recursal/Fanatic-Fandom huggingface dataset:
Lancet Flame

## Stage Mode - Aquarius, Stage 86

 Tracking laser
 Radial Bullet Storm
 Lancet

Lancet Thunder's sister ship, the Lancet Flame comes from the same design style, featuring spiky projections from its armour. Like the Thunder, it has an equally unimpressive and lull attack style, putting its threat level on an extremely low count.

However, care should be taken against it once it employs its laser beams, which somewhat track your fighter's last position (on a vertical axis) and then splits sideways to attack, further aggravated by the fact that the laser is small and camouflaged with the blue background. If you cannot down it fast enough, keep your eyes peeled and be prepared to focus on evasion as it deals very high damage to players on par with its power level.
Lotus Glory

## **Composition**

* Nature Essence (Reconstruction skill)
* Lotus Fury (Crystal Screen skill)

## **Abilities**

### Reconstruction

* Allows the fighter to have a 80% or 100% chance to regenerate HP relative to the amount and size of crystals collected. This percentage is triggered for every crystal collected.

### Crystal Screen

* Allows the fighter to have a 25% or 30% chance to generate a Crystal Shield when a power up is collected.

## **Utility**

The only thing that changes is the type of shield produced and how it is produced. Although it sports a lower activation chance than Moonguard Magic's 50%, it does not require the player to be always at Lv3 firepower for the shield. Simply collecting any form of power-up drops from Life Recovery to even Nuclei will proc the Crystal Shield. Further augmented by the combination Pilot skill, Crystal Boost, and you have a powerful defensive system on hand. Once again however, both abilities of the armour depend on external elements to trigger them, so the armour can become dead weight without these elements to trigger it.

Compared to the Moonguard Magic and Moonlight Essence, which possess the Guardian skill that generates a Quantum Shield whenever it hits the Overload state, the Lotus Glory is focused on crystals and performs synergistically with them. Although it does not have a more potent shield trigger than the aforementioned - at least in terms of proc chance and proc method - the Crystal Shield dual functions as a shield and then as a restorative, as the exploded shield than creates crystals which can further restore HP with the Reconstruction skill.
Equipment

Kept away under the Warehouse icon is your ship's inventory and loadout. In Thunder Strike, these include-

These 4 parts form the entire ship loadout and parts can be used interchangeably across all the 9 standard sets available. In addition to these standard parts are the advanced God of War parts, made by combining two prerequisite parts to form an enhanced part.

* Equipment List

* G.O.W Equipment
* God of War
Soul Reaver

## Characteristics

 **Weapon Types** | Bullets, Lasers, Laser Drones

## Stage Mode - Libra, Stage 54

 Dispersion cannon
 Tracker shots
 Laser salvo
 Laser array blast

Soul Reaver is the definition of punishment for many players. Due to its overwhelming offensive capability, it is capable of shutting players down in 1 or 2 hits, usually with death by lasers. Soul Reaver tends to hover towards the mid-screen section, which draws its firing points closer to you. Of note, are the relatively fast travelling burst lasers, which you have to be especially wary of. Be sure to exploit the open window of attack when it uses its tracking shots, as it will do nothing to counterattack.

## Stage Mode - Capricorn, Stage 74

 Dispersion lasers
 Reverse spiral barrage
 Laser drone barrage
 Laser array blast

Soul Reaver is one enemy that never declines in tenacity, and this is it. Don't let the opening window of attack fool you. Once it fires off both its tracking rounds, the heavy gunfire ensues and can easily make short work of you again. Its laser attacks are particularly dangerous due to the rapid dispersion and it has a knack for combining attacks together, often putting the player in very tight spots
Uubzan

PrinceHumphrey's Human Style of Tarzan

## Cast

* Baby Mowgli (The Jungke Book) as Baby Tarzan
* Young Uub (Dragon Ball Z) as Young Tarzan
* Adult Uub (Dragon Ball GT) as Adult Tarzan
* Adult Pan as Jane Porter
* Gohan (Dragon Ball GT) as Professor Porter
* Aldrin Klordane (Chip N'Dale Rescue Rangers) as Clayton
* Raksha (The Jungle Book 2016) as Kala
* Akela (The Jungle Book 2016) as Kerchak
* Koda (Brother Bear) as Young Tantor
* Baloo (The Jungle Book 2016) as Adult Tantor
* ??????? as Young Terk
* ????????? as Adult Terk
* Grey (The Jungle Book 2016) as Baby gorilla
* Shere Khan (The Jungle Book 2016) as Sabor (because I'm out of options)
* Aladdin and Jasmine as Tarzan's Parents
Guides

Currently we have a guide available written by the admin/editors, feel free to browse through!

Game Story - A brief introduction to the game's plot.

Starter's Guide - A generically detailed summary of the game's flow path. This extremely wordy page is not for the meek!

Combat Guides - Geared towards handling the bosses (For Stage Mode only), click on the sections below you would like to read up on.

* If there are guides that you would like to see written, do write in to us for consideration.

