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The Wonderful 101 eGuide Walkthrough Operation 101

Operation 101

Representing the greatest test of your skills, Operation 101 becomes available after you have found all the Kahkoo-regah portals and have beaten the game at least once on the Normal difficulty. Divided into six parts, Operation 101 begins with refresher battles that repeat the conditions found in Kahkoo-regah portals discovered earlier in the game. After Part 3, though, you’ll be up against a variety of challenging new scenarios designed to test your skills, culminating in one last duel against Prince Vorkken.

Operation 101 only ends when you slog your way through all 31 battles found across all six parts of the mission. It’s as much a challenge of your reflexes and skill as it is an endurance match. A full run-through can average out to be roughly an hour of playtime at least. For players interested in scoring the Pure Platinum ranking, that means an hour (or more!) of near-constant combat against a wide variety of enemies, and you can’t allow yourself to take a single hit.

As with the Kahkoo-regah portals found in the Story missions, certain missions in Operation 101 present additional restrictions to players that you must work around. For example, you could have a hard limit to how many Unite Morphs you can use, you could start with few heroes on your team, or there could be a hard time limit on clearing all enemies from the room or you fail that section. You may even have to face multiple variables all at once.

Fortunately, you can stack the deck somewhat in your favor. Any Custom Blocks you have earned throughout the game can be used throughout the Operation. Obviously useful Custom Blocks are Hero Time and Hero Sense, but by the time you finish the game even once, you should have the majority of the Custom Blocks in the game at your disposal. Feel free to switch blocks in and out, depending on what you feel comfortable using against the enemies you face!

Part 1

Medal Requirements

Element Platinum Gold Silver Bronze
Time 7:30 8:00 9:00 11:00
Combo 15000 12000 8000 6000
Damage 0 500 1000 2000

Mission 1

Enemies Present

Chew Dough-Goo, Dough Goo

A simple start to a long war. Using only Wonder-Red, destroy your opposition. Remember, without allies, you don’t have nearly as many offensive and defensive options.

Mission 2

Enemies Present

Wave 1: Dough-Goo x10, Chew Dough-Goo

Wave 2: Chew Dough-Goo x3, Dough-Goo

You have two minutes to wipe out both waves of enemies. We recommend hitting the first wave with a Unite Bomb the moment it appears, just to knock the ten Dough-Goo out immediately. The second wave can be somewhat problematic, as the three Chew Dough-Goo can and will summon Dough-Goo in great numbers if they’re allowed to live long enough, which drags out the fight.

Mission 3

Enemies Present

Wave 1: Hoedown x2

Wave 2: Diedough-Goo

With only 14 people on your team, don’t expect your Unite Morphs to be the primary focus of this mission. Use the cannons strewn about the arena, specifically the green ones. These fire cannonballs that can break the Hoedowns’ shields and make short work of them. Use the same tactics on the Diedough-Goo that follows them. As with the previous mission, you have two minutes to get the job done.

Mission 4

Enemies Present

Wave 1: Dough-Goo x15

Wave 2: Chew Dough-Goo x3

You start with a small force, but by using a GEATHJERK Remote that the first wave of Dough-Goo appear around, you can significantly boost your group. The Wonderful Toilets around the arena have more GEATHJERK Remotes for you to use. We recommend recruiting the Dough-Goo that the second wave of Chew Dough-Goo will summon almost immediately, then destroying them.

Mission 5

Enemies Present

Dough-Goo x9, Gehdown x2

The game tries to fool you into using the beam cannons lying around the arena. There’s no point to doing this; the Dough-Goo and the Gehdowns can easily interrupt your shots. Open the battle immediately with the largest Unite Whip you can summon, in order to rip apart the two Gehdowns’ armor. If you’re fast, you can stun both units side by side, and with Unite Sword you might be able to juggle both Gehdown to death at the same time.

Mission 6

Enemies Present

Nyerk x2

Unite Sword immediately, reflect the Nyerk lasers when fired, and keep to a safe distance so it can’t absorb you. It’d be an embarrassing way to end the first part of Operation 101.

Part 2

Medal Requirements

Element Platinum Gold Silver Bronze
Time 16:00 17:00 19:00 21:00
Combo 35000 30000 25000 20000
Damage 0 1000 2000 4000

Mission 7

Enemies Present

Hah-Gonay x3

This is where most No Damage runs come to an unceremonious end. The three Hah-Gonay have a wide variety of abilities to leverage against you, many of which ignore Unite Guts or are difficult to counter with Unite Guts. Consider having the Hero Time and the Hero Sense Custom Blocks equipped. It it possible to try and control all three Hah-Gonay with Unite Bombs while you also go to work with Unite Claw, but it is not a particularly easy thing to pull off.

Mission 8

Enemies Present

Wave 1: Doora x2, You-Hough x6

Wave 2: Doora x2

Killing the six You-Houghs early will cause the second wave of Dooras to show up, and while four Dooras at once is not completely unmanageable, it is a lot harder to deal with without taking damage. Open the fight up with a Unite Bomb large enough to catch both Dooras as soon as they spawn in. Stun one with Team Attacks while applying smaller Unite Bombs if necessary. Once it’s stunned, combo it with juggles. Repeat the process with the second Doora, then destroy the You-Houghs.

Alternatively, if you can get both Dooras in both waves close to each other, you can repeatedly drop Unite Bombs at their feet while you Unite Drill Spring through them both. If you have the Dodge Mine Custom Block set up, you’ll leave a mine at their feet with every Unite Drill Spring you execute. This method is relatively safe if you can maintain the Unite Bomb effect on both Dooras AND have them run into the multiple mines you’re setting up. It is time-consuming, though.

