Neo Contra (PS2) FAQ

Copyright 2005 - 2006 Jason Kowell

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.

Version 1.00 - January 21, 2006

  A note about spoilers: I don't bother avoiding or even noting before 
  putting in spoilers in the walkthrough since I really doubt anybody cares 
  about the storyline and all of the story is told through cut-scenes 
  before and after each level, which you can get to without reading a FAQ. I
  did my best to avoid spoilers in the other sections though.

Table of Contents

I. Gameplay
 A. Objectives
 B. Controls
 C. Title Menu
 D. Options
II. Characters & Weapons
 A. Playable Characters
 B. Other Characters
 C. Weapons
III. Walkthrough
 A. Stages
 B. Story Summary
 C. The Endings
IV. Bosses
V. Secrets, Codes, & Unlockables
VI. Misc. Info

================================= I. Gameplay ===============================

============
 Objectives
============

Obviously your main goal is to get through each level and kill the final boss,
however there are a ton of enemies and mini-bosses between the start of the
level and the end boss. In addition to killing the bosses, if you want to
get to all of the levels (not to mention see the real end of the game) you
will have to get a 98% complete or higher on each level. Your percent complete
works just like in Contra Shattered Soldier: every kill gets you a certain
percent complete added to your hit percentage and every time you die you lose
1%. How much percent gets added when you kill something depends on what type
of enemy it was. Stronger enemies give a higher percentage, while weaker ones
only give a single percent. Minibosses, end of level bosses, and individual
segments of bosses give percentage points as well, so you must destroy
absolutely everything to get a perfect score. After each stage you are given
a 'D', 'C', 'B', 'A', or 'S' rank depending on your final hit rate (after you
get deducted for deaths and continues). Time and shots fired are not factors
in determining your score.

     S-Rank: > 97%
     A-Rank: 95% - 97%
     B-Rank: 90% - 94%
     C-Rank: 75% - 89%
     D-Rank: < 75%

In order to advance to Stages 5 and 6 your average rank must B or better. To
advance past stage 5 and 6 you'll need a ranking of A or S. If your score 
an S rank after Stage 7 you'll get a different ending as well. The goal of 
Contra is not to simply beat Stage 7 (not that hard), but to finish the game 
with an S rank.

==========
 Controls
==========

Default Controls (Six configurations available)

D-Pad:    Move/Turn the character, scroll through menu choices
L Analog: Same as D-Pad
L1 & R1:  Rotate through weapons
L2:       Directional Lock (character faces the same way when you move)
R2:       Movement Lock (character stays in the same spot but can turn)
Select:   Dims/Undims HUD
Start:    Pauses/Unpauses, select options, skips cut-scenes
Triangle: Activates lock-on weapon
Circle:   Cancel
Square:   Fire active weapon (non-lock-on)
X:        Spin-dodge, roll-dodge, confirm

L3, R3, R Analog: Not used

============
 Title Menu
============

When the game starts you will have four options:
>1P Game
>2P Game
>Option
>Tutorial

Selecting 1P Game or 2P Game will start a one player or two player game
respectively. After choosing one of these each person will select their
weapon set. Which player each character uses is set in the Option menu. After
selecting your weapon set you are taking to the Stage Select Menu, where
Stages 1 - 4 are open. Stage 5 will only open if you average an A or S rank
after the first four stages and you go to stages 6 and 7 automatically if you
qualify after the previous stage.

=========
 Options
=========

>Character
>Difficulty Level
>Controller
>Sound
>Subtitles
>Memory Card (8MB) (for PlayStation 2)
>Etc.

Character:
  This option lets you select which of three characters each player uses. At
  first only two characters are available; the third must be unlocked. Each
  character has two outfits available, however the second one (the character
  in a swimsuit) must be unlocked. One character has a special weapon that can
  replaces weapon in each set, however this too must be unlocked. Each player
  has to play as a different character, you can't have two of the same even
  if you have the second outfit/weapon unlocked.

Difficulty Level:
  Neo Contra has two difficulty settings: Easy and Normal. In Normal mode you
  have few lives, though that number can be increased (once you unlock more
  lives this menu choice lets you set the number to the new maximum). In easy
  mode you begin with 30 lives, however only Stages 1 - 4 are playable, so you
  will not be able to truly beat the game.

Controller:
  This lets you choose between one of six controller configurations, which
  change what the shoulder and shape buttons do. Unfortunately the controller
  isn't completely customizable, however you should be able to find something
  that suites you. You can set the vibration feature to normal/weak/off here.

Sound:
  Set the sound to broadcast in Mono or Stereo. You can also adjust the volume
  for background music and sound effects. This is useful if you can't hear the
  music over the gunfire or don't want to hear the music but need to hear
  incoming fire.

Subtitles:
  Turn on/off subtitles for during the cut-scenes.

Memory Card:
  Saves or loads the game data and configuration settings. While you cannot
  save your progress in game or between levels the game does record 
  information such as the number of plays, total time, etc.

Etc.:
  >War Record
  >Training
  >Music Box
  >Theater
  >Gallery

  War Record:
    Number of Battles - Number of times you started a game
    Total Battle Time - Hours spend playing (menus and paused don't count)
    Shortest Clear Time - Only counts beating Stage 7 as clearing
    Hi-Score - Highest score gained using a single credit
    Game Clear - Number of times you beat Stage 7
    Game Over - Number of times you lost all lives and continued or quit
    Game Over Ranking - Highest ranking you cleared the game with

  Training:
    Lets you play through any level you've reached. You only play that level,
    however you can play in either 1 or 2 player modes.

  Music Box:
    All of the soundtracks you've heard.

  Theater:
    Eleven of the CGI videos you've seen. Doesn't include the intros to
    stages 2 and 5 for some reason, but has the rest of them.

  Gallery:
    A collection of concept art and promotional images

========================= III. Characters & Weapons ==========================

=====================
 Playable Characters
=====================

There are three playable characters, however they all use the same weapon sets
so there is no difference in gameplay. There really is no difference in the
story either since Bill and Jaguar are both in all cut scences, even if for
one player games.


Bill Rizer - Bill is the original Contra, from the old NES game. After saving
  humanity several times from Red Falcon he eventually killed his partner and
  nearly destroyed the planet. He has been resurected from cyrogenec prision
  to eliminate Neo Contra, a new organization that poses a much greater threat
  to humanity than Bill ever did. Or so he's told...

Jaguar Genebei - A mysterious alien sent to aid Bill on his mission. Despite 
  being an alien in the forty-fifth century, he follows the code of the 
  Samurai. He is the only character able to weild the Katana, the most 
  powerful weapon in the game.

Lucia - A cybornetic solider who served as Bill's partner and parole officer
  the last time Bill was revived, that time to destroy the Blood Falcons.
  They were the last threat humanity faced, as they were determined to wipe 
  out the 20% of the world's population that wasn't killed durring Bill's
  rampage.

==================
 Other Characters
==================

The Contra Commanders - Guerilla, Plant, Pheromone, and Animal Contras. The
  four commanders of the first four stages that you must fight through. This
  group answers only to Master Contra and have abilities and technologies
  superior to any of the foes you'll face getting to them. Only after killing
  them can you hope to challenge Master Contra.

Master Contra - The leader of Neo Contra and threat to humanity. Aside from 
  that not much is known about him. Before his amazing fast rise to power,
  nobody had ever heard about him. His true identity and plans remain unknown.

Mysterious G - An old soldier who looks as if he has seen one two many 
  battles. Less is known about his identiy and plans that of Master Contra's;
  it can't even be determined if he is friend or foe. Regardless, the fact of
  the matter is he knows a lot about why Bill was brought back.

Red Falcon - The alien who lead all of the early invasions of Earth several
  millenia ago is still around. He is being preserved by the Neo Contras for
  unknown reasons. Despite having very little of his body left, he is still
  a threat to the planet, especially in the hands of Master Contra.

Project C - This entity, while unknown to humanity, holds all of the answers
  about Neo Contra that Bill is looking for.

=========
 Weapons
=========

There are six sets of weapons, each of which consists of a rapid fire weapon,
a slower, but more powerful, heavy weapon, and a lock-on surface to air laser.
At first only Weapon Sets A through C are available however beating stages 5,
6, and 7 unlocks Sets D - F.

Generally speaking you want to use the rapid fire weapon against large numbers
of weak enemies (so when you're not fighting a boss, basically) and the heavy
weapon against bosses and strong enemies. There are a few exceptions in both
cases, depending on the specific weapon and enemy.

Weapon Set A - The "balanced" set; none of these weapons have any major
     advantages over other sets, but they also lack a lot of thier
     disadvantages as well. Both the rapid and heavy weapons are relatively
     powerful and fast, and the lock-on's ability to make tight turns make 
     this a very practical set for a beginner that doesn't favor any 
     particular style of attack.

 Rapid: Machine gun - This a standard issue machine gun that is in every
          Contra game. It is offers a good balance between power and being
          able to sweep multiple targets. You can do a lot of damage quickly
          against one target, but you can not stand still and take everything
          out by spinning in circles like you can with other weapons
 Heavy: Grenade Bomb - Launches a grenade, which bounces along the ground then
          explodes, doing good damage. If the grenade hits something it
          immediately explodes. It has a fairly good rate of fire and a
          medium range. The time-delay makes it excellent for taking out
          stationary target like snipers and cannons since you can run throw
          in a grenade when you have an opening and then run away.
 Lock-on: Lock on Missile - Four missiles fire outward and track the target
          very quickly. The missiles move directly at their targets, can rise
          rapidly, and are able to make tight turns. You are are much less
          likely to have a missile hit a wall instead of the target with
          this set.

Weapon Set B - This weapons set offers a lot more power than the first set,
     however, each weapon has a few drawbacks, and it will take a bit of
     practise to become skilled enough to be able to handle them in battle.

 Rapid: Fire Whip - The flamethrower from the last game returns, and is just
          as deadly at clearing out groups of enemies and stationary targets.
          It can also take out certain projectiles, so if you keep it going it
          acts as a small shield. Good for sweeping out small enemies and
          projectiles, but even better at stationary bosses since the damage
          adds up quickly.
 Heavy: Charge Shot - Probably the hardest weapon to use, but the most
          powerful. Hold down the fire button to build up a charage (your
          weapon will glow red when fully charged) and release the button to
          fire. It is hard to use since it is slow and the projectile is very
          narrow, so you will miss often if you don't time your shots well.
 Lock-on: Lock on Laser - These lasers are similar in style as the lock on
          missiles. They are faster, able to make tighter turns, and you get
          five of them, however they are significantly weaker than any other
          lock-on weapon in the game.