**Guide List - Chapters**

## Things to Note

Before we begin, in order not to repeat ourselves too often, let us acknowledge certain facts about boss battles and such-

* **Note 1: *All boss battles will be assumed to be fought at recommended power level.*** *If you have a problem dealing with the boss as a whole, please view the boss's respective article page.*
* **Note 2**: No matter how powerful your armor is at the point of battle (**See Note 1**), any hit by a boss is likely to be almost lethal, not allowing you to withstand more than 2-4 hits.
* **Note 3**: All bosses have an attack cycle featuring all their attacks in a sequence. Once that sequence is over, everything else becomes random. This is dangerous with certain bosses as their predictability is what makes them vulnerable.
* **Note 4:** The descriptions here are different from the Strategy sections in each Boss's own page. To remind you - this page is a brief summary on what you should expect in the course of Stage Mode, that **does not** include its changes and differences in other modes. Simply click on the Boss names to access their individual pages for in-depth information.
Moonguard Magic

## **Composition**

* Tiamat Scales (Dragon Blood skill)

* Moonlight Aura (Guardian skill)

## **Abilities**

### Dragon Blood

* Grants passive, if slow, hp regeneration to the fighter. This regeneration speed is based off % as it retains the same regenerative speed regardless of the power value on the armour.

### Guardian

* A powerful defensive skill that has a 40% or 50% chance to activate the Quantum Shield whenever the fighter reaches Overload state.

## **Utility**

Moonguard Magic is an armour that is suited for expected battles of attrition against very tough boss battles or those of the alternate game modes. Due to its non-conditional state of regeneration, it is well suited for those situations, compared to later armours which depend on crystals and power up for regeneration.

As for the Overload state, two other ways to trigger it besides power ups include Roy's skill, Light of Hope, which can help to maintain your fighter's power state and conditionally trigger Overloads, while Angelina's skill, Death Approaches, allows instant triggering of the Overload state and may even bring the shield up. Such play strategies can be crucial to maximising your damage potential in the particular modes listed below, while keeping you safe with an early Quantum Shield.

### Purgatory Mode / Team Stages / Heroic Mode

* Moonguard Magic is more suited for the boss battles due to the lack of crystals during these battles. It allows for passive HP regeneration should you take damage or use Angelina's pilot skill (which saps your HP to risky levels). At the same time, due to the long and sometimes tough battles, a Quantum Shield is often very welcome support. Thanks to the chance of power ups dropping during these battles, this armour makes a viable choice.
Guard Series

## **Firepower (Defence)**

The Guard series (also widely known as Defenders) is a very practical series of wing planes. For the unparalleled defense they have, their offensive value is greatly reduced by providing only a fan spread of gunfire. Each wing plane is essentially a tiny shield, which allows it to absorb and erase any form of gunfire upon contact.

The Defenders and their ability to virtually erase ***everything*** from bullets to lasers is strategically valuable to the most treacherous of attrition battles. Unfortunately, they are **not** going to physically erase enemy craft, Sudden Missiles, Mines and Meteorites.

Bullets, lasers, orbs. You touch them, they erase them.

### **Power-Up Effects & Overload**

* Increase rate of fire and number of bullets fired per level
* **Overload:** Increases rate of fire and slightly extends the wing plane's horizontal defense length.

### **Advantages**

* The only wing plane (alongside Doom Defender) to be able to nullify all forms gunfire.

### **Disadvantages**

* Not meant for offensive tactics
* Lacks focused gunfire
Bomb Series

## **Firepower (Range)**

These missiles feature the Range skill which is actually an AoE effect upon detonation. Unlike other missile weapons, the bombs have a limited flight time- they travel about two-thirds of the screen before self-detonation, unleashing a medium radial blast at the point of impact. They deal burst-type damage upon contact, and will damage enemies that fly into its blast radius as well.

Bombs noticeably have a wider spread in deployment range. At 5★-level this makes a difference with having 4 bombs launched, providing quite a lot of sweeping coverage. However, their higher power rating is still not as proficient as Armour Piercing missiles.

### **Power-Up Effects & Overload**

* Increases rate of fire; Upgrading to 5★ Fusion Bomb fires off 4 Bombs per salvo.
* **Overload:** Further increases rate of fire, slight increase in bomb speed

### **Advantages**

* Has a wide dispersion allowing for bigger coverage
* Leaves a short blast behind for lingering damage

### **Disadvantages**

* Has a wider dispersion which also means not all bombs can hit small enemy ships.

## **Utility**

**God of War - Mech Secondary Weapon Fusions**
Lightning Bomb

## **Composition**

* Lightning Nova
* Fusion Bomb

Lightning Bomb is formed with Fusion Bomb as the base weapon given the tracking traits of the Lightning Nova. The explosion attack is replaced by a lingering electric web attack, giving also its lightning properties.

## **Firepower**

   Lightning Bombs display an active homing trait which locks onto a designated target and flies the projectile straight to it. Upon contact with a solid object, the projectile explodes and leaves behind a small electric field in its place. This electric field deals burst damage to any enemy ship in its range.

Lightning Bombs begin firing in volleys of 2, alternating between left and right sides. The volley increases to 3 when powered up.

### **Overload Effects**

* Firing speed doubles and the projectiles are fired near-simultaneously from both sides in volleys of 3.

### **Advantages**

* Does not require precise aim due to homing function.
* High firing rate

### **Disadvantages**

* Relatively low attack power despite having a high firing rate.

## **Weapon Compatibility**

The Lightning Bomb is a fuss free weapon that requires little to no positioning and can be matched with almost any weapon configuration available.
Waveforce Series

## **Firepower (Reflection)**

One of the latest weapons to mimic the introduction of ricocheting attacks used by bosses, the Waveforce series plays on that trait, by firing off the flanks of the fighter and bouncing off the screen walls to snipe targets behind an enemy formation.

