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The Wonderful 101 eGuide
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Contents

  • Essentials
    • Forward
      • Foreword
    • And on Another Day Like That One Day 20 Years Ago...
      • And on Another Day Like That One Day 20 Years Ago...
  • Primer
    • CENTINELS Basic Training Manual
      • CENTINELS Basic Training Manual
    • Items and Collectibles
      • Items and Collectibles
    • The Wonderful Mart
      • The Wonderful Mart
  • Training
    • CENTINELS Personnel Information
      • CENTINELS Personnel Information
    • Unite Morphs, Custom Blocks, and Skills
      • Unite Morphs, Custom Blocks, and Skills
    • Advanced Training and Tactics
      • Advanced Training and Tactics
    • The Wonderful 101 Scoring System
      • The Wonderful 101 Scoring System
  • Walkthrough
    • Prologue
      • Prologue
    • Operation 001: Blossom City Outskirts
      • Operation 001: Blossom City Outskirts
    • Operation 002: Blossom City Center
      • Operation 002: Blossom City Center
    • Operation 003: Strato Port—Stratospheric Airport
      • Operation 003: Strato Port—Stratospheric Airport
    • Operation 004: Neo Mu—Ocean Metropolis
      • Operation 004: Neo Mu—Ocean Metropolis
    • Operation 005: Mt. Ogretoe—Lost City of Lowrule
      • Operation 005: Mt. Ogretoe—Lost City of Lowrule
    • Operation 006: Gocken Island—Lost City of Kowrule
      • Operation 006: Gocken Island—Lost City of Kowrule
    • Operation 007: The Alien Vorkken Ohgee’s Internal Organs
      • Operation 007: The Alien Vorkken Ohgee’s Internal Organs
    • Operation 008: Blossom City—State of Emergency
      • Operation 008: Blossom City—State of Emergency
    • Operation 009: Exoatmosphere
      • Operation 009: Exoatmosphere
    • Epilogue
      • Epilogue
    • Operation 101
      • Operation 101
    • Wonderful Missions: Multiplayer Challenges
      • Wonderful Missions: Multiplayer Challenges
  • Enemies
    • The GEATHJERK Files
      • The GEATHJERK Files
  • Achievements & Appendices
    • Wonderful Secrets
      • Wonderful Secrets
    • Appendices
      • Appendices

The Wonderful 101 Guide › Walkthrough › Operation 009: Exoatmosphere

Operation 009: Exoatmosphere

Margarita has fallen, and humanity’s silver bullet, the Shirogane Comet, drifts lifeless and out of orbit. With almost nothing to stop them, the ludicrously massive GEATHJERK fleet descends upon the Earth.

The Wonderful One-Double-Oh isn’t out of the fight just yet. Platinum Robo is still at their side, and after awakening to a new level of power, the construct takes the heroes into space for one last battle. One last chance to save the world.

Operation 009-A

Mission 1

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 9:30 10:00 11:00 12:00 Very easy
Time 9:30 10:00 11:00 12:00 Easy
Time 9:30 10:00 11:00 12:00 Normal
Time 9:30 10:00 11:00 12:00 Hard
Time 9:30 10:00 11:00 12:00 101% Hard
Combo 18000 16000 14000 10000 Very easy
Combo 20000 18000 16000 12000 Easy
Combo 22000 20000 18000 14000 Normal
Combo 24000 22000 20000 16000 Hard
Combo 25000 23000 21000 17000 101% Hard
Damage 0 500 1000 2000 Very easy
Damage 0 500 1000 2000 Easy
Damage 0 500 1000 2000 Normal
Damage 0 500 1000 2000 Hard
Damage 0 500 1000 2000 101% Hard

Enemies Present (All Difficulties)

Shooter Segments: Cough-Foon, Tumeekey, Gunchew

On the Envan: Doora x2, Megang

After the opening cutscenes finish establishing the severity of the situation, Platinum Robo takes off and “borrows” a Cough-Foon to use as a weapon, and you’re thrust into high-speed shooting action. Study up on the control instructions provided by the game just before the fighting begins, and get ready!

From various points on the screen, formations of Cough-Foons and Tumeekeys will fly into view, firing energy bolts at Platinum Robo. Try not to sit directly in front of where the enemy flies onto the screen, as you may take unnecessary hits simply because you will not see them coming. Platinum Robo has two types of basic attacks: regular shots and homing shots. Firing homing shots consumes your Unite Gauge, and if it’s empty you’ll only be able to fire regular shots. Make them count by locking on to large numbers of enemies by guiding the target reticle over them with the Right Stick. Your firepower is further bolstered by the Virgin Victory, which will mimic your movements and fire regular and homing shots at your enemies.

Always keep an eye out for gold Cough-Foons: These will drop stars. You need to collect three of these to be able to fire the High-Powered Laser. The High-Powered Laser will demolish nearly anything it touches in a single hit, and even large and more protected targets will not last very long if the beam remains focused on them.