Weapon Set C - This is more or less the "power set" of weapons. Both the
     rapid and heavy weapons are among the slowest but strongest of the
     original three. The spread gun is good against most groups of
     enemies, however there can be problems if you are being attacked on all
     sides. If you stand close to a single target, all of the spread bullets
     will hit, doing more damage than a fireball. The lock-on is very accurate
     but it's weakness will probably make you prefer a different weapon set.
 Rapid: Spread Shot - A wave of bullets spread outward in a ~30 degree arc, so
          aiming is not a problem. Each shot does a fair amount of damage;
          enough to take out grunts, but not really good against artillery,
          vehicles, and bosses. There is also a significant amount of time
          between rounds fired, in fact some heavy weapons are faster.
 Heavy: Classic Fireball - The standard fireball that has been in most of the
          recent Contras, this gun fires two long lines of fire that wrap
          around each other. While very powerful, it takes a while between
          shots. This isn't often noticable since the beams are so long,
          however if it gets intersepted you lose a lot of time.
 Lock-on: Lock on Thunder - This is the most accurate and fastest lock-on
          weapon of the original three, and second among all six. It fires
          up to eight bolts of electricity directly at a target, so it is
          nearly instantaneous and doen't need time to move vertically. 
          However it is very weak and cannot go through barriers, so a target
          must actually be airborne to be hit if there is something in your
          line of fire. Most of the time this is not an issue, however for the
          boss of Stage 1 you have to hit targets on top of a mech. With other
          weapons, the beams would just go above the mech and come down, but
          the Thunder can't, so it is actually harder to aim.

Weapon Set D - Once you beat Stage 5 you unlock this weapon set, regardless of
     what your rank was. This weapon set is rediculously overpowered, to the
     point where there is practically no difficulty. All three weapons are
     very strong, fast, and fire rapidly.
 Rapid: Lightning - Fires a large bolt of electricity directly ahead, killing
          most smaller enemies instantly, and most others in two or three 
          hits. The bolt can pass through enemies, as well as jump between
          nearby enemies, meaning you rarely have to even aim to take out a
          group. It's a lot like the spread gun, except with a much higher
          rate of fire.
 Heavy: G Bazooka - A long range missile launcher that fires missiles directly 
          head which explode on impact. A very powerful weapon, this is good
          against bosses and stationary enemies.
 Lock-on: Heaven's Laser - A beam of light comes straight down on the target,
          meaning the impact is instananeous and the beam cannot miss the
          target or get blocked by obstacles. You get the standard four shots
          and it is about as powerful as any other lock-on, however since they
          fire so rapidly you'll be able to destroy enemies much quicker than
          with any other weapon set.

Weapon Set E - Like weapon sets D and F, this set is very powerful. However, 
     of the six sets, this is by far the hardest to use. There are no rapid
     fire weapons, nor any that create explosions which hits multiple enemies
     at once. The reflect laser has potential, however so much of the game
     takes place in open areas that there are few times where it is practical.
     This is the best weapon set to have against most bosses, however it makes
     getting through the stages much more difficult.
 Rapid: Drill - This is an interesting weapon since, while it fires single
          projectiles, it actually does damage similar to the Fire Whip. The
          drill fires forward quickly, but slows down as it passes through an
          enemy, so the damage adds up quickly. This is very useful against
          large, stationary bosses since the bigger an enemy is, the more time
          it takes for the drill to pass through them. It is pretty hard to
          use against large numbers of quick enemies however.
 Heavy: Reflective Laser - The standard reflect laser used in countless games
          and some enemies in Neo Contra. The laser fires forward, the bounces
          off walls. There are a few instances where you can hit enemies that
          are hidding around corners. However since most enemies run straight
          at you, this ability isn't as useful as it may first appear.
 Lock-on: Fairy Laser - Once you lock on to your targets (up to six of them)
          the beams come out in circle around you, and then move to the target
          in short, quick motions. The beams are fairly powerful, and miss
          thier targets much less often that with other sets (besides D),
          however they take a very long time to reach the target, so the 
          enemies have much more time to kill you.

Weapon Set F - This weapon set has, by far, the most poweful weapons in the
          game. The set basically combines the power of Weapon Set E with Set
          D's ease of use. The Lock-on weapon isn't quite as good as Heaven's
          Lasers, however it is much better than the Fairy Laser.
 Rapid: Ripple Laser - If you've ever played Gradius, you know exactly what
          this weapon is like. Oval-shapped lasers come out of your gun and
          expand until they are twice as wide as you while moving foward at a
          fast pace. While these lasers not exceptionally poweful, thier speed
          and width more than make up for it.
 Heavy: 6V Laser - This is basically the Fire Whip, except that the beam can
          go across the entire screen. This makes it excellent for clearing 
          out the masses of weaker enemies, and the fact that it is so poweful
          makes it great for clearing out bosses and larger enemies as well.
          Most of the time it's actually faster to kill bosses with this than
          with the Ripple Laser. The only exception is when the boss moves
          around to fast to maintain your fire with the 6V laser.
 Lock-on: Variable Weapon - This weapon is basically a combination of the
          Lock on Missile and Lock on Laser weapons. You only get four beams
          at a time, however the move very quickly and are quite powerful.

================================ IV. Walkthrough =============================

When you begin the game you can go to any of the first four stages - it 
doesn't make a difference gameplay or story wise. If your average rank is C or
higher you will be able to get to stage 5, otherwise it's game over and all 
you get is an message telling you to try harder. If you get a B or higher in 
stage 5 you'll unlock stage 6, and an A or better in stage 6 will unlock 
stage 7. There are three different endings, depending on if you finish 
at Stage 5, 6, or 7.

=========
 Stage 1
=========

The stage opens up with a missile being fired from a space station onto the 
planet below. The missile smashes through a building and slams into the 
ground, destroying the street. Your character jumps out of the impact crater,
having ridden the missile down to the surface.

Move forward, shooting past the barricade and destroying the two large 
cylinder a head of you (2%). A flying craft will fly towards you, so destroy 
it with your lock-on attack (3%). Weave between the walls, killing a blue 
sniper and another flying craft (5%). A couple of green grunts an a 
sniper (6%) are stationed by two more cylinders (8%). Moving on a swarm of 
grunts attack a drop ship dumps more on top of you. You get nothing for the 
grunts but destroy the drop ship (10%). More green grunts, a cylinder, and 
an armored sniper follow (12%). The armored sniper can be killed by destroying
the cylinder behind him, waiting for him to move his shield, or just fire 
enough to destroy the shield. Past this mess wait for a break in the blue 
sniper's shots to move in and take him out (13%). Watch out for grunts as it 
can get crowded in this area.

Once the area opens up a lot of things will begin attacking at once. When the 
flying craft appears, retreat a bit and destroy it (14%). Head back to see two
blue snipers, three armored snipers, and a tank. Either take out the minor 
guys (19%) and then go after the tank (20%) or simply destroy the tank to kill
everything at once. Do the latter if you prefer heavy weapons and the former 
if you prefer rapid fire weapons. In any case keep watching out for grunts as 
they can kill you if you let their numbers grow too high.

Head north to a small side area where the other drop ship you saw with the 
first one will land. Before dealing with it, take out the flying craft (21%) 
and the artillery unit (22%) before destroying the grunts and drop ship (23%).
Destroy the last two pieces of artillery (25%) and head back down and west. On
this street you'll run into several small blue mechs (28%), two bazooka 
guys (30%), and a large flying craft (31%). Another blue mech is to the 
north (32%), but before heading up that way go further west and destroy the 
trunk and cylinder (34%). Take out the blue mech and bazooka soldier (36%).

Past the barricade is an armored soldier (37%) and two cylinders (39%). If you
time it right you can use the cylinders to take out the two small flying 
crafts (41%) in one shot. Further up is a repeat: armored sniper, two 
cylinders, two flying crafts (46%). Fight past the grunts to reach the first 
mini-boss, the Green Tank (48%). Once it's gone continue forwards.

Take out the two snipers (50%) from a distance, the large flying craft that 
appears to your left (51%), then the four bazooka soldiers (55%) to the left 
and right. Once everything is gone take out the satellite dish with lock-on 
weapons (56%) before going on. You can go right or left, but all of the 
enemies that are worth percentage points are to the right. Head that way and 
get right of the two snipers (58%) hiding behind the walls, then deal with 
the armored soldier and cylinder (60%). Another sniper guards the exit 
path (61%).

When you reach the edge of the platform a large hover craft will appear 
directly ahead (62%). Two armored soldiers are stationed by a tank and two 
barrels. Take out the barrels with heavy weapons to kill everything at 
once (67%). When you start to cross the bridge another large hover 
craft (68%) will appear. Destroy it and then the two bazooka soldiers (70%) in
 the middle of the bridge. Three more snipers (73%) and a lot of grunt guard 
the next segment of the bridge. At the end of the bridge two small hover 
crafts (75%) and two bazooka soldiers (77%) are waiting.

Bill and Jaguar (even if you're playing a Lucia she won't be in any of the 
cut scenes) drop down and look around. A large tank drops down behind them and
Guerilla Contra appears and introduces himself. Rather than take the 
opportunity to put a bullet through his head, Bill & Jaguar converse with him
for a few minuets. Nothing important is said, and after they're done chatting
Guerilla goes into the tank and begins attacking.

You'll be outside the base, which is guarded by three armored soldiers, a 
tank, and two soldiers with mortars. Kill the armored soldiers (80%) from a 
distance before you can even see the tank. Take out the tank quickly and it'll
explode killing the two guys with mortars (86%). From here on out it's nothing
but bosses. First you will fight Big Baby (89%), and then jump down the shaft
it was sitting in to fight the Guardian (92%). At the bottom of the shaft is a
large room where Guerilla Contra (100%) waits.

Guerilla Contra goes down in a fiery explosion without saying a word. After 
you recieve your rankings the scene cuts to a mysterious figure at a command 
station. Master Contra is receiving the report that the base was destroyed. He
mentions something about the Assembly sending them and that they should prove
entertaining while the final preparations are being made.
______________________________________________________________________________

=========
 Stage 2
=========

A character is shooting his way through a poster and then jumps down onto the 
streets below riding a motorcycle (its the introduction to a stage from 
Contra: Shattered Soldier). The camera pans out reveling that it was a scene 
on a gigantic TV screen. Your character jumps through the screen on what 
appears to be an armored dinosaur.

As soon as the level begins you will be attacked by a series of soldiers on 
motorcycles that appear to be wielding yo-yos. Your best bet is probably to 
hit them with heavy weapons, however that really depends on what weapon set 
your using. Stay towards the middle of the screen since they come from behind 
and try to take them out quickly. There are five total (10%) and usually two 
are on screen at once. After that you will be attacked by ten small 
vehicles (20%), which will come from behind at first and then from the front. 
If they are behind you they will use their guns and if they are in front they 
will lay mines. There are a lot of them, but they are weak so use your rapid 
fire weapons.