Because this weapon is designed to hit a large area as well, it lacks efficiency when fighting a Mini-boss ship, as their smaller profiles will cause many of the waveforce projectiles to miss. Some consideration should be taken when using this weapon.

### **Power-Up Effects & Overload**

* Increases rate of fire
* **Overload:** Further increases rate of fire

### **Advantages**

* Able to flank enemy ships from side vectors

### **Disadvantages**

* Does not inflict a lot of damage
* Not able to provide support for focus fire to the front

## **Utility**

God of War - Mech Secondary Weapon Fusions
Activity Mode

**Activity Mode** features 3 mini-game challenges which players can participate in using energy. The rewards provided depends on the activity played.

 **Laser Maze** | Tuesday, Friday, Sunday
 **Hunting Ground** | Wednesday, Saturday, Sunday

Players are encouraged to take up the games. It is advised to play them at Hard difficulties if possible despite the high energy expenditure, as the cost-to-reward ratio is well worth it.

Of course, be advised that the difficulty setting has to be taken into account as without sufficient power levels (~1200 gap), you will not be able to fight the mini-boss at the end.

Cost wise, the energy expenditure is the same across all games, as shown below. Note that with the relevant team skill, players can enjoy a permanent 20% reduction in energy costs **(highlighted in bold)**

Before you play these games, know some general tips that will get you through with ease.

* Score plays no part in your rewards. Luck does.
* As long as you clear the entire run, you will earn your rewards.
* There will be a specific mini-boss at the end of each run, make sure you are within the 1200 power-limit to inflict damage.

Activity Modes
Alien: Out of the Shadows

***Alien: Out of the Shadows*** (no Brasil: **Alien: Surgido das Sombras**) é um romance de 2014 escrito por Tim Lebbon e publicado pela Titan Books. Definido entre Alien - O 8° Passageiro e Aliens - O Resgate, o livro narra o envolvimento de Ellen Ripley em um surto de Xenomorfo no planeta LV-178 e a nave de mineração em órbita acima dele. As tentativas dos sobreviventes de escapar das criaturas são ainda mais complicadas por Ash, cuja inteligência artificial sobreviveu dentro da nave que trouxe Ripley até eles.

Out of the Shadows foi o primeiro romance Alien a ser publicado pela Titan (embora a empresa já tivesse produzido vários outros livros relacionados a Alien), substituindo DH Press. Assim como a edição impressa padrão, o romance foi lançado em formatos de áudio duas vezes - como um drama em áudio, lido por um elenco e dirigido por Dirk Maggs, e como um audiolivro padrão, completo, lido por Jeff Harding. Ambos foram publicados pela Audible Studios e lançados em 2016.

Out of the Shadows é o primeiro romance da trilogia de romances Alien 2014, que foi projetado para se conectar aos eventos da série de filmes existente. Foi seguido por Alien: Sea of Sorrows e Alien: River of Pain. O romance foi originalmente programado para lançamento em dezembro de 2013, mas foi adiado posteriormente até 7 de janeiro de 2014. Posteriormente, foi adiado novamente e finalmente teve o lançamento em 28 de janeiro de 2014.
Strike Fighter

## **Composition**

* Aurora Phantom
* Fiery Phoenix

## **Firepower**

The Strike Fighter's weapons combine the ion cannons of the Phantom and explosive projectile power of the Phoenix. This gives it concentrated forward firepower and allows it to splash damage around depending on where you position the beam.

While it is the most uncharacteristic fighter among the entire GoW series, its simplicity makes it very easy to control and compatible with most sub-weapons.

### **Overload Effects**

* Beam width widens and increased frequency in projectile blasts.

### **Advantages**

* Instant attack speed from laser beam and much larger beam width than the Phantom has.
* Negates Phantom's weakness of striking one target at a time.
* Delivers crushing firepower when overloaded.
* Delivers full damage with pinpoint accuracy (does not split damage based off projectile hits)

### **Disadvantages**

* Narrow field of attack
* Unable to pierce through enemies.
* Weak against enemy formation assaults

## Weapon Compatibility

The Strike Fighter mainly attacks forward in full range. By default it will lack the ability to cover enemies by the sides and be able break down thick enemy formations fast enough. Thus it also makes sense to equip it with piercing weaponry and perhaps side-firing weaponry to compensate.

Because the fighter maintains a constant rate of fire and has no range penalties when it comes to inflicting maximum damage, it is compatible with any and all types of sub-weapons of your choosing.

You can choose to give it weapons for a wider arc of fire, essential perhaps for conducting handsfree runs or strengthen its focus fire if you want to ensure you can tear down enemy ships in a second, even before they fire.
Amanda Ripley

**Amanda Tei Ripley-McClaren** (nascida Amanda Ripley; 2112), chamada de "Amy", era uma funcionária da Weyland-Yutani Corporation. Ela era filha de Ellen Ripley. Em 2137, quando a unidade de registro de vôo da USCSS Nostromo foi recuperada e levada para a Estação Sevastopol, ela viajou para Sevastopol na esperança de descobrir o que aconteceu com sua mãe quando a Nostromo desapareceu quinze anos antes. Ela foi posteriormente envolvida no incidente de Xenomorfos que destruiu a estação. Ela foi aparentemente a única sobrevivente do incidente de Sevastopol.
Três anos depois, Amanda se reuniria com sua velha amiga Zula Hendricks em uma luta contra a Corporação Weyland-Yutani para sabotar uma instalação de armas biológicas localizada em negros. Mais tarde, ela se casou, assumindo o nome de "McClaren". Ripley morreu de câncer em 23 de dezembro de 2178 aos 66 anos.
Night Vanguard

## **Composition**

* Wisdom Glory
* Devil Blade

## **Firepower**

The Night Vanguard reinvents the Blade's attack pattern by removing the marking beam, which allows it to attack anytime it wants without restriction and increases its lateral range with the Glory's scattering ability. This allows it to project significantly larger blades and increase its area and range of attack.

