the Halberd and does pretty well until
a homing whip smashes it. The craft nearly runs over Kirby and the princess,
knocking them into the clouds below.

Area 2: POPPANT, FEYESH, TOWTOW, MITES

POPPANT
A creature with a uniquely shaped lower body, where it carries boxes that look
like gifts and candies. The boxes are even carefully tied with ribbons. It
demonstrates its generosity by scattering its boxes as it wanders, but if it's 
seen, it will immediately flee at top speed. It redefines the word shy. No one
knows why it spends its time scattering presents.

FEYESH
An enemy that, at first glance, looks like a goldfish, with a tail and dorsal
fin. It turns out to be more crazy-eye creature than fish. (And what's with the
funky dangling tentacle thingies?) Floating lazily through the air, a Feyesh
usually looks like it's sleeping. BUT! When it spots you, its eye opens, and it
attacks with its five tentacles. Gaahh! Attack of the Tentacles!

TOWTOW
A giant, ramlike enemy and member of the Subspace Army. A Towtow looks adorable
while sleeping, but when it's awakened, its angelic form changes dramatically.
The features turn to demonic nastiness, and the Towtow's body burns bright red
as it readies to ram you. Perhaps a result of its tantrum-hindered fashion
sense, the Towtow sports a pompadour when angry.

MITES
Pitiful little enemies that carry the Subspace Army symbol right there on their
heads--rather, the symbols ARE their heads! They're paper thin--nope, no depth
at all. There are three different colors--red, green, and yellow--and all have
white hands and feet. Their moves can best be described by the phrase "try
really hard." They're weak, but they... try really hard.

-------------------------------------------------------------------------------
4.) The Jungle

Scene 1: A CARGO makes off with a huge pile of bananas. DONKEY KONG appears,
and is assaulted with BULLET BILLS. DIDDY KONGS takes those down.

Area: GOOMBA, KOOPA, PARATROOPA, HAMMER BRO

Scene 2: BOWSER almost shoots Diddy, but DK takes the blow instead.

This stage is literally composed entirely of Mario stuff, so I don't think
there's much point in looking at the trophies here. Moving on...

-------------------------------------------------------------------------------
5.) The Plain

Area: BORBORAS, TICKEN, FIRE PRIMID

Scene: The Ancient Minister escapes. It seems like Pit could fly or shoot it...

BORBORAS
A Subspace foe. Although humanoid in form, it's characterized by a head that
resembles a wind instrument decorated on top with trumpet valves. It can be
quite annoying--when it spots you, it'll blow you off balance with some
serious wind from its mouth. And where does it get off, skipping around so
cheerfully? I mean, who skips these days? Seriously.

TICKEN
An enemy that looks like a chicken--quite a hefty chicken. But despite its
weight, it can indeed fly. After taking a certain amount of damage, a Ticken
will open up to reveal a little chick enemy. Notice the two bolts on its
belly? And what's the deal with the four missing bolts? It probably hasn't
even noticed they're missing.

FIRE PRIMID
A specialized, fire-breathing Primid with two flamethrowing attacks. Primids
with weapons are just normal, armed Primids, but Fire Primids are a whole new
species with a whole new color. Although no more special than the others, they
may feel slightly more superior with their red-hot color. Dealing with these
guys in a group can be especially tricky.

-------------------------------------------------------------------------------
6.) The Lake

Scene 1: RAYQUAZA suddenly appears and takes Diddy, but FOX rescues him.

Boss: Rayquaza has what I call "normal attacks" and "stage attacks". All are
predictable enough as long as you keep jumping and can use Fox's Reflector at
a moment's notice. It's not very difficult.

Scene 2: Diddy shows Fox the way. Fox doesn't listen. Diddy drags Fox along.

Area: AUROROS, BUCCULUS

Match: Bowser, 1-on-1 or 2-on-1

Scene 3: Dark Bowser disappears, and the real one shoots at the pair. Fox makes
some evasive maneuvers (sorry, no barrel rolls) and escapes along with Diddy.

RAYQUAZA
A Sky High Pokemon. It normally resides high up in the ozone layer where it
flies endlessly, so it is rarely seen. However, when Groudon and Kyogre began
to fight, it appeared to calm them down. It has the ability Air Lock, which
blocks all weather-condition effects. It has exceedingly strong abilities, and
its attack power is especially remarkable.

FOX
The leader of the commando unit for hire known as Star Fox. He uses both the
team's mother ship, the Great Fox, and his personal Arwing fighter to
challenge the evil scientist Andross. He made his name as an ace pilot but has
lately shown himself also to be an adventurer with a knack for hand-to-hand
combat.