You can boost the power of your regular shots by collecting power-up boxes with the Platinum logo on them. This gives your regular shots a wider range, which makes hitting targets much easier.

After flying and fighting for a few minutes, an Envan intercepts Platinum Robo, restraining it and forcing the team to disembark and deal with the Envan personally. As you do, two Dooras will teleport in to fight you. Between the two Dooras that spawn in is GEATHJERK File No. 43. After you beat them, you’ll have to hammer away at the cracks on the Envan’s head. Make sure you don’t miss out on hammering a secret location to recover Wonderful Figure No. 88!

After hammering all of the cracks you can see, most of the Envan falls away, leaving its central core. A Megang teleports in to try and stop you. Once you defeat it, you’re prompted to smash a Unite Hammer into the center of the Envan to destroy it; then you must Wonder-Jump back to Platinum Robo to continue the shooting action.

The action intensifies during the second shooter section. Again, stay mobile and don’t linger in front of groups of enemies to minimize the chances of taking damage. You’re still being rated for Mission 1 at this point!

Eventually a Kaizor Diejeah makes an appearance. It is extremely vulnerable to homing shots, and you’re able to lock a shot onto every segment of its body provided you’ve got the meter to support it. Watch out for its fireballs and pour on the heat until you take it down.

Large constructs appear to be lined up vertically and horizontally in front of you as you leave behind the destroyed Kaizor Diejeah. Destroy these obstacles with homing shots. By this point you’re finally starting to reach the front lines of the GEATHJERK armada, with the Shirogane Comet growing larger by the second.

You’ll still be harassed by waves of Cough-Foon and Tumeekey, but you’ll also start to see large battle cruisers rushing at you from in front. These big ships can take a lot of punishment, but the High-Powered Laser can scrap ’em before they bring their big guns to bear on Platinum Robo. We do recommend holding on to your High-Powered Laser at this point, as eventually the Jerks send out a new weapon as you close in on your objective.

GEATHJERK Encounter: Gunchew

Sporting an odd design, the Gunchew is an unmanned space fighter that augments its combat capabilities with a swarm of smaller drones that orbit rapidly around it, overwhelming targets with a barrage of firepower. Though it is designated a fighter, its size is comparable to that of Platinum Robo itself!

Fighting Gunchew is all about avoiding being in front of it. Work the homing shots from safe angles, but keep up the regular shots, too, as destroying the smaller drones surrounding Gunchew restores your Unite Gauge. You’ll likely run out of energy to use homing shots with, so hopefully you’ve recovered as many power-ups as possible to juice up your guns, which will let you keep damaging the Gunchew in relative safety. The Gunchew will continuously summon replacement drones while unleashing fireballs in a variety of patterns, so you’re never free of their threat until the Gunchew is destroyed.

The Shirogane Comet awaits.

Mission 2

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 2:40 3:00 3:20 3:40 Very easy
Time 2:40 3:00 3:20 3:40 Easy
Time 2:40 3:00 3:20 3:40 Normal
Time 2:40 3:00 3:20 3:40 Hard
Time 2:40 3:00 3:20 3:40 101% Hard
Combo 2500 2000 1500 1000 Very easy
Combo 3500 3000 2500 2000 Easy
Combo 4500 4000 3500 3000 Normal
Combo 5000 4500 4000 3500 Hard
Combo 5500 4500 4000 3500 101% Hard
Damage 0 500 1000 2000 Very easy
Damage 0 500 1000 2000 Easy
Damage 0 500 1000 2000 Normal
Damage 0 500 1000 2000 Hard
Damage 0 500 1000 2000 101% Hard

Enemies Present (All Difficulties)

Dough-kun, Cough-Foon, Megang, Kaizor Diejeah, Kaizor Ohrowchee

If there is any mission that will ruin your Pure Platinum run of Operation 009-A, it is definitely this one. Taking place from an isometric perspective, you must guide Platinum Robo down a narrow trench, avoiding swarms of enemies that attack from in front and behind. Waves of fighters charge in from the front, while Megang formations roll in from behind. Cough-Foon present the most significant threat, as their beams are capable of causing heavy and continuous damage to Platinum Robo. 
You can go from full health to the continue screen in seconds if you remain in the line of fire. More problematic is your limited field of view, which makes it a challenge to properly position yourself safely from all various enemies’ attempted ramming attacks. It’s best to try and stay as centered in the trench as possible, making adjustments as the situation demands. If you start straying too much to the sides, you’ll be in position for a Cough-Foon to blast you or a Megang to ram you.

Most problematic is the size of Platinum Robo’s hit box. As a rule, even if an enemy or an attack looks like it’s going to just barely miss hitting PR’s head, don’t take the chance and maneuver farther away from the danger.

A Kaizor Diejeah marks the halfway point to this mission, running down the center of the trench while Megang swarm on the sides from behind you. A High-Powered Laser can make this short encounter much shorter and less stressful, but if possible we definitely recommend holding on to your High-Powered Laser shot for the final confrontation of the mission.