How much damage the Vanguard can inflict depends on your positioning and control. The 4 projected blades each are an individual entity. The more blades that strike a single target results in heavier damage. This also translates to minding the size of your enemy, as a smaller-bodied craft would be tougher to strike down while any large boss ship would easily take massive damage.

### **Overload Effects**

* Attacks at twice the rate, about 2 swings per second. Also generates an extra shredding attack to the front of the fighter at the same time.

### **Advantages**

* Extremely large strike zone.
* Near-instantaneous penetrative attack with massive burst-type damage.

### **Disadvantages**

* Has a delay between each strike.
* Has no trailing attack method. The warp blades stay at where they are last triggered and do not follow the fighter
* Has very poor viability against small sized mini-boss craft.
* While exceptionally powerful, it has poor compatibility with a lot of sub-weapons due to the heavy emphasis on positioning to maximise its attack potential.

## Weapon Compatibility

While powerful by itself, the Night Vanguard's weakness is in the attack intervals between each swing. Enemy fighters that fire immediately upon entry can be allowed to attack you, which should have been destroyed by your powerful blades otherwise.

Although it is thus recommended to pick sub-weapons with high rate of fire to cover for this lacking, players with excellent control can still benefit from coupling the Night Vanguard with heavy weapons support, designed to inflict nothing but massive damage.

However, do not forget to account for the range limitations this fighter imposes on you. Because the correct distance is so critical to inflicting maximal damage with your sub-weapons combined, there are a lot of sub-weapons that can under-perform when you attempt to bring the Night Vanguard up close to an enemy.
Glacier Series

## **Firepower (Freezing)**

This one seems to be a misnomer. While the name says Freezing, the fighter's attack does nothing to indicate an effect - be it halting or slowing the enemy's attack or movement. However, there seems to be a slight increase in damage if the fighter is brought to point blank range against an enemy.

* But there has been no solid proof to quantify this observation enough.

Glacier's weapon is essentially a dual-beamed laser with a relatively wide span of attack. Compared to the Phantom's iteration of the laser attack, the Glacier class is a fraction more powerful. It's one weakness however, is the inability to focus down both beams on narrow targets like The Dead-R, which can limit your efficiency by half. Regardless, the Glacier still trumps the older Phantom series in terms of combat advantage and tactical use.

### **Power-Up Effects & Overload**

* Strengthens damage output.
* **Overload:** No significant effect. Simply increases the damage output.

### **Advantages**

* Able to hit two targets at once
* Strongest beam weapon among fighter class

### **Disadvantages**

* Wide beam span makes it unable to hit small and narrow-profile targets efficiently
* No significant power up changes during Overload.
Specter Series

## **Firepower (Tracking)**

The Specter's firepower is one of oddity, and by far one of the most difficult to control weapons available. It fires singular tracking bullets that are able to curve and lock onto targets at will, hitting them from odd angles and even behind enemy lines.

Since the bullets have penetration ability, players can manipulate their course of fire to bend around enemy formations, allowing them to strike from awkward or even safe locations where enemy fire does not reach. While this means most weapons cannot be compatible with such a loadout, strictly tracking weapons like Guided Lasers and a complimentary Guard wing plane can afford extra protection against side attacks.

However, Specter gunfire is relatively weak and cannot be relied on for consistency. It tends to aim randomly, most often changing targets when new enemies enter a formation, and hence disrupts your course of attack.

### **Power-Up Effects & Overload**

* Increased rate of fire
* **Overload:** Fires dual shots instead of one. Both bullets still lock onto one target.

### **Advantages**

* Tracking main weapon
* Allows attacking from unusual positions

### **Disadvantages**

* Weak overall firepower
* Difficult to manipulate course of attack
Bird of Ill Omen

## Appearance

 Purgatory Mode | Stage 2, Boss 1
 Activity Mode | Meteorite Trap
 Team Stages | Taurus (9,10,11)

## Stage Mode - Taurus, Stage 10

 Whip shot
 Spread fire

The Bird of Ill Omen has a mixture of slow and moderately speed weaponry, using only bullets against you. While none of its attacks are particularly powerful, look out for the whip shot that comes out suddenly. It is usually not a good idea to engage head on with the Bird, unless you have lightning quick reflexes.

## Stage Mode - Leo, Stage 38

 Spread fire
 Radial bullet storm
 Crossfire bullet wall

When you re-engage the Bird here, the first thing you'll encounter is a furious barrage of gunfire in the form of a multi bullet wall. Hope you weren't flying too close. What you should be looking out for is the whip shots, as they cover a wide area and causes you to often displace your attack position. Even as small bullets, the Bird can inflict quite a bit of damage on you per hit, so caution is advised.