AUROROS
A unique enemy characterized by a long beak and rainbow-patterned wings and
tail. Like most birds, the Auroros flies through the sky. Once one has you in
its sights, it will dive in for the attack. Since it has a sharp beak, dodging
its attack will leave it stuck firmly in the ground. Fortunately, you can pull
it out of the ground and throw it like a javelin.

BUCCULUS
A Subspace Army enemy found firmly planted in the ground, with only its lips
showing. These lips, by the way, are covered with spikes that stick in its
victim to... (Get this!)...suck out vitality. Basically, this results in
serious damage. The torso area has a poison zone where it stores vitality. The
Bucculus not only looks offensive-- boy, it's rotten to the core.

-------------------------------------------------------------------------------
Stage 7: Ruined Zoo

Scene 1: LUCAS walks around and sees some Primids and then the PORKY STATUE.

Area 1: BUCKOT

Scene 2: NESS defeats the Pig King Statue without much trouble. Sucker...

Boss: PORKY basically walks around, hits you with its legs, and shoots lasers
and things at you. You can also stand on top, but it will walk offstage.

Scene 3: Wario tries to shoot Lucas, but guess what? Ness takes the hit. Well,
Lucas runs away and gets to meet the POKEMON TRAINER and his SQUIRTLE.

Area 2: SHAYDAS, BYTAN

Scene 4: The Pokemon Trainer calls his Squirtle back. Lucas goes on with him.

LUCAS
The younger of twin brothers living in Tazumili Village in the Nowhere
Islands. He's a kind boy who can communicate with animals, but he's shy and
never really got over the tragedy that struck his mother. He fights a warped
dictatorship, hunts the Seven Needles, and crosses swords with his missing
brother, Klaus. In the end, the young boy with psychic PSI powers grows up.

PORKY STATUE
A guardian statue standing inside New Pork City that's clearly based on Porky
himself. Investigate it, and the statue will turn hostile and start a battle.
And it has 100,000,000 HP! It has very high stats, so you'll never win if you
attack it straight-on. Thankfully, there's an item called "New Year's Eve"
that can reduce its HP to 1-- then you can defeat it with ease.

BUCKOT
An enemy with arms and a propeller attached to its head that it uses
to...um...propel itself through the sky. It has a justified reputation as a
dangerous dude with a bucket filled with red-hot iron chunks for dumping on
folks. Some say that the phrase "Drop it like it's hot!" came from Buckot's
firm belief in dropping scalding metal chunks. Good thing it has thick gloves.

NESS
An average boy whose life changed when he found a meteor and an alien on a
nearby mountain. The alien warned him of a future threat, and adventure
ensued. He can use psychic energy known as PSI and also wields a bat and
yo-yo. This brave youth gives his all to defeat the evil Giygas.

PORKY
A self-centered, rotten brat who lives next door to Ness. As the events of the
game progress, he's rapidly led astray and becomes Giygas's right-hand man.
Afterward, he goes missing in time and then reappears in the Nowhere Islands
of Mother 3. He leads the Pig Mask Army invasion but is eventually defeated by
Lucas and friends.

POKEMON TRAINER
A person who raises Pokemon and trains them as partners in battle. In battle,
a Trainer gives orders to the Pokemon and uses items. It's not an exaggeration
to say battles can be won or lost on a Trainer's single strategic move.
Trainers pour their hearts into their Pokemon and share anger, sadness, and
joy as they adventure in hopes of becoming Pokemon Masters.

SQUIRTLE
A Tiny Turtle Pokemon. In times of danger, it pulls its arms and legs inside
its shell to protect itself from enemy attacks. When it conceals its neck, it
also shoots a powerful stream of water from its mouth. Its shell not only
protects its body, it also reduces water friction when it's in the water. When
it levels up, it evolves into Wartortle.

FLOOW
An enemy that might be described as a ghost patched with strips of darkness. A
Floow will float in the air and attack nastily from behind. Harboring pent-up
resentment, a Floow's cries reveal one part sadness, one part madness. This
especially hits home when gazing into its ghastly red eyes. After taking a
certain amount of damage, a Floow will disappear.

BYTAN
A spherical creature divided into two colors. There's a big, staring eye in
the colored section, and the white part contains the creature's gaping mouth
and exposed fangs. It rolls along and smashes into all enemies it meets. After
a short time, it will pop another Bytan out of its eye, so if you leave it
alone, it will continue to produce one Bytan after another.

-------------------------------------------------------------------------------
Stage 8: The Battlefield Fortress

Scene 1: MARTH stands as the last survivor. He now races to the bomb site.