After several more sets of enemies follow the attack of the Kaizor Diejeah, a Kaizor Ohrowchee takes center stage. If you don’t have the High-Powered Laser available, prepare to work for this fight. Kaizor Ohrowchee will fire large spreads of fireballs that require you to fly an elaborate path around them, usually putting you in range of the monster’s spinning tail swipe. This is why conserving the High-Powered Laser is recommended! The faster this dragon is turned to scrap, the fewer chances it will have to ruin a Platinum run.

Mission 3

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 0:50 0:55 1:00 1:05 Very easy
Time 0:50 0:55 1:00 1:05 Easy
Time 0:50 0:55 1:00 1:05 Normal
Time 0:50 0:55 1:00 1:05 Hard
Time 0:50 0:55 1:00 1:05 101% Hard
Damage 39000 38000 37000 36000 Very easy
Damage 39000 38000 37000 36000 Easy
Damage 39000 38000 37000 36000 Normal
Damage 39000 38000 37000 36000 Hard
Damage 39000 38000 37000 36000 101% Hard

Enemies Present (All Difficulties)

GEATHJERK Invasion Armada

This is it. After fighting your way past the GEATHJERK forces defending the Shirogane Comet’s firing mechanism, it’s time to win this war. As soon as the weapon fires and you’re given control, your job is to sweep the stars of Jerks. The Platinum rank relies heavily on destroying the enemy forces as quickly as possible. Start on one side of the fleet and systematically work your way through it. Ships that might have slipped past your wrath will be indicated with arrows on the side of the screen. With the fleet destroyed, Earth has been saved!

GEATHJERK Encounter: GEATH-Wahksay

Or not. Earth is definitely not saved.

Operation 009-B

Picking up where Operation 009-A left off, the Virgin Victory and Platinum Robo blast off to strike at the GEATHJERK Federation’s ultimate ace in the hole. Retreat was never an option.

Mission 1

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 4:30 5:00 6:00 8:00 Very easy
Time 4:30 5:00 6:00 8:00 Easy
Time 4:00 4:30 5:30 7:00 Normal
Time 4:00 4:30 5:30 7:00 Hard
Time 4:00 4:30 5:30 7:00 101% Hard
Combo 16000 14000 12000 8000 Very easy
Combo 18000 16000 14000 10000 Easy
Combo 20000 18000 16000 12000 Normal
Combo 22000 20000 18000 14000 Hard
Combo 24000 22000 20000 16000 101% Hard
Damage 0 500 1000 2000 Very easy
Damage 0 500 1000 2000 Easy
Damage 0 500 1000 2000 Normal
Damage 0 500 1000 2000 Hard
Damage 0 500 1000 2000 101% Hard

Enemies Present (All Difficulties)

Cough-Foon, Tumeekey

Expect more swarms of Cough-Foon and Tumeekey to strike here, with GEATHJERK battle cruisers sweeping in from the sides of the flight corridor. The Jerks are also deploying laser mines that obstruct your route with energy beams stretched between two emitters. Lock on to these for homing shots or destroy them with regular shots, contributing to your score. There are significantly more enemies as you get closer to the GEATH-Wahksay, so sweep the lock-on reticle across the screen as much as possible to find and destroy targets.

After breaking through the heavy enemy defenses, you’re attacked by a trio of Giga-Goojin, all of whom are configured for long-range combat. That would be a mistake on their behalf. Keep weaving around their attacks, landing homing shots and regular shots every time the opportunity arises. Bringing this elite squadron down completes the first mission.

Mission 2

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 5:00 6:00 7:00 8:00 Very easy
Time 5:00 6:00 7:00 8:00 Easy
Time 5:00 6:00 7:00 8:00 Normal
Time 5:00 6:00 7:00 8:00 Hard
Time 5:00 6:00 7:00 8:00 101% Hard
Combo 2000 1500 1000 500 Very easy
Combo 3000 2500 2000 1500 Easy
Combo 4000 3000 2000 1000 Normal
Combo 5000 4000 3000 2000 Hard
Combo 6000 7000 6000 5000 101% Hard
Damage 0 500 1000 2000 Very easy
Damage 0 500 1000 2000 Easy
Damage 0 500 1000 2000 Normal
Damage 0 1000 2000 4000 Hard
Damage 0 1000 2000 4000 101% Hard

Enemies Present (All Difficulties)

Gah-Goojin, Vaaiki

[1] Shortly after landing on the deck of one of GEATHJERK’s cruisers, you can immediately collect a Platinum Coin right next to your starting position. Afterward, move forward while collecting all of the Wonderful Batteries in the area until you reach a sealed door. This will trigger a swarm of Gah-Goojin to come pouring out from smaller hangars flanking the big door. Knock these foes out with Platinum Robo’s punches and kicks to be able to transfer a member of your team to these combat mechs. With your army partially restored, you regain full access to all of your Unite Morph abilities! Now you can pound through the sealed door to reach the area beyond.

Note

After you advance to the next part of this zone, blue and red supply boxes will appear in the first section. They contain Wonderful Figure No. 19 and a Platinum Coin. Additionally, once Mission 2 is complete, you can return back to the first section to find a Kahkoo-regah portal.