## Trivia

* Like the Heavy Red, it is the one other ship with a defeat animation of its wings falling apart and visually exploding.
Alien Series

## **Firepower (Piercing)**

The Alien series is similar to Phoenixes where it uses missiles as its main arsenal. Its "Piercing" skill in this case allows it to strike through any and all objects unhindered. Great as a mainstay fighter and great for destroying enemy formations with ease.

However, what makes Alien truly unique is not just its piercing properties, but its unique advantage to inflict **2x damage** when battling Boss-ships. This is evident by the explosion clusters that appear when the missiles hit - and Boss-ships have them appearing on the front and aft of their hulls, including a noticeable decrease in damage if you go too close to the ship (Do this with a shield, and you will notice the clusters reduce to one set).

As such, the Alien fighters require that little distance to perform that best. One other advantage it has over the Phoenix is the initial attack range. Phoenix fighters start with two missiles on the inside, which makes it a very narrow attack. While the Alien's initial missiles start from the outside wingtips, offering it better attack width.

### **Power-Up Effects & Overload**

* Number of missile stream increase from outside in, increasing its damage.
* **Overload:** Missile speeds equalize and fire in extremely fast rates.

### **Advantages**

* Decimates Boss-ships with more firepower
* Stronger piercing attacks
* Unhindered by obstructive objects like Plasma spheres and meteorites
* Offers a good trailing attack due to different missile speeds
Armageddon Cannon

## **Composition**

* Sol Bomb
* Liquid Crystal Artillery

Based off the Sol Bomb unit, this wing plane holds a weaponised element in its shell and strengthened with the Scattering ability.

## **Firepower**

   This Wing Plane is possibly the last weapon any and every fighter needs. The damage saturation of this weapon can be both narrow or wide, and with proper positioning, can inflict a massive amount of damage to singular targets, no matter how small their hitboxes are.

The weapon first fires a pair of large volatile liquid projectiles that move a short distance ahead, and each one splits into a trio of explosive projectiles that result in a lingering but powerful blast each.

### **Overload Effects**

The wing plane will immediately fire 3 pairs of these shots in quick order, and 2 more when Overload ends.

**Important Note:** For a total of 5 shots, if a player can perfectly position these shots, the resultant collective blasts per Overload sequence can severely damage enemy ships with it. This tactical knowledge is highly advantageously during boss battles.

### **Advantages**

* Extremely high firepower when smartly used by the player.
* Versatile as a splash attack, albeit slow to reach its explosive end point.
* Piercing projectiles - situationally, able to bypass lesser targets and hit tougher targets behind frontlines if intended.
* Takes great advantage of the size of most boss ships.

### **Disadvantages**

* Requires excellent positioning skills for maximum damage saturation, true for mini boss ships.
* Damage potential is lost if projectiles explode far behind the intended targets, as no damage will be dealt

## **Weapon Compatibility**

Because this weapon has an absolute, minimum distance to keep for its projectiles to work, the compatibility of this weapon is bad with a configuration that preferences close range. Still, that doesn't mean this wing plane is not completely viable.
Bug Collecter

Talk to little girl on second floor called Jolie. She likes bugs.

* go to fourth floor
* go into cave
* search for bugs
* red bug is at southern most cave near entrance.
* green bug is at one of the pumps
* blue is at room before breakage
* talk to girl who you just risked you life for at the hands of mutants for some
Galaxy Ash

The **Galaxy Ash** is a Mech Armour piloted by the Aries Guardian, the first of the Zodiac Guardians, Blade. It is encountered twice, once in Stage 8, at the end of the Aries Constellation and once in Stage 44, in the middle of the Virgo Constellation, reincarnated and stronger. At Stage 48, at the end of the Virgo Constellation, it is upgraded to the Daybreak Thunder.

## Appearance

The Mech Armour is designed generally like a jet plane, most noticeable when not engaging in combat,

however two machine guns are revealed and the cockpit retreats when attacking in it's first phase.

During it's second phase, the wings extend, revealing 4 more guns in it's arsenal. The two jets are replaced with six smaller jets that emit orange flames. The normally blue cockpit also changes to a shade of red.

## Attacks

### First Phase

The first phase has four attacks.

Firstly, It can release three burst of shots that travel downwards and in the south west and east directions. This can be easily dodged.

Second, It can release two streams of shots that travel downwards. This is also easily dodged by staying in the center of the plane (where the cockpit is)

Third, it releases many streams of shots that cover the bottom half of the screen. A combination of the previous two attacks, this is a bit more dangerous as the openings for attack are smaller. However it can still be dodged with care.

Lastly, It shoots out two energy orbs in diagonal directions then shooting one down the center. Easily avoidable.

### Second Phase

This phase retains most of it's attacks from the first phase, albeit with more dangerous variations.

It now can fire 3 to 5 bursts of shots, as well as two longer bursts that are difficult to dodge. Three energy orbs are now fired at the same time and It also fires three continuous shots from each wing, for a grand total of 6 streams of bullets which intersect one another. This, combined with it's other attacks, can easily trap an inexperienced player.

## Strategy

The key to beating this boss is by staying in the middle of the Mech Armour, where the cockpit is, where most of the bullets can be easily dodged. Beware though, as this puts you at risk of being hit by it's two long bursts.

The attacks of this plane are more difficult to dodge when combined, especially when they force you to leave the center, leaving you prone to more attacks.

Stay in the center when streams of bullets are released, be aware when it fires bursts and dodge accordingly, and stay further up when the two long bursts are fired.