Area 1: ARMIGHT, ROADER

Scene 2: META KNIGHT comes out of nowhere and attacks Marth--misunderstanding.

Battle: SCOPE PRIMID

Area 2: AUTOLANCE. I can't help but think it just suddenly got harder.

Scene 3: Marth phails. Meta Knight phails. IKE takes out a Subspace Bomb.

Area 3: NAGAGOG

Scene 4: The Ancient Minister gets away. Great.

Scene 5: LUIGI tries to be brave, but DEDEDE makes off with all the trophies.

MARTH
The prince of Altea, in whose veins the blood of heroes runs. He and a small
group of stalwarts fought to free Altea after it was invaded by the kingdom of
Doluna and the dark dragon, Medeus. With his divine sword, Falchion, he fought
and defeated Medeus. However, Altea was then invaded by King Hardin of Akaneia
and eventually destroyed.

ARMIGHT
A Subspace enemy. Look at the arms on this thing. It's also got an awfully
fancy mustache! Without much of a body, Armight floats softly in the air--all
arms, legs, and head. Resplendent in a nice armored helmet, Armight attacks
with its arms and swords and will sometimes throw the latter at you
unexpectedly.

ROADER
A Subspace Army enemy that looks like a motorized unicycle. It features an
off-road motorbike helmet as a head, revealing creepy eyes that peek from
under its visor. It attacks using three head spikes and its wheel and is
clearly unconcerned with environmental conservation, since it wheels around
freely spouting exhaust from its muffler.

META KNIGHT
The head of the Meta-Knights, and something of a rival to Kirby. He's quite an
accomplished swordsman. Following his code of knightly ethics, he once
delivered his sword to Kirby and demanded single combat. His giant cape
transforms into wings, giving him the power of flight. He's shown his face
briefly before, but his relationship to Kirby is still a mystery.

SCOPE PRIMID
A bazooka-wielding Primid. A Scope Primid uses weak, three-shot attacks and
powerful, single-shot surge cannons. Due to its ability to also fire at
targets above its position, you can't play it safe when a Scope Primid is down
below you. Probably because of the weight of its weapon, it won't use its
bazooka for direct strikes.

AUTOLANCE
An enemy that moves on caterpillar treads and uses the giant lance attached to
its front to ram and sometimes shoot you. Looking for a weak spot? It's inside
that armored-helmet head in the form of an emergency light. But... Autolances
aren't Subspace Army emergency vehicles--why would they need an emergency
light? Aah, the mystery!

IKE
A member of Crimea's top fighting force, the Greil Mercenaries. He's a man of
few words whose blunt manner gives the impression that he's uncaring, but he's
actually a passionate hero. He was crucial to the reconstruction of Crimea. In
Radiant Dawn, he continues to show his deep sense of honor and leads the Greil
Mercenaries to the aid of the Laguz Alliance.

NAGAGOG
An enemy that might be considered sumo-wrestler shaped, with a funky,
decorative twirl on its head and a cute little mouth. As it takes damage, its
body increases in size through three distinct levels. Wow, it's almost like a
sumo wrestler climbing the ranks to become Yokozuna! Along with the size
increase comes a change in color as well--blue, yellow, and red.

LUIGI
Mario's younger twin brother. He's shy and quiet and overshadowed by his
sibling, but he's actually quite talented. His jumping ability surpasses
Mario's, and his all- around skills let him overcome any problem. He's a
bit cowardly and really afraid of ghosts. Even so, in Luigi's Mansion, he was
charged with cleaning up a whole house full of spirits.

DEDEDE
The self-styled king of the amazingly peaceful Dream Land. He continually does
things unbecoming a king, like stealing the kingdom's food supplies or all the
stars from the sky. He's not all bad, though, and sometimes performs good
deeds. While he and Kirby often battle, they've been known to compete
good-naturedly at speed- eating contests and minigames.

-------------------------------------------------------------------------------

Stage 9: The Forest

Scene 1: We meet both LINK and YOSHI in this scene, and the Subspace Army
attacks again. Its resemblance to Twilight offers some small clues.

Area: PUPPIT, TROWLON, SHELLPOD

Scene 2: ...Okay, I'm tired of Ancient Minister escaping. How does he get
across Superspace so fast, anyway? Surely that hover thing isn't that fast...

Scene 3: We get to see a CARDBOARD BOX randomly.

LINK
A young man who emerged to rescue Hyrule from peril. He's the bearer of the
Triforce of Courage who fights to keep Ganondorf from conquering the world.
His green outfit is a constant throughout the series. He's a skilled
swordsman, horseman, and archer. He's also proficient with bombs and
boomerangs.