Once the vehicles are destroyed the screen will change to a side view and you 
will be attacked by the first mini-boss, the Gunner (25%). Destroy it with 
your lock-on weapons as fast as possible, and as soon as it is destroyed a 
Transport Plane will attack. Destroy the propellers and cannons first (31%), 
and then go after the soldier (35%). Once it's destroyed you'll jump over a 
pit and start scaling the side of a building. A large green monster starts 
chasing you, but won't attack yet.

As you start to scale the building, soldiers will pop out of windows and drop 
barrels of what appears to be toxic waste. This is the hardest part in the 
stage, not because the enemies will kill you easily, but they don't stay out 
for very long and if you miss one you can't get a full 100%. Stay to the right
take out the first one (36%), then move to the far left. Two guys will appear 
at once - kill the back one first then the one off to the side (38%). Move 
into the middle and kill the guy directly in front of the barricade (39%). Go 
around the left side of the barricade and kill the one directly ahead first 
and then the one to the far right (41%). Quickly move to the right and take 
out the one behind the next wall (42%), then move forward and kill the one in 
the center (43%). Go around either side of the barricade and kill one guy on 
each side (45%). Take out the final one in the middle (46%) and the green 
Mutant will break out of its muzzle and attack. Destroy the two cannons 
first (50%) and then go after the miniboss (60%).

You will then climb inside the base and head into a small room with two 
turrets firing at you occasionally and a bunch of explosives rolling around 
the screen. Ignore the explosives and destroy both of the turrets with lock-on
weapons as quickly as possible (66%) and then take out the blast shield 
blocking your way (70%). You will run into another room set up exactly the 
same, except the blast shield now has a flame thrower and you can't hit the 
shield from the side, you have to be directly in front of it. Stay to the side
and destroy the turrets as usual (76%) and then when you get a chance move in
and hit the shield (80%). Hold down the shoulder button to keep your character
facing the same direction and when you see the weapon start to power up, get
out of the way. Once it's down you'll run into the boss room where Mystery G 
is fighting Plant Contra.

Just as Mystery G shoots down Contra, Bill and Jaguar run into the room. He 
instantly recognizes Bill and introduces himself. Without any further 
explanation he pulls two very large guns out and challenges Bill to a fight.

Mystery G has three attacks, which he will use one at a time and then repeat 
the pattern. If you have powerful enough weapons you can take him out before 
he uses his third weapon, which is very hard to avoid. In any case just keep 
firing (it helps to lock your character's direction like you did with the 
blast shields) and he'll fall soon enough (90%).

Mystery G stops the fight and comments on how good you are, but asks if your 
strong enough to fight "him ". At this point Plant Contra wakes up, Mystery G 
asks you to deal with him, and then transports out of the base. Plant Contra, 
upset at being ignored, turns into a gigantic plant.

You are in the same circular room as before, but now you are limited to the 
perimeter since Plant Contra takes up most of the screen. The first part is 
easy enough, but once you damage it enough the flower part will open up and 
there will suddenly be a lot more activity on the screen at once. Use your 
lock on weapons to hit it while focusing on avoiding everything on the 
ground (100%).

Jaguar is amazed that Plant Contra was actually a cyborg, but Bill is more 
interested in finding out who Mystery G is.
______________________________________________________________________________

=========
 Stage 3
=========

A volcano erupts, shooting Bill and Jaguar high into the sky. Once they land, 
the swim to the shore, still steaming.

Directly up ahead are two flying bots with search lights - destroy them with 
lock on weapons (2%). Further up is another searchbot (3%) and a swarm of 
ninja-grunts. At the end of the river is a mortar soldier on a hover craft. 
Take it out with lock on weapons (5%), and then destroy the artillery 
unit (6%) and finally the satellite dish (7%) to open the base doors.

Back in the water, two more hovering mortar cannons await (11%), another 
artillery unit at the end (12%) and finally a second satellite dish (13%) 
locks the middle doors. Once through the doors take out the next hovering 
mortar cannon (15%) and then fight through the grunts to two more 
searchbots (17%). There isn't another artillery unit and satellite, but 
instead a Walking Labia blocks the door. Destroy it with heavy weapons (20%) 
to open the doors. Now you must go through a series of small rooms guarded by: 
2 snipers (22%), 2 bazooka soldiers (24%), and finally fiver snipers and two 
armored soldiers (31%). This will clear the way to the first miniboss, the 
Sand Worm (42%).

Once the worm is reduced to crow food you are able to get through the last 
wall and onto the slope leading into the base. On the slope you will face a 
continuous stream of grunts and three sets of a searchbot and a tank (51%). 
Take a left and head up the next slope, killing grunts and avoiding rocks. 
Destroy the searchbot (52%) and head up the next slope. Kill the sniper (53%) 
and then the hovering mortar cannon (55%). Be sure to destroy the 
cylinders (57%) before moving on. There is another sniper, mortar cannon, and 
three cylinders up ahead, but if you take out a cylinder you can destroy all 
five at once (63%). Head up the next slope and take out the searchbot and two 
tanks (68%).

At the top of the next slope are two more searchbots (70%), and about halfway 
up the following slope are two more artillery units (72%). Be careful here 
because the two units can do a pretty good job of covering the entire slope in
bullets. Behind them are two armored soldiers (74%) and a satellite 
unit (75%). Destroy the satellite to finally get into the base.

The entire base consists of one room, but you will have to fight three bosses 
here. First attack the Armored Mech when it drops its shields (80%), and then 
destroy the Flying Mech's cannons (85%) and control unit (90%). After both are
destroyed Pheromone Contra will show up.

Pheromone Contra will slowly cross the bridge onto the plaform where Bill and 
Jaguar. The two are about to fight her when she takes off her mask to reveal 
that she is Lucia, Bill's partner from the last war he fought (Contra: 
Shattered Soldier). Bill asks why she is siding with the Neo Contra, but she 
won't say, instead telling Bill that he wouldn't be able to deal with the 
truth.

Ignore the large mech in the background and focus on killing Pheromone Contra 
with heavy weapons. Try and keep your distance and move to the edge of the 
platform when she starts to power up. It'll take quite a few hits with any 
weapon to kill her (100%).

Bill once again demands to know what's going on, but still doesn't get a clear
answer. Lucia tells Bill that "it wasn't supposed to be like this" and that 
while he is strong he can't win against "him", no matter how much he resists.
______________________________________________________________________________

=========
 Stage 4
=========

Your character is seen running in place at an inhumanely fast pace against a 
sky backdrop. The camera pans out to show that you are running around the top 
of a helicopter.

You will immediately be attacked by twelve green wasps which must be destroyed
with lock on weapons (12%). They usually come in sets of three and fly around
for a few seconds before attacking. Once they are out of the way you will be 
attacked by another Helicopter. Hit it as quickly as possible with lock on 
weapons, stopping only to clear out the mines when it becomes to dense. It 
takes a lot of hits, but can be destroyed with patience (17%).

Several missiles come flying at your helicopter, and one of them destroys the 
helicopter that was just attacking you. All of the missiles miss, but then a 
battle cruiser appears near you and opens fire.

The Battle Cruiser itself cannot be destroyed, instead you must take out 
eighteen different guns with lock on weapons (35%). The Cruiser isn't very 
hard, but you don't have much time to destroy the guns before the helicopter 
changes positions and the targets are out of range.

A huge battleship flies in and pushes the cruiser out of the way. It opens 
fire on your helicopter, destroying it, but not before Bill and Jaguar jump 
aboard the battleship.

Things can get ugly in this section since there are a lot of ninja-grunts, 
mortar cannons, and very narrow spaces. When you first get aboard, take out 
the two armored soldiers (37%) and then the stationary helicopter (38%). Move 
forward and kill the two snipers (40%) and then the helicopter than gets 
lifted up by a crane (41%). Head back down and to the right to destroy the 
helicopter and turret (43%) and then the helicopter and turret to the 
left (45%). After they are taken care of head back up and kill the two armored
soldiers across from where the crane was (47%).

Now you have to deal with four bazooka soldiers, two snipers, two armored 
soldiers, and two turrets (57%) around the corner. Right past there are two 
hover crafts (59%), two docked helicopters (61%) and a turret on a narrow 
walkway (62%). To destroy the turret wait until it stops firing and then run 
up and hit it with heavy weapons. Past this mess are two more bazooka 
soldiers (64%) and a missile launcher that has to be destroyed with lock on 
weapons (65%). Once you try and move onward your way will be blocked by energy
fields and a radar dish will drop down. Destroy it before it fires on 
you (69%) and you won't have any problems.

Move around the island in the middle and take out the turret right behind 
it (70%) and the two snipers on either side (71%). First head down the right 
side and destroy the searchbot, sniper, and missile launcher (75%). Now head 
back down and destroy the same enemies on the left (79%). Move past the side 
guns when they aren't firing and kill the two snipers and two armored soldiers
at the far end (83%). Once the big missile launcher opens up, destroy it (85%)
and the battleship will be defeated.

Standing at the end of the battleship is Animal Contra, a dog. He announces 
that the ship is about to self-destruct and jumps aboard his escape pod. Bill 
and Jaguar grab two torpedoes and jump down after him.

Make sure you destroy Animal Contra's laser cannons (95%) before going after 
the body (100%). It's hard to hit the body, but easy to avoid the laser 
cannon, so just have patience.

Ending 0

* If you haven't finished all four stages you will be dumped back 
     onto the main menu.
* If you've finished the first four stages and have an overall ranking of D, 
     the game will end. All you get is a message telling you to get a higher 
     score.
* If you've finished all four stages and have ranking of C or higher Stage 5 
     will now appear on the main menu.
______________________________________________________________________________

=========
 Stage 5
=========

A gigantic bug is chasing grunts and snipers down a hallway, and manages to 
catch up to a few of them. The remaining soldiers run through a doorway and 
the bug follows. After an explosion a bunch of bug guts spill into the 
hallway, and then your character enters the base.

This level can get rather difficult, especially if its your first time 
through. Immediately up ahead are four pods and three large spiders (7%). 
Heavy weapons are better, however there are so many small spiders that you'll
be better off with your rapid fire weapon. Two more large spiders are sitting
around past the pods (9%). Five stems (14%) will pop up as soon as you get 
near them. You'll have to use your lock on weapons, and try to kill them 
quickly before the small spiders start to arrive. Three more large spiders and
four pods (21%) are right past the stems, but if you approach slowly you won't
have to fight everything at once. Past the bridge are three more pods and 
another large spider (25%). Kill everything and take the elevator down.