One unorthodox strategy is to go ABOVE the mech armor while it is preparing for battle where you will be safe for the first phase, but do watch out for it's tracking shots in the second phase. This strategy is only viable if you have a tracking secondary weapon, such as the Lightning Series.

## Trivia

* Galaxy Ash can be battled in Boss Mode for obtaining fighters.
* Either Galaxy Ash or Destroyer III  will be faced when battling the second Boss of Endless Mode.
* The Chinese word on Galaxy Ash, Hui Jin, translates to "**Ashes**".
Golden Series

## **Armour Skill (Battle Spirit)**

The Golden series also plays a supportive role that affects your power levels instead. The armour bolsters the Fighter's power level by 1 when it gets struck by anything (that is not an OHKO instance). Although taking damage, will be the last on any player's mind.

## **Strategic Use**

It seems strange at first, but this armor has advantageous use only in certain *controlled* scenarios where you have total power above the recommended amount- perfect for that handsfree run in any game where you can afford to soak damage like a boss. Also where power ups are actually limited- Boss and Activity Modes.

Once you acquire alternate powering up methods from Pilot skills like Roy's or Angelina's, you can start doing away with the use of Golden series armours.
The Knife

The Knife is an object that Lee finds in a box he found in the back of his wall.When he first finds it it starts to mak

   e a ring tone and he cuts himself

   whith it only to be in the woods.He next takes it to Pennsylvania and has it stolen from him thinking that the Family took it.On his meet up with Linnie she gleefully gives Lee the knife he had obtained and lost in the past. A ringing is emitting from the knife, Linnie explains this to be the knife 'singing' for her sisters (other Carriers) meaning that there is more of them.Linnie informs Lee that he is called "Carrier" because he 'chose' the knife when he initially picked it up.
Liberty Titan

## **Composition**

* Blast Alien
* Wisdom Glory

## **Firepower**

The Liberty Titan is a dual-purpose weapon that also focuses on forward firepower with trailing side shots. Its main weapon function is derived from the Blast Alien for the piercing missile barrages. The fighter also releases a slow traveling volley of missile projectiles just to the sides from the Glory's scatter ability. These do not pierce.

### **Overload Effects**

The missile barrage fires about 2x faster and deals just as much more damage. The side missile volleys disappear and are replaced by oscillating gunfire in 6 positions. The Liberty Titan is also enveloped in a red butterfly-like motif during this period.

### **Advantages**

* Superb advantage with various trailing gunfire, with excellent strafing capability.
* Covers a relatively wide arc of attack, suitable for handsfree runs.
* Piercing ability

### **Disadvantages**

* Relatively slow projectiles
* When overloaded, the flailing spread-fire by the sides and rear serve very little to no purpose.
* The graphic overload due to its projectile-intensive attack can slow down games to your disadvantage, especially those with a timer.
* The most difficult GoW fighter to pair with sub-weapons.

## Weapon Compatibility

The Liberty Titan's GoW set features a lot of penetration and piercing power. However, it is also one of the most difficult to manage in terms of sub-weapon compatibility. In and out of Overload states, the Liberty Titan has flaws in its attacks patterns that prevents the maximizing of damage potential.

In its regular state, the side-fired missiles require very close range for all of them to connect. Because of their slow speed and firing rate, their damage potential is also weak in comparison.

When in Overload, the wild scattering of gunfire by the sides produces a lot of wasted firepower, and requires Liberty Titan to go point blank into a ship's body (while shielded) to inflict all that damage.

And the biggest problem stems from the way piercing missiles work (similar to the Alien itself). When given enough body and range on an enemy ship (usually a Boss-ship for its size), the piercing missile can inflict "2x" full damage, as seen by the 2 sets of explosion clusters on the fore and aft of the ship.

Therein lies the problem - If you attempt to go point blank on an enemy ship, you will notice the explosion clusters reduce to one set, indicating a loss in half the firepower. This creates a serious conflict in maximising the combinations of firepower you carry along regardless of what weapon state or range you are in.

While there isn't much to complain about the Liberty Titan's strengths, it is strong all-around and can be outfitted with various sub-weapons for different focuses - if you ignore the need to *capitalise* on all that firepower.
Doom Artillery

## **Composition**

* Hyper Artillery
* Doom Defender

Build upon the Hyper Artillery unit, it is equipped with the Defender's shield unit making it capable of defense measures. The Artillery unit lends its weapon power, allowing the wing plane to fire larger volleys of bullets and with increased bullet speed and damage power.

## **Firepower**

   The Doom Artillery utilizes relatively large bullets that attack with a fan and crossfire pattern. While largely scattered, it gives the equipped fighter sufficient weapons coverage and range to hit enemies in all positions.

The Doom Artillery wing plane is unique among others in that it possesses the Defender's shield system, making it capable of blocking gunfire as well as complete erasure of any enemy attack, no matter the type.

### **Overload Effects**

* Bullets fire at much higher speeds and intensity, while the Shield size increases slightly - up to the size of the blue field that surrounds the wing plane.

### **Advantages**

* Grants any equipped fighter the ability to defend against and wipe out enemy fire.
* Decent spreadfire and damage.

### **Disadvantages**

* Does not have focus firepower, much of the damage potential is lost when used at range due to the wide arc of fire.

## **Weapon Compatibility**

As the wing plane's main function is a defensive one, it need not necessarily be used for optimizing your firepower. That said, users of this wing plane should expect a reasonable dip in firepower in exchange for its defensive prowess.
Meteorite

Meteorites are large chunks of rocks floating in space. In Thunder Strike, they appear in Endless Mode, Activity Mode and Boss Mode.