YOSHI
A creature that hails from Yoshi's Island. Yoshis come in a variety of colors,
and all possess gentle personalities. No matter what problems they face, they
always look like they're having fun. Yoshis use their long tongues to grab and
swallow fruit and enemies. They can convert what they swallow into eggs, which
they then lay. They also give Mario rides.

PUPPIT
A marionette enemy, suspended from above by piano strings. A Puppit proves
vicious with long, sharp claws and a mysterious beam emitted from its eyes.
You would think, based on the exterior wood pattern, that it's made of wood,
but no one is sure. More importantly, who is the one manipulating those piano
strings?! What an enemy! Mystery abounds!

TROWLON
An enemy that, despite a mechanized look, is made up of a soft, specialized
material that allows for smooth, undulating movement and flight. A Trowlon
will not attack directly but will instead slip under the player and suddenly
ascend. It will try to put players on its back and carry them off the screen.

SHELLPOD
An enemy reminiscent of a horned beetle. A Shellpod can exhibit extraordinary
destructive power thanks to the strength generated in its beefy front legs and
its threatening long horn. Taking a hit from this bad boy spells trouble. But
what's the deal with the color difference between the Shellpod's legs and
shell? Hmmm... Therein lies a seeeeeecret.

Extensive damage to a Shellpod will reveal its true form and uncover the big
secret--it was the ARMOR that made the Shellpod look like a beetle! Well, no
wonder the shelled creature had such funny-looking legs! But even without its
armor and horn, this weaker Shellpod will still bring the thunder, just
slightly less threatening thunder.

CARDBOARD BOX
A common, run-of-the-mill cardboard box that is somehow very effective at
preventing detection by enemies. Hide inside it and enemies will walk on by.
But put it somewhere too odd and you'll be discovered. You can move while in
the box, but if anyone sees the box moving, you're in trouble. Both Liquid and
Solid Snake have a deep affection for cardboard.

-------------------------------------------------------------------------------
Analytic Review #2

I've seen a lot of odd details. It seems to me that the Subspace Army possesses
definite personalities, traits and thoughts. The Poppant even displays what
real people often don't--kindness. They are even capable of the supernatural.
Now, if Shadow Bugs randomly formed into these shapes, would any two be even
remotely similar? Probably not. The Feyesh actually resembles an enemy from Kid
Icarus.

This has all led me to one rather new idea: perhaps ALL Shadow Bugs have to
copy something to take a form. It's safe to say that Tabuu had a smaller force
when he started this endeavor--thus, even though the ones you fight are made of
Shadow Bugs, the originals truly are the Subspace Army that Tabuu brought with
him into Superspace.

Which starts to make me itch with questions about this relationship between the
two worlds. This was rather difficult. Yet the cutscene in which Link meets the
Subspace Army resembles the onslaught of Twilight in his own home. Perhaps,
like Twilight, Subspace is simply another realm that is vaguely connected to
Superspace.

The bombs (which we may never fully understand) seem to switch a bit of
Subspace with a bit of Superspace. Since Tabuu has the ability to manipulate
Subspace, this gives him the capacity to make EVERYTHING part of his will. So,
why shouldn't he? All he needed was the help of Master Hand, and a bit of his
Subspace Army on its way out. His plan was nearly flawless.

-------------------------------------------------------------------------------
Stage 10: The Research Facility (W)

Scene 1: ZERO SUIT SAMUS breaks into the facility.

Area 1: R.O.B. SENTRY, R.O.B. BLASTER

Scene 2: Zero Suit Samus finds and rescues PIKACHU.

Area 2: R.O.B. LAUNCHER, METAL PRIMID

Scene 3: ZS Samus sees the Power Suit on the monitor. Now where could it be?

ZERO SUIT SAMUS
Samus Aran without her mighty Power Suit. In this condition, she does not have
the firepower she's famed for but is in full possession of the agility and
athleticism she gained through her childhood training with the Chozo. Without
the armor, she's also much, much faster. The weapon she carries is a
self-protection device known as a Paralyzer that stops enemies cold.

R.O.B. SENTRY
A robot with a two-armed shot. This R.O.B. uses the booster on its base to
propel its jumps. Often used in the Subspace Army bomb factory in defense or
labor roles, the R.O.B. Sentry also works as a detonator. Its emotional
capacity is unknown, but it has utter trust in the Ancient Minister and obeys
him unwaveringly. This production model has been made in great numbers.

R.O.B. BLASTER
A R.O.B. model boasting robo-beam- blasting eye lenses suited for long-range
combat. There are two types--one acts like a stationary gun, sitting in place
and lining up targets, and the other is mobile. Actually, the R.O.B. Sentry
also features beam-firing capabilities, but because the roles of the R.O.B.
Squad are so well defined, there's no conflict between the ranks.