[2] Just beyond the door is a yellow supply box with Wonderful Figure No. 84. You can also circle a Wonder-Liner around the eye-shaped symbol on the ground in front of the door for GEATHJERK File No. 35. More Gah-Goojin swarm from hangars flanking a second sealed door. Once you’ve commandeered these mechs to your cause, a Vaaiki teleports into the area, ready for a fight. Once it’s out of commission, you can destroy the second sealed door to move onward.

Note

Pink and red supply boxes will appear in the second section after you enter the third section. They contain a Hero Heart Fragment and Wonderful File No. 21. Don’t forget—once Mission 2 is complete, you can return back to the first section to find a Kahkoo-regah portal to reach Secret Mission 3.

[3] A third sealed door stands between you and your goal. Once again, a swarm of Gah-Goojin will rush your team. Once you’ve added these new recruits, you should have a 100 mech team. Two Vaaiki join the brawl shortly after you’ve dealt with the Gah-Goojin. This completes Mission 2! Now go back, collect any items you’ve missed, and return to where you started this excursion. You find a Kahkoo-regah portal.

Secret Mission 3

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 11:00 11:30 12:00 12:30 Normal
Time 11:00 11:30 12:00 12:30 Hard
Time 11:00 11:30 12:00 12:30 101% Hard
Combo 9000 10000 11000 12000 Normal
Combo 9000 10000 11000 12000 Hard
Combo 9000 10000 11000 12000 101% Hard
Damage 0 1 2 3 Normal
Damage 0 1 2 3 Hard
Damage 0 1 2 3 101% Hard

Enemies Present (Normal)

Die-Rixen

Enemies Present (Hard–101% Hard)

Die-Rixen, Kuzzler x3, You-Hough

Rewards for Completion

Normal Mode: Figure No. 100 Wonder-Antenna

Hard Mode: Figure No. 93 Wonder-Fixit

101% Mode: Figure No. 118 Platinum Robo

You start this mission with 50 teammates and a large Die-Rixen staring right at you. There are enough civilians in the arena to boost you up to a team of 100 heroes, though collecting them all in time can be tough thanks to the Die-Rixen’s artillery fire and its ability to suddenly dash across the arena and run over whole crowds of civilians.

Realistically, you don’t actually need the extra manpower. Concentrate on avoiding artillery and firing back any cannonballs the Die-Rixen fire using Unite Gun or Whip to stun it. Then climb up to its main turret, pry it open with Unite Claw, and go berserk on its weak point.

Hard and 101% Hard Mode

Secret Mission 3 on Hard or 101% Hard will likely be the source of more completely ruined Pure Platinum runs than just about any mission in the game. You start off with the same 50-man team standing in front of a Die-Rixen. However, three Kuzzler have joined the show and the Die-Rixen has learned the ability to summon groups of You-Hough to the battle.

This fight is all about threat management. Your first job is to TRY to get your team up to 100 heroes. There’s significantly more enemy fire to be concerned with, which can put a wrench in your plans. But that alone is not as bad as the possibility of having the Kuzzler chain their anti-Unite fields back to back, which more or less completely ruins your offensive capability. Team Attacks can stun one, but if another anti-Unite field appears (and it probably will), your offense is still more or less toothless. Take advantage of any opportunity to stun a Kuzzler, wrap it in a Wonder-Liner for a throw, or have your teammates throw their cannonballs back at them. You’re going to spend a large portion of this fight on the run until you neutralize the three Kuzzler.

The other option is to use well-timed Unite Bombs to slow the Kuzzler down while you close in to deal big damage. Easier said than done, of course.

With the Kuzzler gone, the Die-Rixen will not present a significantly greater threat than it did on the lower difficulty modes. The You-Houghs can be annoying but are still fairly easy to manage. It’s possible to do this mission without collecting any extra civilians, but the trade-off here is that your Unite Morphs will not be nearly as effective against the enemy.

With everything on the ship collected or beaten into submission and recruitment, punch your way through the final door to continue your journey.

Mission 4

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 5:00 5:30 6:00 6:30 Very easy
Time 5:00 5:30 6:00 6:30 Easy
Time 5:00 5:30 6:00 6:30 Normal
Time 5:00 5:30 6:00 6:30 Hard
Time 5:00 5:30 6:00 6:30 101% Hard
Combo 5000 4000 3000 2000 Very easy
Combo 6000 5000 4000 3000 Easy
Combo 7000 6000 5000 4000 Normal
Combo 8000 7000 6000 5000 Hard
Combo 9000 8000 7000 6000 101% Hard
Damage 0 500 1000 2000 Very easy
Damage 0 500 1000 2000 Easy
Damage 0 500 1000 2000 Normal
Damage 0 500 1000 2000 Hard
Damage 0 500 1000 2000 101% Hard

Enemies Present (All Difficulties)

Gah-Goojin and Wallgah-Goojin

A series of shield bulkheads begin to seal up part of your flight path, and no matter how hard you try, the robots you’ve commandeered for your team will be destroyed bit by bit as you pass through the increasingly smaller gaps in the shields. At one point you must hold open a shield long enough for the Virgin Victory to pass through, an event that can be failed, sending you back to the start of this section.