## Mechanics

### Story Mode

Meteorites seem to exclusively appear in Morgan's boss battle in Stage 80 as well as one tutorial stage. No other appearances have been noted to date. The meteorites at this point are medium-sized and travel down the screen slowly, and may drop power-ups upon destruction if you are lucky. It has not been *deliberately* tested if the meteorites here are lethal.

### Endless Mode

In Endless Mode, medium-sized Meteorites can appear in a horizontal formation of 2-4 Meteorites, slowly moving down the length of the screen. They generally start appearing at random pass the 3rd boss that you destroy, usually with 2-3 waves in tow. Due to the progressive difficulty of this mode, meteorites start out as mere rocks and gradually turn into near-indestructible stone walls that will hinder your progress, much to the chagrin of many players.

All meteors in this mode are absolutely lethal and will destroy your ship upon contact, regardless of your armor value. The only exception is to equip Divine Shield or Placid Soul armour.

### Activity Mode

Meteorites in all sizes serve as the main adversary in all difficulties of the Meteorite Trap in Activity Mode. These Meteorites are the main contributions to your score and move at different speeds, hence one must be very cautious lest they crash into one. In addition, explosive meteorites (decorated with red veins) are introduced here that deal large AoE damage to other meteorites upon destruction. Again, all meteors here absolutely lethal to your ship regardless of the difficulty.

### Boss Mode

Meteorites only appear in the Hard Mode stages. They will yield power-ups upon destruction most of the time
Steel Series

## **Armour Skill (Steel Shield)**

No strategic thinking, no gimmicks. The reduction stays at a fixed 50% across all upgrade levels. With the presence of the latest armour classes, the Steel Shield will quickly become relegated in favour of other armour and their supporting properties.

## **Strategic Use**

This is your starting armour given by the game's tutorial. It will see relegation very quickly against new armours that you earn.

## **Utility**

**The Steel series is not involved in the God of War Fusions.**
Hyper EMP Railgun

## **Composition**

* Discharge Railgun
* Hyper EMP Cannon

Build upon the EMP Cannon unit, this wing plane is also unique to be the only one with both parts having Penetration traits. While it looks unimpressive at first, the wing plane has the intensive firepower from the Railgun, which really shows when the unit is overloaded.

## **Firepower**

   Similar to the EMP Cannon, it fires an energy bolt that pierces through enemy craft at a tiled crossfire angle. It doesn't do a lot of damage, but makes it up for its relatively high rate of fire.

Unlike the AP Missiles which slowly worm their way through enemies, the energy bolts will only slow down for a fraction of a second. Its dense support fire is not to be underestimated either.

### **Overload Effects**

* Fires energy bolts at an extremely fast rate that it becomes a wall of penetrating fire. The firing angle will also oscillate slightly with each energy bolt.

### **Advantages**

* Excellent support unit with good rate of fire and crossfire.

## **Weapon Compatibility**

In order to maximise how this wing plane deals damage, it needs a slight distance apart the enemy, to make full use of the energy bolt's length and crossfire range. As such, it works fairly well with any weapon configuration, especially if one is lacking rate of fire, penetration or focus fire.
Blitz Series

## **Firepower (Normal)**

Blitz fighters fire large projectile rounds that inflict burst damage. When the shots make contact, the entire row of projectiles is consumed with it.

As a basic and starter weapon, the Blitz has no special traits to its attack. It is initially useful to deal with the early stages of the game until the player begins to encounter missile barrages or plasma spheres, both of which hinders the performance of your fighter's shots - especially plasma spheres against your wide-ranged projectiles.

The Blitz loses effectiveness when dealing with a cluster of enemies, bearing in mind that it has to often clear the front ranks before the bullets can reach the rear. Because the salvo size increases with the rarity and level of the part, it can become increasingly difficult to accurately hit desired targets first. Granted, this gives Blitz focused firepower but is weak in the tactical aspect.

### **Power-Up Effect & Overload**

* Number and size of projectiles increase, increasing its width of attack.
* **Overload:** Projectiles reach maximum size and fire with greater intensity.

### **Advantages**

* Burst damage
* Wide projectile

### **Disadvantages**

* Has no penetration power
* Wide projectile

## **Utility**

**The Blitz series is not involved in the God of War fusions.**
Glacier Chief

## Composition

* Devil Blade
* X-Wing Glacier

## Firepower

The Glacier Chief is an extremely unique combination that is closer to a Phantom & Blade in attack style. The fighter shoots forth a broad beam of icy particles and upon contact with any object, ricohets off icy slashing bolts projecting outward from the point of impact. The beam itself deals damage just like the Phantom, which now greatly covers the gaping intervals of the previous Night Vanguard. This new method of attack also eliminates the troublesome positioning factor that helped maximise the Night Vanguard's damage capabilities, and overtakes it with a simplistic and effective attack method by projecting them out from the point of attack.

However, there is a slight quirk to the Glacier Chief, similar to its base component the X-Wing Glacier. Closing the distance to your enemy while attacking it increases the damage it deals by a fraction.

### **Overload Effects**

The beam widens a little with more frequent icy slashes.