PIKACHU
A Mouse Pokemon. Its lightning-bolt tail and round cheeks are its trademarks.
When danger draws near, it uses tiny electric pouches within its cheeks to
discharge electricity. When it's really fired up, it unleashes thunderbolts on
its rivals. It's said to recharge when it's sleeping. It evolves into Raichu.

R.O.B. LAUNCHER
An upgraded R.O.B. model with a missile-launcher head that bolsters firepower.
The standard coloring has also been refinished with a green and brown military
motif, stylishly accented with a blue cord connecting the arm sections and
base. This R.O.B. does not use its arms--attacks are limited to the missiles
fired from its head.

METAL PRIMID
A Primid covered from head to toe in metallic plating. It cannot be knocked
around with conventional attacks due to its hard and heavy nature--we're
talking ALL metal, including the frilly feather on its head. On the flip side,
the weight of the metal inhibits this Primid's movements. Like a normal
Primid, a Metal Primid will also rely on hand-to-hand combat.

-------------------------------------------------------------------------------
Stage 11: The Lake Shore

Scene 1: Bowser shoots the Princess that's with Kirby. She shoots at whichever
pair of characters is more allied with her, but the others stop her.

Match: Mario and Pit VS. Zelda OR Link and Yoshi VS. Peach

Scene 2: The characters all get in a fight.

Match: Mario and Pit VS. Link and Yoshi

Scene 3: King Dedede tries to steal the trophies but is stopped.

Area: BOMBED, SHAYDAS

Scene 4: Dedede's castle looms ahead...

Scene 5: GANONDORF makes some plans and gives some orders.

BOMBED
An enemy with a bomb for a head, as subtly suggested by the name. It hurls
its own bomb head at you-- at least it's kind enough to reveal the bomb fuse,
which will light up when hit with a fire attack like Mario's fireball.
Then...BOOM! This is an easy way to take it out. It's this weakness that
sometimes makes them sad that, regrettably, they were born with bomb heads.

SHAYDAS
An odd enemy with two heads. Its legs might suggest that it's a beast of some
sort, but in actuality, a Shaydas is formed by swarms of Shadow Bugs. Maybe
that's why recklessly attacking it will do no good--you must strike its pink
core to defeat it. Just watch out for the giant blades that it brings to the
party. Mind the blades, and pick your attacks wisely!

GANONDORF
A man who wants to use the power of the Triforce to conquer the world. In
Twilight Princess, he gives strength to the Twilight King, Zant, and tries to
change the land into a world of darkness. He possesses Zelda, transforms into
a magical beast, and attacks Link. In the end, however, Link deals him a
finishing blow and defeats him.

-------------------------------------------------------------------------------
Stage 12: The Path to the Ruins

Scene 1: The Pokemon Trainer sees CHARIZARD near the ruins.

Area: GAMGYA, GLIRE

Scene 2: Wario comes back to try again.

Match: Pokemon Trainer and Lucas VS. Wario

Scene 3: King Dedede puts his special pins on Luigi, Ness, and the Princess,
but Bowser destroys the castle. That kinda sucks.

CHARIZARD
A Flame Pokemon. Its fiery breath is hot enough to burn up rocks, and its
wings let it fly up to 4,600 feet into the air. It's a proud Pokemon that will
never use its flame breath on an opponent weaker than itself. The flame on its
tail is a barometer of how much vitality it has remaining. Its signature move,
Flamethrower, is a reliable technique.

GAMGYA
A Subspace Army enemy that looks like an avant-garde work of art from some
young art-school grad. And its size is nothing to scoff at--sitting on top of
a four-level Gamyga base is a huge Gamyga mask. You can eliminate the Gamyga
base simply by beating the Gamyga mask. A Gamyga faces the screen, but it
never takes its eyes off you. Ooh, spooky...in an artsy kind of way.

GLIRE
An enemy shaped like a tire. It's protected by three black shells, but they're
not so hard as to be impenetrable. The outermost shell is covered in mucus
that lets it stick to surfaces as it rolls along walls and ceilings. The eye
in its center is creepy. When it spots the player, it stops, sheds its outer
layers, and spouts fire from its inner recesses.

-------------------------------------------------------------------------------
Stage 13: The Cave

Scene 1: The warriors pass by the throne room and try the hole in the wall.

Area

Scene 2: Bowser escapes with the Princess. Kirby finds her dropped pin.

Scene 3: Dedede's castle is bombed. Meanwhile, MASTER HAND finally appears!