Two more stems and the only other walking labia in the game greet you (29%). 
Try to kill the stems before the labia appears and then move on. At the spilt 
in the path kill the two floating bugs (31%) and then go southwest to fight 
four more floating bugs (35%) and a group of black spiders. Kill the black 
spiders as fast as you can and while they're still bunched together. Once the 
move apart they are hard to hit. This is a dead end, so head back and 
southeast. Kill the black spiders before the large spider and floating 
bug (37%).

In the next area you have four stems, seven pods, and another large 
spider (49%). Kill everything and take the elevator down a floor. Destroy the 
group of four stems (53%) and then the next group of two stems (55%) and black
spiders. At this point another one of the giant bugs seen in the intro will 
start to chase you. Don't bother fighting it or waste too much time with the 
spiders, just get to the elevator before it catches up to you.

The elevator will start to descend, but the bug will jump down on to it.

Hit the Alien Bug as hard as you can with heavy weapons. Once it starts to use
it's eye lasers you're going to need to use your spin move to avoid being 
killed since you can't out run it. After you kill it (58%), it will turn into 
the Alien Moth, which isn't too much harder (61%).

Once you get off the elevator you will be in a room filled with small spiders 
and alien heads the burrow underground. As you approach them they will pop 
out, at which point you should use your heavy weapons. Make sure you kill all 
ten of them (71%) before moving on. In the next room are two more alien 
heads (73%) and seven alien spawners (80%). At the end of the hallway is an 
Alien Door that blocks your way. First the lower segment (81%) must be 
destroyed, and then the eye (82%) before the way will be cleared.

When you enter the lab the floor opens up and Red Falcon's head appears.

Destroy the four smaller heads (90%) before going after Red Falcon's 
Head (95%). Once the head is destroyed the Brain will appear and attack you. 
Kill it (100%) to finish the level.

Once Red Falcon is flushed from the lab Master Contra appear, and it turns out
that he is ... Bill Rizer. He claims that the other Bill is just a clone and 
he's been letting you fight in order to prevent the Assembly from finding out 
his real plans. After a few more words are exchanged he immobilizes Bill and 
Jaguar an prepares to leave.

Ending 1

* If your average ranking is a C or D: While Bill & Jaguar are immobilized 
     Master Contra transports to another base. He then raises the base into 
     the Earth's atmosphere, powers up a laser weapon and destroys the planet.
     Game over, get higher rankings.
* If your average ranking is a B or higher: The two are immobilized by the 
     field, but Mystery G reappears and stops Master Contra. He is fatally 
     wounded and Master Contra leaves, but Bill and Jaguar can move again. 
     Before he dies Mystery G tells Bill that it doesn't matter if he is a 
     clone or not, he still lives by the original Bill's ideals so he is the 
     real Bill Rizer. Bill asks him who he is and he replies that like Bill, 
     he was once called "Contra".
______________________________________________________________________________

=========
 Stage 6
=========

A rocket blasts off from the lab after Master Contra's base, which is now in 
orbit. The boosters break away revealing your character strapped to a jet 
pack.

You will have to fight ten armored enemies before you reach the base (20%). 
They appear quickly, but only one at a time. Once they open up hit them in the
middle with a heavy weapon. If you hit the sides they will take much less 
damage and possibly fly off before you destroy them.

Bill and Jaguar burst in on Master Contra, who despite being annoyed at your 
survival, decides to tell you what he's doing. He explains how every society 
has strict morals about not kill, but demands that their soldiers disregard 
those standards whenever there is an enemy. Contra plans on demolishing all 
structured society, thus removing the need for soldiers and the inherent 
hypocrisy that the need for war brings. He doesn't plan on you two living long
enough to see this happen though.

When you get onto the base you will have to fight Master Contra three times in
the same room. First he will transport around the room swinging his 
sword (30%), then he will split the sword into multiple blades and throw them 
at you (40%). Finally he will clone himself and you'll have to find the real 
one (60%).

After Master Contra is defeated it turns out he was actually a machine. Before
they can begin to wonder why he was created they hear a voice and Bill Rizer's
face appears below them. It turns out that Master Contra was just a puppet, 
and Project C was controlling everything. Project C explains that both he and 
the cloned Bill were part of a 10 year old projected designed to destroy all 
life on Earth as a means to end all war. The project was designed to recreate 
Bill, the ultimate soldier, in two forms. One was a clone, then other was a 
living weapon, which is Project C.

You have 30 seconds to destroy the four life support pods connected to 
Project C before he destroys you in an electrical blast (100%). If time runs 
out its game over, regardless of how many lives you have left.

Ending 3

* If your average ranking is a B or lower: The base is destroyed, presumably 
     with you still on it. While the weapon is destroyed, Project C is not. 
     Rendered powerless, he is left drifting in space.
* If your average ranking is an A or S: You will automatically start Stage 7.
______________________________________________________________________________

=========
 Stage 7
=========

The base is destroyed, though Project C is still alive. You are left standing 
on the remains of the base, left to fight Project C in his most powerful form.

The entire stage is simply a fight with Project C's second form. You can 
defeat him by using lock on weapons or you can simply wait several minuets and
let him burn up in the atmosphere (100%).

Ending 1

* If your final average is an S and you are playing as Jaguar: Jaguar stands 
     alone against several waves of enemies. First a few foot soldiers, than 
     a trunk, then a brigade of troops. After all of that a gigantic robot 
     appears and Jaguar attacks. Unfortunately he accidentally cuts the 
     entire planet in half. The scene ends with him and Bill swimming through 
     the debris field.
* Otherwise: The base is destroyed and Bill and Jaguar come crashing back down
     to Earth. The hitch a ride on the back of a whale and return to the 
     shore, having saved humanity from itself.

=================================== V. Bosses ===============================

================
 Stage 1 Bosses
================

1-1 Green Tank

Location: Surface of base, around halfway through
Number of attacks: 2
Number of attack cycles: 1
Number of targets: 1
Defense: Low
Difficulty: *

The first miniboss appears near the end of the surface of the base, and is not
particularly challenging. It has two types of weapons, which it generally uses
at the same time. The first is a standard gun (which is also it's only weak
point) that fires four bullets at a time. The second weapon is the set of 
mortar cannons mounted on the top. It launches six to eight mortar shots at
a time, and red targets appear on the ground where they are going to land.

The mortar is very easy to avoid since you can clearly see where they are 
going to land beforehand. Simply do not stand on a red crosshair and you won't
have a problem. Just make sure you don't run into the bullets when you are
moving out of the way of the mortar.

The one and only weak point of the tank is the gun, which you should hit with
your heavy weapons. Since it is a stationary target it’s very easy to hit with
anything, even slow moving projectiles or your charge beam. One you hit it
enough (it only takes a handful of hits with any heavy weapon) the entire
tank will go down. Your best bet is to line your shot up and then hold the
L2 button down so you keep facing the same direction when you move. When your
in line with the gun, fire off a shot and keep dancing around. If you’re 
playing as Katana Jaguar, simply wait for the gun to fire off a volley, and 
then run up to it and smash it with the sword.
______________________________________________________________________________

1-2 Big Baby

Location: Inside the base
Number of attacks: 3
Number of attack cycles: 3
Number of targets: Entire body
Defense: Medium
Difficulty: **

Giant-mutant-killer babies has somehow become a standard Contra boss, and this
game is not exception. This ugly mofo erupts from a shaft in the center of the
room and remains there, so it isn't too hard to hit. It has three attacks,
which it will use one after another. The first is to release a small swarm
of insects which will fly around the room slowly towards you. After the swarm
is defeated, the baby will vomit in your general direction. The vomit stays
on the ground for a short time, and touching it will kill you. There are two
volleys of vomit, so it will retarget you. For the third attack the baby will
fire purple acid upwards and then die into the shaft before the acid hits.
Once the acid dissipates the baby will reappear and send another swarm of
insects after you.

The insect swarm can be the hardest to avoid, and what weapon set you are 
using matters a lot. If you have Lightening, the Katana, the 6V Laser, or the 
Fire Whip, use them and you'll be able to handle the insects with ease. Spread 
Shot and Machine Guns can also wipe out several insects at once, however they
are a bit harder to handle. If you're using Weapon Set E you're going to have
the hardest time. Keep firing off Reflect Lasers and concentrate on not 
getting backed into a corner or surrounded.

Avoiding the vomit and acid is a pretty simple matter, though there won't be
any crosshairs telling you where it's going to hit. For the vomit, the first
wave will be directly in front of, and right next to, the baby. The second
time it will be at you, so simply move out of the way when you see it coming.
The acid isn't much harder to avoid, except that it will land in random spots,
so just watch out for it.

The entire baby can be damaged, so just hit it whenever you have an opening.
You probably won't have a chance to while the swarm is out, so worry about
them and ignore the baby. If you have a long range weapon you can hit the
baby while it's vomiting, simply keep moving and firing. The best time to hit
it, especially if you're using the Fire Whip, is when it’s firing acid. It
takes a (relatively) long time to fire all of the acid, so simply find a good
spot and fire away. once it drops into the shaft you can't hit it at all, so
stop firing and start worrying about the acid. For following rounds you'll
need to be extra careful because the acid will not disappear until the baby
is ready to release more acid, so you have to navigate the pools while
avoiding insects and vomit. It'll probably take two or three rounds to do 
enough damage, but it really isn't that hard of a boss.
______________________________________________________________________________

1-3 Guardian

Location: Immediately after Big Baby
Number of attacks: 3</pre><pre id="faqspan-2">
Number of attack cycles: 2
Number of targets: 1
Defense: Low
Difficulty: **

This boss fight will take place immediately after Big Baby as you are falling
down the shaft it used to occupy. Despite being in free fall the controls
remain exactly the same. This is a rather large machine, however the body is
below you, so you only have to worry about the head. It can (and will) fire
a massive laser from its head as it rotates around the shaft. After it
discharges the laser, it will drop down below you and release a bunch of
stationary spinning blades before reappearing and firing the laser again.

Once you do enough damage it will stop firing blades and extend two arms which
carry smaller laser cannons. At this point it will alternate between firing
the big center laser and the two parallel side lasers. The weak point is still
the center laser cannon though.

The blades are fairly easy to dodge and they can be destroyed in a single shot
from either your guns, the bosses laser, or the boss running into them (it 
doesn't damage the boss though). Just make sure you clear a path so you can
run from the laser. The big laser takes a moment to charge, so just make sure
you are not standing directly in front of the machine. Make sure you are not
standing above the head when it releases the blades, or you will be killed
when it reappears.