### **Disadvantages**

* Unable to situationally inflict damage for handsfree runs, as it needs a contact point while firing ahead to disperse "slash" attacks. (not possible if there is a hole in enemy formation)
* Unusual positioning of the hitbox. Due to the past fighters having them somewhere near the middle, Glacier Chief's high positioned point at the nose is quite confusing to handle. The white color scheme makes it difficult to keep an eye on your hitbox as well.

## Weapon Compatibility

By comparison, the Glacier Chief's beam attack is far more potent than the Strike Fighter's by raw power and utility, but it suffers the same effects of obstruction against Plasma spheres and such. You can't actually rely on the slash attacks for significant damage so an outfit of penetrative weapons will help cover for this weakness.

Again this fighter utilises a close-range gimmick to improve damage, but it can be ignored in place of weaponry that will deliver stronger firepower (usually at long range).
The Dead-R

## Appearance

 Purgatory Mode | Stage 6, Boss 1
 Heroic Mode | Stage 5, Boss 1
 Activity Mode | Hunting Ground
 Team Stages | Gemini (17,18,19)

## Stage Mode - Gemini, Stage 18

 Bullet wall
 Plasma Spheres
 2x Laser Cannons

Players will experience their first extended mini-boss battle due to the deliberate design of this enemy. Its narrow profile including the obstructive nature of plasma spheres will hinder a lot of your non-piercing weapons. It also challenges the player's fear of laser cannons as it will fire quite frequently, causing the player to naturally leave attacking range out of panic - unless the player is brave and savvy enough to take advantage of the gap in between the beams.

## Stage Mode - Cancer, Stage 30

 Bullet wall
 Plasma Spheres
 4x Laser Cannons

This battle isn't any more difficult than the preceding one. Dead-R here has a little more firepower with no new attacks. However, players must be cautious of the very frequent use of plasma spheres against them. Also, note that the laser cannons will never fire while the bullet wall and plasma spheres are around, so there is little reason to be sniped down unless you erred in your positioning.
Game Modes

Thunder Strike features a variety of game modes to venture in.

 Heroic Mode | Stage Mode revisited, ramping up the difficulty with new gimmicks and a different power level range.

 Team Stage | Special mode only granted to those in a team. Grants various types of rewards, features a shop system and grants utility of the Nuclei system.
Non-Element Optic

## **Composition**

* Distortion Waveforce
* Oblivion Wave

This weapon comprises of the Waveforce's launcher with a new area attack property by Oblivion Wave.

## **Firepower**

Don't let the unassuming form of this weapon fool you. The Non-Element Optic, while dull looking with an even stranger name has some ridiculous firepower to boast. Using the same reflection property, two shots ricochets off the sides once and back to the center where they erupt into a series of expanding waveforms. The bigger the size of these waveforms if you power up your fighter.

Compared to the Viral Waveforce which attacks laterally as it propagates and leaves the scene, the Non-Optic Element generates a powerful damage-on-contact shockwave which lingers on for a longer duration, dealing very potent damage against static targets and even small sized enemy targets.

**Overload Effects**

Faster fire rate and larger field of attack.

**Advantages**

* High damage saturation
* Not affected by the "minimal range" dilemma by earlier weapons.

**Disadvantages**

* Slow weapon re-firing rate.
* Limited range, travels forward to about 60% of the screen.

## **Weapon Compatibility**

After various weapons and their picky performance with range, this weapon is like a breath of fresh air. Its slightly limited range is less of a problem since it unleashes its payload upon enemy contact, making it viable for short and long range combat configurations.
Phantom VII

## Appearances

 Purgatory Mode | No
 Activity Mode | Laser Maze
 Team Stages | Virgo (45,46,47)

## Characteristics

 **Weapon Types** | Bullets, Missiles, Laser Cannons

## Stage Mode - Virgo, Stage 46

 Laser Drones
 Scattering shots
 Spread fire
 Spiral gunfire
 Bullet Storm

The Phantom comes with a variety of weapons, especially some rather devastating laser drones that spawn at will. Care should be taken against this ship as the laser beams are fatal against players on par power. Most of the Phantom's weapons are slow projectiles, so players can keep focus on the presence of laser drones while evading gunfire.

## Stage Mode - Scorpio, Stage 58

 Bullet Storm
 Spread fire
 Missile Salvo

Without the presence of its Laser drones, the Phantom in this iteration is very much weaker by far. Combined with its dense but slow gunfire attacks, it poses very little threat to the evasive player. Despite covering a lot of space with its gunfire, wait it out and they will open up gaps for evasion soon enough.

## Trivia

* In certain modes of play, Phantom sometimes appears as "Phantom VII". Though, these two are the same ship regardless of the name.
Fodder planes

Fodder planes are very common and easily destroyed carriers found in every Star Field in Thunder Strike.

## Mechanics

### Appearances

Fodder planes appear in all Stage mode levels, more so in the first two constellations, in Endless Mode and Boss Mode, usually in groups of 3-5 planes.

### Drops

Fodder planes may yield weapon upgrades, overloads, quantum shields or energy refills when destroyed, but only if the entire group is destroyed. In Boss Mode, destroying any Fodder plane has a high chance of dropping weapon upgrades or energy refills.

### Other uses

Fodder planes can be seen as kamikazes when they fly in at the lower portion of the screen, obviously trying to run into the player. DO NOT UNDERESTIMATE THEM. Fodder planes may be destroyed quickly, but even so they still have a considerable amount of health, hence running into them will deduct their health points from yours. This tactic is craftily exploited by the Native Evolutional Species.