MASTER HAND
A being tied to the link between this world, where trophies fight, and the
world beyond. The meaning of his existence is unknown, as are his goals, but
he seems to have obtained (and kept hidden) a power that borders on absolute.
He also seems to feel a certain joy in challenging chosen warriors who've
claimed many victories. He waits even now in Final Destination.

-------------------------------------------------------------------------------
Stage 14: The Ruins

Area 1

Scene 1: Pokemon Trainer catches the Pokemon IVYSAUR.

Area 2

Match: Pokemon Trainer and Lucas VS. Charizard

Scene 2: Trainer catches Charizard, and the pair moves to the tower.

Eh, Ivysaur can't help us find anything. Let's just skip it.

-------------------------------------------------------------------------------
Stage 15: The Wilds (W)

Scene 1: The swordsmen see and go after GALLEOM (TANK FORM).

Area: ARMANK, BIG PRIMID

Scene 2: GALLEOM transforms into his fighting state.

Boss: Galleom is a pretty easy opponent if you just get behind him.

Scene 3: Galleom ends up inside the Ruins... uh... somehow.

GALLEOM (TANK FORM)
Galleom with its arms and legs neatly compacted into tank form. In this form,
it can get around the combat field at high speed. It can quickly change into
humanoid form to take advantage of awesome combat capabilities. Its last
defense and most threatening trait is a built- in Subspace Bomb. In tank form,
Galleom can still attack with body slams and missiles. It never runs.

ARMANK
A brutal enemy in the Subspace Army or mobile construction equipment? Yes, it
moves on treads and has a functional construction arm, but that arm is also
capable of brutal attacks. Continue attacking the arm to reveal the Armank's
weak spot. Wait... It looks like there's mud on the end of the arm! Maybe the
Armank IS just a construction vehicle for the Subspace Army!

BIG PRIMID
The biggest Primid of all. Its attacks are the same in form and function, but
considerably more powerful than a normal Primid's. Watch out for its smash
attack--it will launch you far. It also has jump and roll attacks. The bigger
size means an increase in Shadow Bugs--does that mean it takes more Shadow
Bugs to move bigger Primids?

GALLEOM
An enormous, transforming robot and Subspace Army warmonger. Galleom is
characterized by various attack threats, including jump stomps, beefy arm
bludgeonings, and even missiles fired from its back. It also has a Subspace
Bomb set in its head, which it can use in times of desperation to blow itself
up and drag the player into the darkness of Subspace. It's one tough robot!

-------------------------------------------------------------------------------
Analytic Review #3

The Big Primid says it all. Tabuu "moves" Primids. That means he's already
created them before he sends them out. The Shadow Bug form is nothing more
than a convenient way to stuff more in. I should have figured this out long
before.

Of course, we've also got the role of Master Hand. The world where trophies
fight... the world beyond. The trophy thing is the answer. That's what this
world is. While the real characters exist in their own realities, this world
is a creation made from trophies and objects. The implication here is that
Master Hand is the creator of these things. We'll talk more on this later.

-------------------------------------------------------------------------------
Stage 16: The Ruined Hall

[Nothing new]

-------------------------------------------------------------------------------
Stage 17: The Wilds (E)

[Nothing new]

-------------------------------------------------------------------------------
Stage 18: The Swamp

Area 1

Scene 1: Diddy is shot with a Dark Cannon, but suddenly FALCO appears!

Match: Fox, Falco, and Diddy VS. Giant Diddy Kong

Scene 2: This is like Scene 2 of Stage 6, only with Falco in Fox's place.

Area 2

Scene 3: The Arwing chases the Primids' ship to the island.

Falco can't give us much help here.

-------------------------------------------------------------------------------
Stage 19: The Research Facility (E)

Area 1: GLICE

Scene 1: The Power Suit of SAMUS is found.

Match: Pikachu and ZS Samus VS. Samus x2

Scene 2: Samus busts out the Power Suit!

Area 2

Scene 3: Suddenly, out of nowhere, RIDLEY appears!

Boss: Ridley is a pretty simple boss. All of his attacks are very predictable.

Scene 4: Samus and Pikachu come out and find a base of the Ancients.

GLICE
A soldier in the Subspace Army that moves easily up walls and slopes alike.
Like a Glire, it sheds its outer shells to attack, but it releases waves of
bitter cold instead of fire. This attack will freeze the player in a lump of
ice if it hits. To escape quickly, move the Control Stick rapidly back and
forth. This combative enemy will attack whenever it can.

SAMUS
The intergalactic bounty hunter named Samus Aran. Orphaned at an early age,
she was taken in and raised by the alien race known as the Chozo. The Power
Suit she wears is a product of their technology. Her unique combat skills
combined with her athleticism and Arm Cannon have seen her through countless
missions.