When it begins firing the parallel lasers, make sure you are standing in
between them. Usually you can survive standing outside of them, however it
is harder to hit the boss and occasionally it will be close enough to the edge
of the screen that you will be trapped and killed. As soon and the parallel
lasers stop move out from in front of the boss because the big laser is going
to fire again.

Because it moves constantly, it is generally easier to hit it with heavy
weapons. However the charge beam is probably your single best choice. While
you're avoiding the laser, charge the weapon. Then when it stops you'll have
an opening to unleash it. This is much easier and safer than having to move
and aim at the same time. It should only take six fully charged hits to
destroy the entire boss. The Katana isn't recommended for this boss since
touching the head will kill you; it's much safer to keep your distance.
______________________________________________________________________________

1-4 Guerilla Contra

Location: Bottom of shaft

Part 1
Number of attacks: 5
Number of attack cycles: 1
Number of targets: 6
Defense: Medium
Difficulty: **

The first of the Elite Four rides a gigantic leaping mech. There are two 
Attack patterns, the first of which consists of jumping around the screen and
firing three mortar cannons and a forward gun, all of which have to be 
destroyed with your lock on weapons. Before you destroy the four targets take
out the mechs front legs. The legs don't do anything, however if you want to
get 100% they have to be destroyed. Occasionally the mech will make a large 
leap directly at you and release energy orbs all around it when it lands.

The mortar cannons have the same crosshairs that give away their target
locations that the green tank did, so like before just don't stand on a red
crosshair. While the forward cannon doesn't have a crosshair, the fireball 
takes a second to hit the ground so you can see where it will land. The threat
isn't the weapons so much as it is the mech itself. While you are fast enough
to get out of the way before you get crushed, it can be close sometimes. The
best strategy is to simply keep moving when it goes airborne so you won't be
standing still when it lands.

First, use heavy weapons against the legs so you can get rid of them quickly
and concentrate on the things that can actually kill you. Hold down the button
to lock onto the targets while you are moving. Keep sweeping the mech and when
all beams are locked, release it. If you are too close to the mech the beams
won't move high enough in time and hit the sides of the mech, doing no damage.
A solution is to either keep your distance, or turn and face away from the
boss before releasing the beams. It will take quite a few hits to destroy
everything, but it's a pretty simple fight. If you are using Weapon Set D then
this boss is a joke since the lock-on weapons are so powerful and can't miss.
Also, it should go without saying, but using the Katana to destroy the leg
coverings isn't recommended. Once you destroy all of the targets the boss will
move to the center of the area, so don't be standing there.

Part 2
Number of attacks: 4
Number of attack cycles: 1
Number of targets: 1
Defense: Low-Medium
Difficulty: **

Once you take out the four targets the mech will stand upright and begin
leaping around the room. Aside from crushing you, it has several other attacks
at this point, of which the most common is to stomp the ground knocking debris
from the ceiling. Another one is to release a three-way short line of flames. 
The third attack is to make a faster than normal charge at you. When it makes 
a higher than normal leap it is about to release one of these special attacks.
If it moves to the center it will knock debris and if it moves to the top it
will release either the flame attack or charge you.

During this phase the mech is completely invincible; you are actually trying
to kill the Contra controlling it. He will only emerge if the mech is 
disabled, which you can do by damaging the mech's legs. Once they take enough
damage the mech will stop and Contra will pop out of the top and fire three
heat seeking missiles at you. The Contra will only be out for a short time,
but when he is, he is a lock on target. Once he fires the missiles he will go
back into the mech and it will start jumping around again.

Avoiding the mechs leaps is much like it was during phase 1, expect the mech
covers a smaller area and doesn't release energy orbs at you. What makes it
harder is that its primary attack is to leap at you, so it does it much
more often and faster than in phase one. Keep moving and it won't be able to
land on you. When it charges keep your distance and you'll be able to move
out of the way in time. Likewise, keep your distance when it releases the
flames; they are short range so they won't hit you. The debris is the hardest
to avoid, however the pieces are small, so just keep an eye out for anything
that is about to drop on you.

The best time to hit the mech's legs is when it lands, especially when it 
lands in the center of the area. Once Contra appears hold down the lock-on
button and try to get all beams to lock on right away. Once you do, face away
from the mech and release them. Contra will fire three missiles and only be
out long enough to get one or two volleys off. Once the mech is restored the
missiles will loose their heat seeking abilities and crash into the walls. The
charge beam is probably your best weapon for destroying the legs and, as in
phase one, the Katana is the worst.
______________________________________________________________________________

================
 Stage 2 Bosses
================

2-1 Gunner

Location: End of highway
Number of attacks: 2
Number of attack cycles: 1
Number of targets: 1
Defense: Low
Difficulty: *

As you run along the highway, the camera will pan to a side view and this
vehicle will appear along a parallel road on your character's left. You can't
hit the boss with standard weapons because of the divide in the road, so you
will have to you your lock-on weapons. It has two attacks, the main gun, which
is an automatic weapon that releases its rounds in a straight line (the boss
won't turn the gun while firing), and a grenade which the driver will
occasionally lob at you.

The grenade can only hit the innermost part of the road you are on, so simply
stay near the bottom of the screen whenever possible. The gun is also easy
enough to avoid since it uses a laser scope to line up the target. Simply
don't cross the light when it's about to fire and you won't be hit.

In order to lock onto the vehicle you'll have to hold down the lock-on button
and move inward. Do this carefully since the driver tends to throw a grenade
whenever you move too close. Once you've locked on all of your beams, face
away from the boss and release them. If you release while facing the boss,
there is a good chance the beams will hit the divider.
______________________________________________________________________________

2-2 Transport Plane

Location: After Gunner
Number of attacks: 3
Number of attack cycles: 1
Number of targets: 7
Defense: Low
Difficulty: **

Right after you destroy the Gunner, a plane will drop out of the sky and pull
ahead of you. The rear of the plane has seven targets: four propellers, two
guns, and an enemy. The propellers don't do anything, however you will have
to destroy them all if you want to get 100% on the level. The guns are a real
threat since they fire quickly and it is hard to move around. The enemy in the
back throws explosives at you, however you can easily see them coming. While
the explosions are large the guns are the biggest problem. The enemy is the
actual weakness of the plane, and once you kill him the plane will leave

While the guns are still around stay to one side of the screen. Once they fire
move to the other end before the bullets arrive. The explosives aren't a real
problem since you can see them coming and simply not be in the spot where
they are going to land. They are only a problem if they get in the way of
avoiding the guns, so deal with the guns first.

You have to use the lock-on beams for all seven targets, however since the
targets are always directly ahead you don't need to keep sweeping back and
forth to get all beams to lock-on. Stay to one side and keep locking on and
destroying whatever you can. You'll probably destroy the two propellers on
that side first, but if you get the gun first concentrate on the other side.
Once both guns are destroyed take out any remaining propellers and then go
after the bomber. Stay out of the middle when you are locking on to targets
to ensure that you don't target the bomber. If you take him out too soon the
plane will fly off and you will not get percentage points for undestroyed
targets. Which weapon set you use doesn't really matter, however as with
every other part of the game you'll have an advantage with Set D.
______________________________________________________________________________

2-3 Mutant

Location: Wall after highway
Number of attacks: 2
Number of attack cycles: 1
Number of targets: 1
Defense: Low
Difficulty: *

When the boss first appears it will be invincible but also unable to attack 
you. Instead it will follow you as you climb the wall. Once you kill or avoid
all of the enemies popping out of windows, the boss will break out of its 
muzzle and start attacking you. There are also two cannons located on either
side of the top of the screen that fire standard single shot bullets at you.
The boss has two attacks - extending its neck out in order to bite you and 
releasing a wave of poisonous gas. The gas attack is the most common, as the
boss will generally only try to bite you when you are in range.

Avoiding the bite attack is easy: just stay along the top of the screen and it
won't be able to reach you. The gas is a bit harder to avoid since the wave
is so wide. However, it starts breathing it along one edge of the screen and
turns its head, spreading the cloud. Stay along the opposite side from where
it first forms, and move downward. It takes a bit of timing, but if you do it 
right you'll be low enough on the screen that the gas will be above you by the
time it gets to the left side. You can try and wedge yourself as far into the
corner as possible, which usually works too. However if the cloud starts even
a tinniest bit further from the edge than usually, the corner won't be safe.

If you are playing as Katana Jaguar then use the sword. Wait until it stops
breathing the gas so the head doesn't hit you as you are attacking it. Once
you get an opening start swinging; it only takes two or three hits. For other
characters your best bet is to stay on the left and fire down and towards the
head at an angle. Use the L2 button to face the same direction as you move.
Only the head can be damaged, but it's not to hard to hit if you maintain your
aim. Heavy weapons are your best bet, but anything can kill it in a reasonable
amount of time.
______________________________________________________________________________

2-4 Mystery G

Location: Inside tower
Number of attacks: 3
Number of attack cycles: 3
Number of targets: Entire body
Defense: Medium
Difficulty: ***

This seemingly random character appears out of nowhere and begins attacking 
you. He has two guns and three types of attack, which he will use on you in
sequence. First is his reflective lasers, which function like any other
reflect laser in the history of videogames. He fires them off in opposite
directions and bounce around the room for while. The beams are quite large,
but slow, so they aren't too hard to avoid. After the beams disappear he'll
make a lunge or two at you and then begin using his Flame Whips. These Whips
are much longer than yours (almost the length of the screen) and he has two
of them. After spinning around with the whips for a while he'll start using
the reflective lasers again.

The lasers move surprisingly slow, so they really aren't too hard to avoid.
Unlike most battles you won't be moving around constantly, so stay put and
simply step forward or backwards when they are in line with you. His lunge 
attack is very quick, and it’s very easy to get surprised by it if you don't
see it coming. When he shifts position after the lasers fire, he's going to
lunge, so back up and side step him when he charges.

The Flame Whips are the hardest part about this fight, especially since they
move faster than you do when you're close to him. He will probably be near
the edge of the room since this attack comes after charging you, so get
to the opposite side. The Whips don't quite reach the edge, so you'll be safe
if you can get there in time. If you get caught inside them, stay as far
away from the boss as possible, and run with the Whips until he stops firing
them or you can get to a safe spot.

The best time to hit him is as soon as the fight starts. When it begins you
will be facing him, so hold down the L2 button and fire with your heavy
weapons. When he moves, keep the L2 button down, move backwards and line up
with him again. With luck (and a powerful weapon set) you can kill him before
he starts the Flame Whips. If not, concentrate more on avoiding the whips than
attacking him. Once he starts with the lasers again, go back to shooting him.