It becomes apparent that the Virgin Victory isn’t going to make it through the next set of defenses, so you are forced to abandon the ship with Unite Glider. Dozens of Gah-Goojin fly directly at you, and they must be avoided!

The sudden ambush from a Wallgah-Goojin looks to be the end of our heroes, but then Chewgi and the rest of the Guyzoch appear, countering the attack with Unify Naginata. Now you can fly with near impunity, reflecting missiles from the Wallgah-Goojins or destroying any Gah-Goojin that come close.

And yet the danger only continues to multiply, as in the distance, walls of laser nets begin to appear between you and your destination. Vorkken suddenly flies into place and sets up the Unify Boomerang ability! Turning the entire team into a blade of whirling destruction, you can fly through the enemies and their attacks with no worries. However, you must still take care to avoid the laser netting as much as possible. Survive this final frantic sequence to land on the GEATH-Wahksay!

Mission 5

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 3:30 4:00 4:30 5:00 Very easy
Time 3:30 4:00 4:30 5:00 Easy
Time 3:30 4:00 4:30 5:00 Normal
Time 3:30 4:00 4:30 5:00 Hard
Time 3:30 4:00 4:30 5:00 101% Hard
Combo 1500 1200 900 300 Very easy
Combo 1800 1400 1000 400 Easy
Combo 2000 1500 1000 500 Normal
Combo 2500 2000 1500 1000 Hard
Combo 3000 2500 2000 1500 101% Hard
Damage 0 500 1000 2000 Very easy
Damage 0 500 1000 2000 Easy
Damage 0 500 1000 2000 Normal
Damage 0 1000 2000 4000 Hard
Damage 0 1000 2000 4000 101% Hard

Enemies Present (All Difficulties)

Notoriyeah x3

The moment you land on GEATH-Wahksay, you’re surrounded on all sides by Notoriyeah reactors, all of which are capable of firing unreflectable lasers that sweep across the entire battlefield. More annoyingly, the reactors can deploy anti-Unite fields that can interfere greatly with your offensive. Vorkken’s Unify Boomerang is extremely effective at hitting the reactors from afar. You can stand in the center of the arena, allowing the lasers to pass overhead, while you throw the largest Unify Boomerangs you can at the reactors. Hero Sense and Hero Time once again have a lot of value at helping you avoid taking damage.

However, before you destroy the three reactors, you have some collecting to do. Get it out of the way before you start the fight.

First, circle a Wonder-Liner around the circular design at the very center of the arena, between all three reactors, to locate Wonderful Figure No. 33.

Next, create the largest Unite Hammer possible. With 200 heroes involved in its creation, the Unite Hammer is absurd in size and power. More importantly, a single swing against the ground will cause a shock wave that will trigger every hammerable spot in the arena. Sure, you could go to each one of the six nubs sticking out of the hull that surround each reactor and hammer them all individually, but that’s just too slow. This method will allow you to uncover the following items all at once: Wonderful File No. 22, Wonderful Figure No. 14, and a Platinum Coin. Every other hammer point in the area has a Wonderful Battery or some sort of useful food item.

Finally, near the western reactor [4] is a black supply box that holds another Platinum Coin. Just south of it is the hero Wonder-Astronaut. With the place cleaned out of collectibles, finish off the reactors to complete Mission 5.

[5] A section of the fortress’s hull collapses, dropping the heroes deep inside, with apparently no way to escape. Technically this is where the level ends, but DON’T walk toward the device Wonder-Pink points out just yet! First, use another full-strength Unite Hammer to hit the ground where you land to trigger the four hammer spots on this platform, one of them holding the last Platinum Coin.

Next, you might notice a statue floating on a raised ledge behind you. That would be Wonderful Figure No. 81. You can also trace the D shape near the statue to trigger the appearance of a Kahkoo-regah portal.

Secret Mission 6

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 0:45 0:50 0:55 1:00 Very easy
Time 0:45 0:50 0:55 1:00 Easy
Time 1:25 1:26 1:27 1:28 Normal
Time 1:25 1:26 1:27 1:28 Hard
Time 1:25 1:26 1:27 1:28 101% Hard
Combo 4000 3000 2000 1000 Very easy
Combo 5000 4000 3000 2000 Easy
Combo 1200 1000 800 600 Normal
Combo 1200 1000 800 600 Hard
Combo 1200 1000 800 600 101% Hard
Damage 0 1 2 3 Very easy
Damage 0 1 2 3 Easy
Damage 0 1 2 3 Normal
Damage 0 1 2 3 Hard
Damage 0 1 2 3 101% Hard

Enemies Present (Very Easy–Normal)

Dough-Goo

Enemies Present (Hard–101% Hard)

Dough-Goo, Diedough-goo

Rewards for Completion

Normal Mode: Figure No. 78 Wonder-Bulb

Hard Mode: Figure No. 68 Wonder-Vender

101% Mode: Figure No. 116 Wonder-Captain

In one minute, you must destroy 100 Dough-Goo. It sounds easy, but to make the time, you should not use Unite Bomb, as it takes too long to kill the enemies. Unite Sword’s naturally broad swings and long-range Wonderful Stinger attack make it perfect for striking multiple targets and chasing stragglers down.