RIDLEY
The leader of the Space Pirates. He looks like a pterosaur but has high
intelligence and a brutal nature. He plans to steal the baby Metroid from
Samus for his own use. Ridley utilizes wings for a full range of flight and
attacks with fireballs from his mouth and whips of his tail. As the culprit
behind the murder of Samus's parents, the connections with Samus run deep.

-------------------------------------------------------------------------------
Stage 20: Outside the Ancient Ruins

Scene 1: We've got OLIMAR and CAPTAIN FALCON teaming up here.

Area

Scene 2: Everyone swarms the Primids' ship.

Battle

Scene 3: The ship enters the Ancient Island's hangar.

OLIMAR
Veteran spacefarer in the employ of Hocotate Freight. After crash- landing on
an enigmatic planet, Olimar met the mysterious beings known as Pikmin. He
enlisted their aid to find his spaceship parts and help him escape. Once home,
he found his employer on the verge of bankruptcy. He was sent back to the
Pikmin world with his partner, Louie, to repay the company debt.

CAPTAIN FALCON
A skilled F-Zero pilot and resourceful bounty hunter. All that's known of his
past is that he hails from Port Town. He's won fame and fortune outracing his
opponents in his beloved Blue Falcon. His incredible athleticism and
never-say-die attitude makes him the pilot to turn to in times of trouble.

-------------------------------------------------------------------------------
Stage 21: The Glacial Peak

Scene 1: The Halberd and Great Fox duke it out as ICE CLIMBERS, well, climb.

Area

Scene 2: Meta Knight and Ice Climbers make it to the top and meet LUCARIO.

Match: Meta Knight VS. Lucario

Scene 3: The pair teams up and boards the Halberd.

Blah. It's all junk, unfortunately. I'm getting pickier about this...

-------------------------------------------------------------------------------
Stage 22: The Canyon

[Nothing new] yet again.

-------------------------------------------------------------------------------
Stage 23: Battleship Halberd Interior

Scene 1: SNAKE finally loses the box.

Area 1

Scene 2: Snake meets up with Lucario and Meta Knight.

Area 2: Nothing new, just wanted to talk about the genius level design by now.

Scene 3: The group must fight both Princesses

Match: Snake, Meta Knight and Lucario VS. Zelda and Peach

Scene 4: Snake frees the princesses... uh... somehow.

Too bad Snake doesn't give us any hints either.

-------------------------------------------------------------------------------
Stage 24: Battleship Halberd Exterior

Scene 1: SHEIK leads Peach out of the Halberd.

Area: You can see the MIZZO here, but you can't fight it.

Scene 2: Sheik and Peach meet up with Fox.

SHEIK
The persona Zelda adopted to escape from Ganondorf. She completely hid all
traces of her Zelda identity and appeared to Link as the last member of the
Sheikah tribe. She taught Link essential ocarina melodies and then vanished in
an instant. She didn't appear very often--rather, she would show up to support
Link in crucial situations.

MIZZO
Within the battleship Halberd, there's a display room where a number of
enemies are on display. On the way there, a number of different enemies
obstruct your path, but one enemy appears only in this display room. That
enemy is Mizzo. With a round body sprouting arms and legs, its appearance and
swimming motions make for an extremely bizarre being.

-------------------------------------------------------------------------------
Stage 25: Battleship Halberd Bridge

Scene 1: MR. GAME & WATCHes are transformed into the next boss.

Boss: DUON is pretty annoying. Beware the sword side and don't stay too close.

Scene 2: Duon becomes a Mr. Game & Watch. The Halberd escapes the area finally.

MR. GAME & WATCH
The monochrome hero of the Game & Watch series, a fellow who oozes
personality. First appearing in 1980, the series were the original portable
game systems. The first games in the series were quite simple, but as time
passed, technology evolved. The multiscreen series featured game play on dual
screens. As the name states, the games also kept time.

DUON
A robot with two upper bodies sharing one set of wheels. The blue-bodied half
uses sword attacks, while the pink one uses lasers from its head and arms for
offensive power. Whichever side is facing you will attack. Duon also threatens
with homing missiles and the blade on top of the blue half.

-------------------------------------------------------------------------------
Stage 26: Subspace Bomb Factory (N)

[Nothing new]

-------------------------------------------------------------------------------
Stage 27: Subspace Bomb Factory (S)

Area 1

Scene 1: This is where the Ancient Minister turns out to be R.O.B.--the "real"
one that is actually playable and I refer to as King R.O.B.

Battle

Scene 2: The Subspace Bombs are ticking. Everybody runs away.