If you are using the Katana, he will go down in around six hits. It's possible
to kill him before his first lunge, just be careful. Since you're going to be
so close to him you won't be able to move out of the way when he does lunge.
______________________________________________________________________________

2-5 Plant Contra

Location: After Mystery G

Part 1
Number of attacks: 3
Number of attack cycles: 2
Number of targets: Entire body
Defense: Low-Medium
Difficulty: *

Not only one of the dumbest looking stage bosses in the game, but the easiest.
He begins closed up, and throws seeds at you, which become little plant things
that walk around. He will then lunge at the spawns, killing them (and you if
you don't move out of the way). Occasionally he will slap the ground with
two vines, creating a large shockwave.

The spawns can be killed as soon as they hit the ground, and are slow moving,
so they pose absolutely no threat. The only problem is when the boss lunges
at the spawns. Simply do no be inline between the boss and spawn. The shock-
waves are harder to deal with, but still very easy. The waves are created to
nearby the boss, so stay along the edge of the room.

His entire body can be damaged, so simply begin firing as soon as the fight
starts. Move out of the way to avoid the lunge and back into the middle to
avoid the shock waves. In all likelihood you'll be able to destroy this
portion of the boss before it uses the shockwaves at all. Heavy weapons are
the best choice, and if you use the Katana chances are this phase will end
before it can even launch the first spawn.

Part 2
Number of attacks: 2
Number of attack cycles: 1
Number of targets: 1
Defense: Medium-high
Difficulty: **

After destroying the base, the flowery part will open up and the boss will
become much more unpleasant. Now it will throw several seed pods on the ground
which will all burst into a single bullet at the same time. The bullets are
the standard ones that humanoid enemies fire, and the pods target your
location when they burst. The bullets do no home, but there are quite a few
on screen at once. To make things worse, two spikes are moving around the boss
in circular motions, limiting your mobility and forcing you to constantly
keep moving.

The bullets are easy enough to avoid, and you can destroy the pods before they
burst. However, this takes time and you'll most likely only get one or two
pods before they fire. The real threat is the spikes moving around the floor,
which move increasingly faster as you damage the boss. Keep focused on your
character, not the boss and move before you get hit by anything.

The boss's weak point is the flowery part, which can only be hit with lock on
weapons. Don't pay any attention to the boss itself, instead just hold down
the lock-on button and focus on avoiding things on the ground. Once you lock
all of your beams release them and start requiring the lock-on for another
volley. While not a particularly hard boss, it will take quite a few volleys
to kill it, so be careful.
______________________________________________________________________________

================
 Stage 3 Bosses
================

3-1 Sand Worm

Location: After 3rd security door
Number of attacks: 2
Number of attack cycles: 2
Number of targets: 5
Defense: Low-Medium
Difficulty: *

This is a standard sandworm that appears in numerous games, including Contra:
Shattered Soldier. It has two attacks, one of which is to dive out of the
ground, leap across the screen, and dive back underground. Occasionally it
will stick its head out of the sand and fire projectiles at the ground, which
explodes, throwing a lot of bullets in every direction.

The leap attacks are easy to avoid since you can see where it will emerge from
before it jumps. Simply get away from where it will appear and you'll have
plenty of time to avoid it. The bullet attack isn't much harder to avoid since
it's just the standard projectiles. However, there are a lot of bullets spread
with each shot and the worm usually fires two or three shots every time it 
appears.

The hardest part about this boss is actually finding an opportunity to hit it.
You'll have to use lock-on weapons to destroy it, which means the worm has to 
be out long enough for you to lock-on, fire, and then for the beams to reach
their targets. Occasionally the worm will make a long enough leap that you
have time to hit it before it dives again, but normally the boss isn't out
long enough. Your best chance of hitting it is when it's shooting projectiles,
however that is when you have to worry about dodging things as well. You have
a very short amount of time to fight, so chances are it will leave before
you kill it unless you hit it every chance you get.
______________________________________________________________________________

3-2 Armored Mech

Location: Final room of base
Number of attacks: 2
Number of attack cycles: 1
Number of targets: Entire body
Defense: Low-Medium
Difficulty: *

This boss is the first of three mechs you'll have to face when you get to the
end of Stage 3. Most of the time it will be completely invulnerable, so you'll
have to avoid it until its shields go down. It has one attack: a large laser.
While it is firing the laser it will rotate around the outside of the platform
you're on. After it finishes firing the laser it will charge across the
platform in a straight line, dropping its shields.

The laser is easy to avoid since it only fires directly forward. Stand off to
the side and keep moving away once the mech begins moving. Simply don't be
standing in front of the boss when it stops firing and you'll avoid the
charge as well.

You can only hit it when it drops the shield after charges, and it will 
restore the shield fairly quickly. It actually enters the room with the shield
down, so start firing as soon as you can and you might be able to push it off
the platform if you're fast enough. As soon as it ends the charge hit it with
your heavy weapons to push it off the edge of the platform. It will crawl
back up and repeat the pattern. You'll have to knock it off two or three
times before it stays down. Using the Katana isn't a good idea since its very
easy to get hit by part of the mech when you're that close. Since its so weak
just keep your distance and fire away.
______________________________________________________________________________

3-3 Flying Mech

Location: After Armored Mech
Number of attacks: 2
Number of attack cycles: 1
Number of targets: 6
Defense: Medium
Difficulty: **

The next mech to come out is a bit more of a challenge, mostly because you
have to keep moving. When the fight begins it will have five drones in a line,
which will fire massive lasers directly forward as the move left and right.
While the mech is the actual target, you will have to clear out all of the
drones if you want a 100% hit rate. As you destroy the drones, the mech will
begin emitting lasers from the point on its head. These lasers will sweep
around the room in random paths. The more drones you destroy the more lasers
the mech emits. Once all five drones are down it will have three lasers, so
you'll have to perform some pretty fancy footwork to avoid them.

The drones' fire is easy enough to avoid since they can only fire directly
ahead. You can see which ones are about to fire, so make sure you are not
lined up with them. They will move in a short left to right path, so don't
stand still for very long. The mechs lasers will not start until the first
drone is destroyed, however the lasers are much harder to doge when your
movement is limited by the drones' beams. Try to take out all five drones as
quickly as possible before you get trapped.

The drones are very weak and can go down in one or two hits from heavy weapons
and pretty quickly from the machine gun. Shoot at them from an angle so you
are not directly in front of any of them. Don't worry about the mech until
all of the drones are destroyed. Once they are focus more on avoiding the
lasers than hitting the mech. It's a large target that doesn't move very
fast, so just keep firing your heavy weapons.
______________________________________________________________________________

3-4 Pheromone Contra

Location: After Flying Mech
Number of attacks: 7
Number of attack cycles: 2
Number of targets: 1
Defense: Medium-High
Difficulty: ****

Lucia (aka Pheromone Contra) is the hardest boss of the first four stages
and will you to dodge more than you have with any of the previous bosses. The
giant mech in the background is indestructible and only has a standard mortar
attack. Its real purpose is to supercharge Lucia with one of two types of
energy. When given red energy Lucia slams into the middle of the arena 
emitting a huge circle of fire outwards. She will then either spin a large
ring of fire along the ground at you, like a yo-yo or send three sparks after
you, which chase you along the ground. If she is given blue energy she will
initially charge at you, along with four images of her. All five of them
look exactly a like and any of them could be the real Lucia. Fortunately the
images disappear right after she lands. Once the images are gone she will
either continue to charge at you or stand still and kick several energy balls
at you.

You can tell when Lucia is about to be recharged by the mech because she will
return to the middle of the platform and super jump. If you see a red fireball
come from the mech move to the edge of the platform because a the wave of
fire is coming. Here two red attacks can be avoided by simply keeping your
distance and continually moving. If the mech emits a blue energy ball stand
still until you see the images dive at you. Chances are they will miss, but
if one is about to collide with you, move a short distance to the left. Once
she stops line up your shot with the real one, but keep your distance. Her
blue attacks are much harder to avoid if you are close to her. The mortar
fire from the mech comes infrequently and you can see the crosshairs where
it will hit, so just avoid it like you always do.

Lucia is the only one that can be hit, so just ignore the mech. The best time
to hit her is right after she gets reenergized by the mech because she pauses
for a second after she hits the ground again. Heavy weapons are your best bet
as usual, though slow ones can be hard to use since she moves quickly. At the
very beginning of the fight she walks slowly towards the center before 
attacking. Use this opportunity to hit her several times. The Katana can be 
useful, however it will still take numerous hits with it to defeat her. After 
she hits the ground run up to her and hit her once or twice, then get away 
from her. No matter what attack she uses, if you are next to her you will 
almost defiantly get killed.
______________________________________________________________________________

================
 Stage 4 Bosses
================

4-1 Helicopter

Location: Beginning of stage
Number of attacks: 3
Number of attack cycles: 3
Number of targets: 1
Defense: Medium-High
Difficulty: ****

This boss can be a bit of a challenge, depending on what weapon set you're
using. It's first (and most often used) weapon is to deploy a massive amount
of mines around the perimeter of the helicopter you're standing on. The mines
will slowly drift around, getting closer and closer to you. Occasionally the
mines will flash and then they will all make a dive directly at you, and
as soon as they are all destroyed the helicopter will deploy more mines. When
it isn't using mines it has a standard gun that fires five high-speed bullets
directly at you. Occasionally it will also try to run you over, but it tends
to only do this after you do a certain amount of damage to it.

The mines are a pain to deal with because not only are there so many of them,
but they tend to rush you if you ignore them for too long. The rush isn't that
fast, however since you have so little room to move around it can be pretty 
dangerous. Use rapid-fire weapons to dispose of them since once one rushes 
you, they all will. The Flame Whip is a good choice since you can sweep back 
and forth with it. Likewise, the Katana is effective at clearing out nearby
mines.

The other two attacks can be avoided just like avoiding any other type of fire
in the game. The only difference is that the helicopter is much closer to you
at all times than most enemies. It can be hard to tell when the helicopter is
going to rush you since it is continually moving in circles around you. When
it does this attack it makes no unique movements; it simply makes a tighter
turn than normal. This generally happens

Since the only weapon you can use against it is the lock-on lasers, attack it
like you did with the other minibosses. Hold down the lock on button and
concentrate more on avoiding things than targeting it. Once all beams are
locked release and repeat. Since the area is so open you don't have to worry
about the beams colliding with something else before they hit their target. 
The boss has very high defense so this will take quite a few rounds, even with
Weapon Set D.
______________________________________________________________________________

4-2 Battle Cruiser

Location: After Helicopter
Number of attacks: 2
Number of attack cycles: 6
Number of targets: 18
Defense: Low
Difficulty: *

Another joke of a "boss", this is much like the Sand Worm of Stage 3 in the
sense that the problem is more that you have very little time to destroy all
of the targets than there is much chance of dying. The fight consists of
destroying all of the cruiser's guns with lock-on weapons. The helicopter you
ride will move into six different positions (actually it's five positions;
one is repeated) and you have to take out all of the guns on each screen 
before the helicopter moves. There are two weapons including machine guns 
which fire forward but rarely come close to the helicopter, much less pose 
a danger. The other weapon set is typical air-to-surface missiles in which
you can see the red crosshairs before they hit.