Hard and 101% Hard Mode

Things are made complicated by the addition of a Diedough-Goo, on top of all the Dough-Goo that you must slay. You do get an extra 30 seconds on the clock, so that can help. As soon as the Diedough-Goo appears, Unite Bomb it solely to set up a stun, then juggle it for the kill. If you work fast enough, you will have plenty of time to spare for hunting down the Dough-Goo.

With the Kahkoo-regah portal and all the collectibles in this area complete, attempt to cross the bridge to rendezvous with a Wonderful Mart and bring this part of the operation to a close.

Operation 009-C

Now at the core of the GEATH-Wahksay, and with no apparent hope for escape, our heroes prepare to bravely face their true nemesis. The fiercest opponent, the greatest Jerk of them all, awaits the reckoning of justice.

Medal Requirements

Element Platinum Gold Silver Bronze Difficulty
Time 6:00 9:00 11:00 13:00 Very easy
Time 6:00 9:00 11:00 13:00 Easy
Time 6:00 9:00 11:00 13:00 Normal
Time 11:00 13:00 15:00 17:00 Hard
Time 11:00 13:00 15:00 17:00 101% Hard
Combo 40000 35000 30000 25000 Very easy
Combo 45000 40000 35000 30000 Easy
Combo 50000 45000 40000 35000 Normal
Combo 50000 45000 40000 35000 Hard
Combo 50000 45000 40000 35000 101% Hard
Damage 0 4000 8000 12000 Very easy
Damage 0 4000 8000 12000 Easy
Damage 0 4000 8000 12000 Normal
Damage 0 4000 8000 12000 Hard
Damage 0 4000 8000 12000 101% Hard

Enemies Present (All Difficulties)

Jergingha (All Forms)

Operation 009-C opens up where the previous section left off. You can walk straight forward to initiate the final boss battle. Don’t do this right away if this is your first time here! Instead, double-jump away from your platform toward the main arena, but guide yourself back to the bridge. Your entire team must be off the ground and technically over the dividing line between platforms. This will trigger the appearance of a white supply box near where the Wonderful Mart once stood. Inside it is GEATHJERK File No. 34. Now proceed onward to meet your destiny, along with the dramatic reveals that come with it.

Phase One

GEATHJERK Encounter: Jergingha (Activated Mode)

The mind that controls the GEATH-Wahksay, and supreme overlord of the GEATHJERK Federation, Jergingha intends to crash the entire machine world directly into the Earth, ensuring the complete annihilation of mankind and a Pyrrhic victory for the Jerks. However, this mastermind refuses to leave anything to chance and has taken up arms to be certain that the Wonderful 100 will not be able to interfere.

Jergingha summons a set of tentacles to try and crush the heroes before the fight can get started. Counter this with a Wonder-Punch. With the preemptive attack blocked, Wonder-Red orders the team into Unlimited Form, one last time.

Your target throughout this fight is the large blue orb at Jergingha’s base. However, your first order of business should be to eliminate the tentacles defending Jergingha. There are six ports that tentacles will deploy from surrounding the arena, with an arsenal that mirrors what you saw the Ohdarko capable of wielding. Unfortunately for these tentacles and the blue orb, a 200-hero Unite Hand utterly wrecks them, even on 101% Hard (though you’ll have to land more hits on that difficulty to be sure). Of course, you may not have the Unite Gauge to always be able to summon such destructive power, particularly if you’re low on Wonderful Cake’s To Go. You can counter the following tentacles attacks with specific Unite Morphs:

  • Laser Tentacles: Reflect with Unite Sword
  • Chainsaw Tentacles: Wonder-White will signal to counter with Unite Claw
  • Electroshock Tentacle: Absorb shock with Unite Sword
  • Ohrowchee Tentacle Flamethrower: Absorb with Unite Hand
  • Ohrowchee Tentacle Jelly Bomb: Slice jelly bombs with Unite Sword

It is simply faster to destroy the tentacles with a full-powered Unite Hand, but at the least you do have options should a tentacle start attacking. With the defenses wiped out temporarily, focus your efforts on destroying the blue orb at Jergingha’s base.

It’s not enough to destroy one blue orb; you need to access the others currently being protected by the armor at Jergingha’s base. To access them, you must fall back to the opposite side of the arena and pry open an access hatch with Unite Claw, then use Unite Hand on the valve there to twist Jergingha’s base enough to reveal another blue orb, which you must then destroy. Note that the access hatch over the valve will close after a short period of time, ensuring that you’ll have to repeat this process multiple times to destroy all the blue orbs.