Area 2

Scene 3: META RIDLEY appears out of nowhere and interrupts Falcon's flight.

Boss: Meta Ridley is not too hard. Other than the time limit, that is. Hurry!

Scene 4: All of those Subspace Bombs explode. Wow, that's huge.

R.O.B.
R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985
as an add-on for the Famicom. He could be combined with a "gyro set," etc. for
two types of play. The player controlled Professor Hector, the TV emitted
light, and R.O.B. responded to the light by moving. At the time, it was epoch-
making game play. Recently, R.O.B. appeared in Mario Kart DS.

META RIDLEY
The meta form of Ridley, revived using the Space Pirates' genetic engineering
and cybernetic technologies. His thin chest plate--and weak point--is
protected by a highly resistant membrane. Meta Ridley is highly mobile and
features a multimissile system, a bomb launcher, and powerful wings. Ice
attacks are particularly effective in dealing damage to him.

-------------------------------------------------------------------------------
Stage 28: Entrance to Subspace

Scene 1: In this awesome scene, a buttload of ships destroy SUBSPACE GUNSHIP.

Area

Scene 2: TABUU shows off his awesomeness, then uses his superpowerful attack.

SUBSPACE GUNSHIP
Ganondorf made the Subspace Bomb factory self-destruct in order to draw this
ultimate weapon out from Subspace. It's capable of infinitely rending space,
and its firepower is greater than that of any weapon. It exists to draw all of
this world into Subspace, but the last-ditch efforts of the fighters might
prevent this.

TABUU
The ruler of Subspace and master of operations. Tabuu controls Master Hand
with chains of light to excise this world and build up his great maze. He used
Shadow Bugs to form Subspace and manipulates the servants of Master Hand to
his heart's content. Born in a vastly foreign realm, he also possesses great
leadership powers. Tabuu... No name is more suitable.

Tabuu with wings extended. The dreadful energy surges cast from these wings
instantly turn all fighters back into trophies. Knowing this, King Dedede
assembles all able-bodied troops and sets a timed device on each of them. This
device is a brooch that, after the designated time runs out, revives all
fighters wiped out by Tabuu.

-------------------------------------------------------------------------------
Guess what? None of the Stages have new information after this. We're done!

*******************************************************************************

IV.) Final Review

Okay, in order to find out about Dedede's pins, just look at the very last
paragraph of trophy data. Very simple. Here we'll talk just a bit more about
Master Hand and R.O.B., then summarize everything we've got so far. Can you
believe we're finally done with all that? Yay!

R.O.B.'s importance and influence on the world makes sense. He is the most
likely ally for Master Hand because in his original appearance he assisted the
gamer--and that's just what Master Hand is. You play video games with your
hands, and who else would make trophies of such varying but consistently
game-based characters? The "world beyond" is none other than our own world.
His "near-absolute power" is to control characters in games. Any real fanatic
loves a crossover. Any real fanatic loves Brawl.

Now let's review. Tabuu created Primids out of Mr. Game & Watches and using
his own Subspace Army, then moved them into "Superspace" using Shadow Bugs
and the Halberd. Meanwhile he used Master Hand to get to R.O.B. and create the
Subspace Bombs, so he could expand and manipulate Subspace. The reason they
were able to do this is because Master Hand created this world with R.O.B.

*******************************************************************************

V.) Last Words

I hope this was very, very informative for readers. My intent was to reveal
as much background as possible, and this is what I came up with. Of course, I
could not have done this alone. It's time to give credit.

Nintendo: For making such a mysterious game and then hiding information in the
trophy system. Also for making the game so worth playing.

Stevewins123 (from GameFAQs): For having all the trophy data waiting to be
sifted through for all of the information I needed.

Nightfreid and Kitty_Strider: These two helped motivate me, get me more into
the game and, of course, provided lots of friendly competition. To meet up with
them (and me for that matter) go to forums.gamepumpkin.net ASAP.

GameFAQs: For giving me an excuse to make a guide, and for hosting it.

You, the Reader: Again, for giving me an excuse to make a guide. Also, maybe
you will correct me on something such as where an enemy is first found or if I
missed something. Heck, just knowing I helped someone is good for me.

forums.gamepumpkin.net: Eh, I dunno. They're worth thanking for pretty much
anything I ever stick on the internet. Seriously, check 'em out! NOW!

Thanks again to everyone on this list. You can e-mail me at the address
below either to correct me or for a fight request. See ya.

Work Begin Date: April 10th, 2008
Version Submit Date: May 10th, 2008
Version Number: 0.9
Contact E-mail: [email protected]
Guide Copyright 2008 Philip Schipper

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.