As mentioned before, the machine guns are more for show than to kill you, so
just ignore them. If you happen to see a stream of fire coming at you, just
get out of the way. The missiles always impact on one side of the helicopter,
usually the back end, so move if the crosshairs appear beneath you.

Destroying the guns is pretty basic - just lock-on and release when you have
all beams locked. The only problem is you have to make sure you destroy them
as quickly as possible or the helicopter will change positions and you'll lose
hit percentages.
______________________________________________________________________________

4-3 Animal Contra

Location: After Battle Cruiser
Number of attacks: 3
Number of attack cycles: 3
Number of targets: 3
Defense: Medium-High
Difficulty: ***

Like Guerilla Contra, you have to fight the vehicle the boss rides, rather 
than the boss itself. The primary target is the massive laser cannon located
on the middle section. This is a standard forward firing laser which is fired
as the boss moves in a circular motion around the edge of the screen, kind of
like in Stage 3, but harder to avoid. Before taking out the big laser you have
to destroy the two smaller lasers attached to each side of the center unit.
When the boss is about to use the smaller lasers it first brings up small bots
which will cause the lasers to deflect from one to another in various 
patterns. Once fired the vehicle will rotate about the screen like it does
with the big laser. The smaller laser cannons can also fire a stream of
parallel laser bolts as the boss moves back and forth quickly, but this is
pretty rare.

Avoiding the main laser isn't that difficult as long as you are far enough
away from the boss and you start moving as soon as it begins revolving about
the screen. For the smaller lasers, get in the center of the bots and the
lasers will bounce around you, trapping you inside. Move with the lasers when
the boss moves and don't bother trying to destroy the bots. You can try and
avoid the lasers all together by staying outside of the bot formation, however
it is possible you will get trapped in a corner and unable to avoid the boss
when it moves.

You must destroy both smaller laser cannons before the center unit or you can
not get a 100% hit rate. Don't bother firing on them when the smaller lasers
are firing; concentrate on surviving instead. The best times to attack is
in between laser firings or when you're being chased around by the big laser.
It's easiest to hit the side cannons from above/below the boss since they 
are very wide and you don't want to do too much damage to the middle piece
before you take out the side guns. It tends to (but not always) begin by
firing burst shots from both side cannons. Use this opportunity to take out
on of the side guns with ease, since this attack is easy to dodge.
______________________________________________________________________________

================
 Stage 5 Bosses
================

5-1 Alien Bug

Location: End of elevator sequence
Number of attacks: 3
Number of attack cycles: 3
Number of targets: Entire body
Defense: Low-Medium
Difficulty: **

The first of quite a few bosses in Stage 5, this is the same type of monster
that you see in the introductory scene. It has two basic attacks: running at
you in a straight line and jumping about the screen in a somewhat random
fashion. After a short while it will stop chasing you and squirt a pool of 
slime into the middle of the platform, from which five or so spiders emerge.
The bug will then jump into the middle of the area, kill the smaller creatures
and begin charging it's eye lasers. Once it fires the lasers it turns a full
circle on the spot very quickly and then begins charging the laser again.

The jumps and charges are fairly easy to avoid since they are slow and the
boss won't do them for very long. Simply move out of the way (roll if you want
to be cautious). Stay near the bottom of the screen so you don't get hit by
the slime or spiders. This is more for show than anything else since the
spiders will get killed before they can attack you. The eye-beams are 
impossible to outrun since it comes so fast, so you will have to spin (press
X) at the right moment to avoid them. Doing enough damage to it seems to
disrupt this attack, but don't count on it.

It's large, slow, and dumb, plus its entire body is weak so you really 
shouldn't have trouble finding an opening to hit it. Use your heavy weapons
and it'll go down pretty quickly. The Katana can take it down very quickly,
just be careful not to touch it. Run up and smack it once or twice then back
off, much like with the human bosses. 
______________________________________________________________________________

5-2 Alien Moth

Location: After Alien Bug
Number of attacks: 3
Number of attack cycles: 1
Number of targets: 1
Defense: Low-Medium
Difficulty: **

Technically this could be considered phase 2 of the Alien Bug since it emerges
out of the Bug's body after you kill it. This boss is harder, but once you
get used to its pattern you won't have any problems. The thing flies around so
you'll have to use lock-on weapons. It's main attack is to release three 
side-by-side blades of air that revolve around themselves in small circles as
they come at you. They can be destroyed by standard weapons, however once hit
each blade will break into smaller blades and then even smaller blades
before being destroyed. Before firing off wave after wave of blades the moth
will dump ooze on the ground that renders a third of the platform lethal to
you. Every once in a while the moth will make a dive at you, however it tends
to rely on the blade attack.

The ooze is the easiest to avoid - simply don't touch it. To avoid getting it
dump on you make sure you stay on the opposite side of the platform as the
moth whenever possible. Spiders will emerge from the ooze, but not at a very
fast rate, so just kill them as they appear. The blades have to be taken out
quickly since they cover a large portion of the platform when at full size.
Fortunately they are weak so a few hits from your rapid fire gun will destroy
them. Try and take them out when they are still by the moth to further reduce
the chance of getting hit.

Once the fight gets going there will almost constantly be ooze on the ground
and blades flying. However there is a short opportunity at the very beginning
to hit the boss numerous times before it begins attacking. When the moth is
fighting back get shots in whenever possible; don't even wait for all beams to
lock on. The ooze sticks around for a while, but as soon as it does the moth
will move to release more. This break is another good time to hit it 
repeatedly since it can take a while. Actually, the boss usually goes down 
fast enough that you won't even see it dump a second round of ooze, assuming
your beams don't miss a lot.
______________________________________________________________________________

5-3 Alien Door

Location: End of stage

Part 1
Number of attacks: 1
Number of attack cycles: 1
Number of targets: 1
Defense: Low
Difficulty: *

This thing barely counts as a boss, however there is only one in the game so
it gets listed. It only has one attack - firing a slow moving spread shot in
numerous directions. This might have been a challenge, except that the attack
isn't targeted. The bullets are fired at one of two angles, and the pattern
simply alternates one after another. Simply step left and right between shots
and you won't get hit. Shoot the eye from which the bullets come with whatever
you want and it'll die pretty fast. If you hit it fast enough you won't even 
realize that the lower eye fires anything at all.

Part 2
Number of attacks: 1
Number of attack cycles: 1
Number of targets: 1
Defense: Low
Difficulty: *

Once the lower eye is destroyed the upper one will open and begin attacking.
It has one attack as well - a laser which is emitted from the eye and starts 
out a ways in front of you and then moves in a straight line away from the
boss. Since the laser only moves forward and not in your direction you can
avoid it by sidestepping as soon as the laser hits the ground but before it
begins moving. The eye can be destroyed with a few lock-on beams with ease.
______________________________________________________________________________

5-4 Red Falcon's Head

Location: After Alien Door
Number of attacks: 2
Number of attack cycles: 2
Number of targets: 5
Defense: Medium-High
Difficulty: ****

What would Contra be without Red Falcon? This time his head is in a bubble in
the center of the room, with four smaller heads in floating bubbles around
him. Each head has both a bullet attack and the big head also has an electric 
attack. The smaller heads will stomp the ground, causing a wave of bullets to 
spread outward in all directions. The larger head can emit multiple bolts of 
electricity, but it only impacts a small area. It's very similar to the mech
in Stage 3. The big head is shielded, but it is constantly dropping a section
of shield to release a wave of bullets. Usually it only drops one or two 
sections of shield at a time (each section is about 1/6 of the full shield), 
however it will on occasion drop the entire shield and flood the room with
bullets. The bolts never stop moving, so get used to shooting on the go.

The electrical bolts are easy to avoid by themselves since they move fairly
slowly. However they tend to blend in with the background and get lost in the
field of bullets constantly flying at you. It's easy to get so busy trying to
doge the projectiles that you run into a bolt of electricity. The bullet 
attack from a single small head is easy to avoid, however you can get caught
in the cross fire of two small heads if you're not careful. The larger head's
bullet attack is harder to avoid because the only way to hit it is through
the opening it creates to fire on you.

First thing you have to do is destroy the smaller heads with lock on beams
since you won't get percentage points for them if you take out the big head.
Take them out one at a time since every time you destroy one it reduces the
amount of things that can kill you. The big head is more of a problem since
it will blanket practically any spot that would give you a clear shot with
gun fire. You can either try to aim a shot at the head from where it isn't
shooting, but this takes very good aim. Or, you since you can clearly see 
where the shield will drop (it turns brown right before it drops) you can get 
a shot off before it starts firing, though this is quite dangerous. The best
time to hit it is after it drops the entire shield since it will stay down
longer than usual. Basically, get in hits whenever you can and once you get
rid of the smaller heads the only threat is the big head's wave of bullets. 

Don't try using the Katana since you can't get close enough to hit it. However
the weapon that makes this guy laughably easy is the 6V Laser (Weapon Set F)
since it can go through the shields. Just take out the smaller heads and then
stay behind a shielded section and fire away.
______________________________________________________________________________

5-5 The Brain

Location: After Red Falcon
Number of attacks: 4
Number of attack cycles: 3
Number of targets: Entire body
Defense: Medium
Difficulty: **

As in Contra III (for the SNES), after Red Falcon dies, his brain remains
behind to finish the fight. While the brain remains stationary there is still
a lot of activity on the ground. Throughout the entire battle a large number
of mines will be spinning around the room, which are hard to avoid since they
sort of blend in with the background. The brain will also sent out energy 
balls that rotate around the room, must like the mines, but also slowly spiral
outward. In addition to the orbs flying around the Brain can also shoot
fireballs directly at you and drop exploding balls randomly around the screen.

The explosions are easy to avoid since they sit on the ground for a short
time before detonating, and the fireballs don't seek so you can side step 
them. The mines and energy balls are much harder to avoid since there are so
many of them and they move very quickly. As with several other bosses, focus
on not getting hit more than shooting the boss. The Brain is directly a head
of you and remains there, so you really can't miss.