Throughout all this, more tentacles will try to show up and stop you, focusing primarily on defending Jergingha or the valve. Again, it is highly recommended that you put down these threats immediately. The longer they’re allowed to stick around, the more troublesome they can become as the fight progresses.

Once you destroy all of the orbs, Jergingha is exposed to your wrath. The camera view changes to face the brain head-on. While you continue to pummel Jergingha, more tentacles will continuously attack from the two closest ports, and the brain will fire a powerful eye laser that you can reflect with Unite Sword. For this section of Phase One, we do recommend sticking to the Unite Sword, just to be ready to handle the laser when it inevitably comes.

After beating the remaining health out of Jergingha, an artillery barrage takes out the floor beneath you, sending the fight down to a lower level. On the way down, you’ll collect a Hero Heart Fragment. Jergingha will begin a lengthy round of taunting and exposition while you hold off waves of enemies: two Diedough-Goo, followed by two Dahkarts, then a Megang, and lastly a Hah-Gonay. If you can get through all of these enemies before the plot bombs from Jergingha stop falling, you’ll earn a tidy little O-Parts bonus, and another round of enemies will begin to spawn in, starting once again with two Diedough-Goo. However, once the conversation ends, the next phase of the battle begins.

Phase Two

GEATHJERK Encounter: Wonder-Jergingha

Using technology from beyond this time period, Jergingha dons a Wonder-Mask of his own and gains powers that replicate those of the Wonderful One-Double-Oh. The destructive potential of such a twisted fusion of justice and evil cannot be measured by any scale!

Wonder-Jergingha has three parts of his “body” that have individual health meters: the mask, left hand, and right hand. The basic premise of this fight is to use whatever means are at your disposal to drain the health of one of these parts, which will cause a stun, causing Jergingha to collapse to the platform and giving you precious seconds to do real damage to the brain before he recovers. The damage you do to his individual parts does not count as damage to the brain itself and will be reset after recovering from a stun.

Wonder-Jergingha has multiple attack modes that you will have to deal with, and you’ll definitely be seeing them multiple times before you deal enough damage to put an end to the fight.

Fists

Wonder-Jergingha starts off in Fists mode. He will alternate between repeated straight punches at the platform, a single fist pound, or a left or right hook. The fist pound and the hook punches can be blocked with Unite Guts consisting of over 100 heroes; you should ALWAYS try to use this. It will cause a temporary stun that lets you get in good damage on that particular limb. However, the straight punches directly at the platform (preceded by a red energy field appearing where he’s going to strike) do not respect Unite Guts at all, so get out of the way. However, after several straight punches, one of his fists will get stuck in the platform, giving you a chance to pile on some damage.

While in Fists mode, Wonder-Jergingha can summon a small singularity that will pull randomly chosen members of your team inside. To free them, you must attack the singularity until it collapses.

Ball and Chain

A somewhat limited attack mode, the Ball and Chain is still very dangerous. After a short windup, Wonder-Jergingha will strike the platform multiple times. On the final strike, the ball becomes stuck in the ground. This is your chance to use Unite Whip to tear the ball free from the ground. You can then throw it back at Wonder-Jergingha for heavy damage, potentially causing him to collapse and expose his brain.

Claws

Using a massive replica of Unite Claw, Wonder-Jergingha will violate who knows how many laws of physics to carve open a portal to an alternate dimension, jumping inside the newly created rift. This rift will circle around the arena, and occasionally a claw will lash out from it. You can put a very swift end to this attack by countering with Unite Claw. Pry open the rift with some button mashing and reach inside. You yank Wonder-Jergingha out, completely stunning him and exposing his brain to direct assault. Always try to counter Wonder-Jergingha’s claws!

Guns

Floating well outside of traditional melee range, Wonder-Jergingha will summon a pair of rapid-fire hand howitzers to barrage the arena. Fortunately, you can reflect these shells with Unite Guts.

Swords

Wonder-Jergingha can pull out a series of swords to initiate two types of attacks. The first is a series of rotating slashes that can be dodged with Unite Spring (Hero Time once again proves to be an amazing Custom Block). The second is to pull back from the platform and charge up a lethal electric shock. Fortunately, the shock can’t do anything but enhance your Unite Sword.

Bomb

Wonder-Jergingha has his own Unite Bomb that can cover the entire platform, deal heavy damage, and slow you down considerably. This can be flung back into his face with a well-timed Unite Guts.

Hammer

Summoning a massive hammer, Wonder-Jergingha can strike the platform and cause three sets of shock waves to erupt in flames in a line from the impact point. Counter this with Unite Guts if you can.

On top of all this, Wonder-Jergingha is still capable of firing a high-powered laser. This can still be reflected by Unite Sword, but you have very little time to set up for it once Wonder-Jergingha starts prepping for the shot.

Once you drain all of Wonder-Jergingha’s health, you’re prompted to set up the grand finale with a Wonder-Punch.

But it’s not enough...

But after a display of courage from Luka, you get a chance to try once again, this time with theme music! Get punched in the FACE, alien scum—

Oh. Bugger.

After a mysterious force intervenes on your behalf, and the Virgin Victory makes a grand entrance, your team must be gathered from all around the arena. You have 30 seconds to pull this off!

With the team gathered, and the Virgin Victory charging up its main gun, form Unite Hand one last time, and win. Finally. Geez.

Phase Three

A victory is not complete if you’re not alive afterward to celebrate it. The Virgin Victory must now retreat through the bowels of the exploding machine world, and you must guide it around the laser traps that are in place to stop you. Occasionally, the action slows down, giving you a chance to lock missiles onto any stray debris or laser emitters to destroy them. You have to make these shots or the ship will take damage.

At some point during the chase, an Envan will appear on the scene, charging up its tentacles for vicious melee strikes on the aft of the Virgin Victory; all the while you are still trying to evade laser traps. Eventually, despite your best efforts, the Envan will grab a hold of the ship.

But suddenly Vorkken’s ship, the Meizerr, joins the action. Freeing the Virgin Victory from the Envan with a decisive cut-and-take attack, it joins the Virgin Victory on the last leg of this journey. You now control the Virgin Victory with the Left Stick and the Meizerr with the Right Stick. Guide the two ships around the laser traps, shooting down targets as they appear with homing missiles. Both craft have their own health bars to be concerned with, and the Virgin Victory doesn’t get repaired at any point during this escape. You only need to keep it together for a few more seconds!

Phase Four

GEATHJERK Encounter: Jergingha (Planet Destruction Form)

When Jergingha absolutely must destroy the planet right in front of him, he uses this final form. Designed as a last-ditch countermeasure to the growing power of humanity in the event that the GEATHJERK Armada would not be enough to finish the job, this is Jerk technology at its brutal finest. Bristling with all the combat power that Jerk-matter drives could possibly manage, it would take a miracle, 101 of them, to be exact, to stop this personification of vendetta.

Wow that thing is really, really big.

After the dramatic reveal of Jergingha’s final form, the team returns to the Platinum Robo to begin the final, final duel. You must fight your way through a series of barriers, but you can’t do that without Unite Morphs. Beat down the incoming Gah-Goojins to get your teammates to pilot them, and use your ever increasing power to Unite Hand through the shields Jergingha has placed. Every shield can be broken once you reach a certain number of allies. If you can’t punch through a shield, Jergingha will eventually send more Gah-Goojins for you to capture. However, while you’re still a distance away, he will use a variety of attacks to try and stop you.

Artillery barrages will rain onto the battlefield on a regular basis. Evade them, or block them with a Unite Hammer.

Finger lasers will rake across the area toward you. Irrelevant. Reflect them with Unite Sword.

As you get closer to Jergingha, he will start firing spiked mines onto the playing field. Unite Whip or Gun them at the shield.

With all the shield barriers down, you can start dealing damage directly to Jergingha. Flinging back bombs, or reflecting finger lasers are both valid tactics, but it is faster just to make the biggest Unite Sword or Unite Whip you can and use them to strike directly.

Even after you take out all of Jergingha’s health, he’s far from done, unleashing an absurdly massive barrage of missiles. Counter this with Unite Bomb and Wonder-Punch!

Phase Five

The battle changes once again. You now can fly around Jergingha, similar to how you fought the Vaaiki inside Vorkken’s body, evading his attacks while countering with your own. The initial targets are the glowing cores on his forearms and legs. While Unite Hand is indeed harder hitting, Unite Whip or Unite Sword are better choices simply due to their potential range, making it easier to hit your target, especially Unite Sword’s wide horizontal swings.

As you fly near his arms and legs, you can expect Jergingha to try punching and kicking you. These attacks can be stopped with Unite Guts.

Swarms of purple meteors will also fall from above. Unite Guts can also take care of these. As a bonus, you can restore a lot of health if you have Healing Guts as an active Custom Block.

Jergingha will periodically emit an omnidirectional shock-wave attack. You can escape this by flying in between shock waves.

Occasionally, Jergingha will teleport a long distance away to grab a huge meteor to throw at you. Evade or block this with Unite Guts.

Once you destroy the first four cores, a fifth appears on Jergingha’s head, and he rushes in, committed exclusively to close-range combat. You can Unite Guts his punches, but try and steer clear of the green energy bombs fired from his forehead. Now that Jergingha is so close, Unite Hand becomes a very good morph to rely on just for the sheer damage output. It does put you in prime range for the energy bombs, though, and those can’t be stopped with Unite Guts.

After you destroy the final crystal, an amazing cutscene plays out, one that we refuse to spoil even a tiny bit but that culminates in the use of the special attack Unite Ultra Platinum. Follow the prompt onscreen to unleash this wonderful power.

And even THAT is not enough! As the stakes continue to rise, you’re given one last symbol to draw on your GamePad.

You have only one final task: protect Earth. Mash that A button as hard and as fast as you can, and complete Operation 009!

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