Once the fight begins hold down the movement-lock buttons so you will remain
facing directly ahead as you move about. Simply fire with whatever you have
and it'll go down fast. Fast moving projectiles like the various lasers and
machine gun are your best bet, despite being weaker than your heavy weapons.
The orbiting mines/energy tends to intersept the slower projectiles so you'll
miss a fair amount of the time. As with the Head, the 6V laser can take it
down very quickly since it can cut through the mines.
______________________________________________________________________________

================
 Stage 6 Bosses
================

6-1 Master Contra

Location: In orbit

Part 1
Number of attacks: 3
Number of attack cycles: 3
Number of targets: 1
Defense: Medium
Difficulty: **

This is the first of three fights against Master Contra, and this is a pretty
standard phase. He has three attacks, the most basic of which is to launch a
stream of fire at you from his gigantic sword. He is fairly stationary when
doing this, however he can also teleport near you and comes in swinging. He 
will also jump straight up and create small shockwaves underneath him. This
tends to happen after he transports since he will only jump when you are 
within range of his waves.

The sword-swipe can be avoided simply by moving to the side since it is narrow
and doesn't follow you. You'll want to keep your distance from him to avoid
all of his attacks, and the further you are away from him to more time you'll
have to react to the incoming fire. He transportation is fatal if you're
standing around when he materializes because the sword swing comes almost
immediately. Once you see him disappear, start moving along the edge in a wide
circle and don't stop. Keep moving as he materializes to regain the distance
from him. If you are near him (which you will be after he materializes) he 
will use his shockwave attack.

This part isn't that hard - just keep your distance and keep firing. Compared
to other bosses, there is relatively few things on the ground at any given
time that can kill you. It'll take quite a few hits to end this part, but
overall it's not much of a challenge.

Part 2
Number of attacks: 1
Number of attack cycles: 1
Number of targets: 1
Defense: Medium
Difficulty: ***

After you do enough damage to him he will slow down and instead of swinging
the sword throw it across the room at you. Once it hits the wall it will
split into three spinning swords, and each one of those will fly around the
room and split into to, creating a total of six blades. For the most part
Contra remains stationary during this time. After a while he will recall all
of the blades, move somewhere else, and then start the process again.

There really isn't a specific defensive strategy for this part, just avoid the
blades. They're bright purple so you will be able to see them quite easily.
They do move quickly and erratically, plus there are six of them, so it can be
hard to keep track of them. It's usually best to focus on the area nearby your
character and move whenever a blade comes into that zone. Don't bother trying
to track all six blades which lining up a shot at Contra. Simple point in his
general direction and keep firing. As you move out of the way of the blades
you'll get your hits in.

Your offensive tactics are the same as during the last part - just keep firing
heavy weapons and he'll eventually go down. If you have the Katana, use it.
Since he is stationary and the weapons aren't coming from him, he's basically
just waiting there to get hit. Once you see an opening move in and swing fast.

Part 3
Number of attacks: 1
Number of attack cycles: 1
Number of targets: 1
Defense: Medium
Difficulty: **

The hardest part of the final battle with Master Contra is that the area you
can move around is very restricted; probably about a third of what it was in
the last two parts. At this point four fake Contras will appear, equally 
spaced apart. All five remain stationary and only have one attack - the 
sword-swing flame from the first part. The difficulty arises from not knowing
which one of the five is really - you simply have to guess.

The sword swings are still easy to avoid, except that now two or three Contras
will attack simultaneously. Once you see which ones are going to attack move
closer to one of the Contras that isn't attacking. This is the only attack
pattern, so you don't have to worry about any surprises.

When you hit a Contra he will flash yellow if fake (but not die) or red if it
is the real one. As soon as you find the real one keep slamming him with your 
heavy weapon (you can't get close enough to use the Katana this time) until
he either dies or disappears. After a certain amount of time has past the
five will disappear and then immediately reappear in the same spots, except
which one is real has changed.
______________________________________________________________________________

6-2 Project C

Location: After Master Contra
Number of attacks: 2
Number of attack cycles: 2
Number of targets: 4
Defense: Low-Medium
Difficulty: ***

Now, this is a large head. Ugly too. Due to its size your movement will be
restricted to a rather narrow section of the perimeter of the room. The head
cannot be damaged, instead you have to destroy the four life support nodes
attached to it. The nodes must be destroyed in under 30 seconds or else you
get a Gameover regardless of how many lives you have left. C's normal attack
is to release a series of explosions that cover most of the area, and if you
wait around long enough he'll create replicas of Master Contra.

Get this battle done quickly, and not just because of the 30 second time 
limit. The replicas are very hard to avoid, especially since you have to worry
about the nodes. They don't have any of the real Master Contra's special 
moves, they just swing the sword. However, since the room is so small it can
be hard to avoid it. Roll or spin if they catch up to you or block your path.
The explosions are denoted by a series of lines and a beam emitted by C, so
wherever you see a the line, don't go.

You can only destroy the nodes by using lock on attacks, and it will probably
take two or more full loads of beams a piece. Just run around locking on to
everything and once your gauge is full, release and start locking on again.
______________________________________________________________________________

==============
 Stage 7 Boss
==============

7-1 Project C

Location: Only room
Number of attacks: 3
Number of attack cycles: 3
Number of targets: 1
Defense: High
Difficulty: *****

This is the final boss of the game and quite a challenge. Actually, defeating
him isn't that hard, what's hard is not messing up and dying. The platform
you're on is very small and at a weird angle, so it can be hard to move into
the right spots to avoid C's weapons. The big head is now floating around
your platform firing at you, so you'll have to use your lock on weapons to
hit him. He has three attacks: Launching a series of fireballs that move
around the ground in wide arcs, firing energy balls at the ground which burst
into rings of bullets moving outward, and firing a beam at the ground that
creates a spiral of bullets that fly at you.

The two bullet attacks can be avoided just like any other bullet attack,
though it is quite a bit harder now. The rings of bullets are fairly few in
number (Red Falcon's Head and Brain created more),though there still is 
enough to make things difficult at times since your movement is so limited. If
you can't move out of the way use the spin-dodge. The spiral attack is much
harder because not only are there so many more bullets, but they move in a
circular pattern rather than straight lines. Avoid them by staying in between
the bullets or using the spin-dodge repeatedly, however be careful of ending a
spin right as a bullet hits. Occasionally C will fire the beam horizontally,
which doesn't create any bullet spirals.

Avoiding the fireballs can be quite challenging, and will probably be the most
common cause of death in this fight. The fireballs generally move outward as
they make their arcs, so theoretically there is a spot in the middle of them
where you'll be safe. Get into the middle of the fireballs, but just get ready
to move if you see one coming.

Fortunately you can use your lock-on beams against C, so you don't have to
worry about aiming. Just do what you always do with bosses like this - hold
down the lock on button and release when all of your beams are locked on. You
don't even have to bother sweeping back and forth to get them to find their
target since running around will take care of it for you. For the most part
you will be too busy avoiding things to worry about attacking after he fires,
however there is quite a bit of time between attacks since C moves from one</pre><pre id="faqspan-3">
edge of the platform to another quite often.

===================== VI. Secrets, Codes, & Unlockables =====================

Konami Code (PS2 version) - Up, Up, Down, Down, L1, R1, L2, R2, L3, R3
The only code in the game, this gets you 19 lives if you enter it at the
title screen. If you didn't know R3 and L3 buttons are from clicking the
respective analog stick.

Unlockables:
 Swimsuit outfits - Complete the game with an overall S ranking to unlock that
                    character's second outfit. Unlocking Jaguar's swimsuit
                    outfit also unlocks video #11 in the Theater

 Lucia - Complete all of Easy mode (the first four stages) in under 18 
         minuets. This is actually very easy since hit percentage doesn't
         matter, only time. Just ignore what you can and blast and path
         through each stage. If you're still having trouble, complete Stage 5
         on Normal to get Weapon Set D.

 Katana - Jaguar's special weapon, which is selected through an outfit called
          "Katana Jaguar". This is unlocked as soon as you finish any stage
          on Normal difficulty. The Katana is the most powerful weapon in the
          game and can take out bosses in a few swings, if you can get close
          enough to them, that is.

 Beating stages 5, 6, and 7 (any ranking) adds that stage to the list of
 selectable stages in Training Mode, as well as unlocks a new Weapon Set.

 Etc. Menu Unlockables:
  Music Box - Beat the game at least once (any ending, I think)

  Theater - Complete the game with an A rank
    1. Introduction (pre-title screen)
    2. Back to Earth (Intro to Stage 1)
    3. Riding the volcano (Intro to Stage 3)
    4. Arrival of the Battle Cruiser (Stage 4)
    5. Contra's Base goes into orbit (End of Stage 5)
    6. End of the World (Ending - Stage 5)
    7. Contra Lives (Ending - Stage 6)
    8. Project C (Stage 6 Boss)
    9. Destruction of the Base (Intro to Stage 7)
   10. The Good Ending (Ending - Stage 7)
   11. Jaguar Hidden Video (Ending - Stage 7)

  Gallery - Beat the game twice (any ending, I think)
    1. Bill Rizer design
    2. Jaguar design
    3. Guerrilla Contra design
    4. Plant Contra design
    5. Lucia/Pheromone Contra design
    6. Animal Contra design
    7. Mystery G design
    8. Master Contra design
    9. Grunt design
   10. Dinosaur (Stage 2 vehicle) design
   11. Big Baby concept art
   12. Plant Contra (mutant form) concept art
   13. Alien Bug concept art
   14. Alien Moth concept art
   15. Spider Spawner concept art
   16. Spider concept art
   17. Alien Plant concept art
   18. Mutant sketch
   19. Unknown creature sketch
   20. Guerilla's Mech concept art
   21. Guerilla's Mech assembly design
   22. Guardian (Stage 1) sketch
   23. ?
   24. Mech sketch
   25. Troop carrier sketch
   26. Troop carrier sketch 2
   27. Airborne drone sketch
   28. Airborne drone sketch 2
   29. ?
   30. Armored soldier sketch
   31. Gun ship sketch
   32. Heavy Armor soldier sketch
   33. Jaguar art
   34. Swimsuit drawing
   35. Lucia "anime" drawing
   36. Bill & Jaguar art

============================== VII. Misc. Info ==============================

Credits:
-This FAQ is (c)2006 Jason Kowell

-Contra and everything in the game are (c) 1984, 2004 Konami.

-GameFAQs is (c)2006 CNET Networks, Inc
 http://www.gamefaqs.com

-The ASCII are was created using the ASCII Generator at
 http://www.network-science.de/ascii/
 
-All other trademarks and copyrights contained in this document 
 are owned by their respective trademark and copyright holders.

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

Contact Info:
Email: koweja@gmail.com
AIM: koweja
GameFAQs Account: Koweja, The Vic Viper

Feel free to contact me about corrections, comments, etc to the FAQ, but 
be sure to let me know it's about this FAQ in the subject line of the
email. Any additions or alternative information to what I have is welcome,
and I'll add it to the FAQ and give credit for it.