Mission 9

Enemies Present

Kuzzler, Hoedown x2

You can only use one Unite Morph for this mission. Fortunately, the Kuzzler and the Hoedown both provide the means to take them down. Unite Guts the Hoedowns’ cannon shots back at them to break their shields, and eventually them. You can also do the same to the Kuzzler’s missiles and the cannonballs it creates. However, you can wrap a Wonder-Liner around the explosives it leaves behind and throw them right back at the nearest target.

There’s no reason to use a Unite Morph attack during this mission. Play smart and play defensively.

Mission 10

Enemies Present

Tumeekey

With constant applications of small Unite Bombs, you can hit the Tumeekey even during its shielded spin attack. The Attack Liner ability purchased from the Wonderful Mart can also let you deal constant damage while the Tumeekey is slowed before you even use a Unite Morph ability to attack it. It is also possible to stun the Tumeekey with Team Attacks, which will make it easier to shatter the base form and go to work on the individual blocks of the Tumeekey.

Mission 11

Enemies Present

Wave 1: Vaaiki, Dahkarts (Self-Replicated) x8

Wave 2: Dahkarts (Self-Replicated) x6

With only 11 Wonderful Ones on your team and with Unite Hammer being the only Unite Morph attack at your disposal, you’ve got your work cut out for you. You can destroy the Dahkarts (Self-Replicated) with a single hammer swing, but the Vaaiki will aggressively contest your existence with its various melee attacks and, more dangerously, its tail laser that you have no way to counter. Hero Time and Hero Sense are both valuable here, though the latter tends to drain your Unite Gauge very quickly, and you’ve got no way to quickly restore that here. Still, you need to stay ahead of the Vaaiki’s laser, and this is the most reliable way to do so.

Fortunately, buried throughout the arena are hidden weapons, such as the Ankho’s chainsword and the Dahkarts Tail. If you have the Treasure Sensor installed in P-Star, he’ll be pinging anytime you get close to an item you can hammer out of the ground. Don’t try to use the Unite Hammer alone against the Vaaiki; it’s too slow compared to the weapons you can pull from the ground.

Mission 12

Enemies Present

You-Hough x6, Surey Doora x3

This a brutal fight to close out Part 2 of Operation 101. The Surey Dooras are fast and dangerous opponents, but you can’t ignore the six You-Hough orbiting around you. Wipe them out with a large Unite Bomb as early as possible.

It’s possible to succeed against the three Surey Dooras using the Dodge Mine + Unite Bomb spam tactic, but even in the most ideal situation, this is putting you right next to three Surey Dooras almost constantly, and they can still hit you even while slowed down. Try to stun one with Team Attacks after you’ve triggered Hero Time, compounding the time dilation effect with a Unite Bomb. The sooner you can bring even one of these things down, the sooner you can make the fight easier to manage. Disable Hero Sense for this mission! You need the Unite Gauge for other attacks, and you’re better served to trigger slowdown through Hero Time.

Part 3

Medal Requirements

Element Platinum Gold Silver Bronze
Time 17:00 18:00 20:00 22:00
Combo 30000 25000 20000 15000
Damage 0 1000 2000 4000

Mission 13

Enemies Present

Ankho x2

You’re limited to ten Unite Morphs for this mission, and Two Ankho with a small team of 19 heroes can be nightmare-inducing. Fortunately there’s a number of supply boxes around the arena that contain some very effective weapons. Another possible tactic is to use Unite Drill Spring, Dodge Mine, and some hopeful activations of Hero Time while you focus on one Ankho. This, of course, puts you in range of their spin-slash attacks, which are extremely difficult to escape at close range.

Mission 14

Enemies Present

Nyerk x2, Chew Dough-Goo x4

You start this mission with a small team, which makes fighting the Nyerks tough because your Unite Sword will be very limited in size. If you want recruits, you’ll have to take them from the Dough-Goo summoned by the Chew Dough-Goo. Unite Spikes can help you weaken the Dough-Goo if they charge at you in formation with the Chew Dough-Goo.

Of course, throughout all this, the Nyerks will be trying to blast you with laser beams if you’re far away. It’s tough to manage the Chew Dough-Goo, their reinforcements, and the Nyerks all at once. One way to make life a bit easier is to eliminate two or three of the Chew Dough-Goo outright, recruiting them before they explode, then getting more reinforcements from the remaining Chew Dough-Goo. Whatever you decide to do, you’ll be using Unite Sword for the majority of this battle.

Mission 15

Enemies Present

Orgon x4

Four Orgon sounds bad on paper, and it’s made tougher by your two-minute time limit. Your best tactic is to open the fight aggressively. When all four start swimming through the ground toward you, make the biggest Unite Whip possible, and try to hit them all enough times that you pull them out of the ground, leaving them stunned. From there, switch to Unite Hand and juggle them in the air. Unite Whip can grab and slam a stunned Orgon, but in the time it takes to do that, you can be interrupted by any other Orgon that isn’t stunned, and you can deal more damage in a juggle combo than a single slam would accomplish.

Mission 16

Enemies Present

Vaaiki x2

You’ve got 50 heroes on the team, with enough potential recruits in the arena to max out your numbers. The two Vaaiki you’re up against can kill your potential allies before you reach them, though. Spend some time early in the fight recruiting reinforcements, staying at a distance from the Vaaiki, and staying on the move to avoid their lasers. Once you’ve bolstered your numbers, the Vaaiki don’t stand much of a chance. Unite Hand wrecks single targets, particularly when you’ve got a lot of heroes in the morph. With Hero Time and Unite Drill Spring, you can essentially stick close to a target, keep the battle slowed down, and punch the heck out of it until it falls down, and you can do all that with near impunity. Don’t forget to switch to Unite Sword if it looks like a laser will be unavoidable.

Mission 17

Enemies Present

Die-Rixen, Kuzzler x3

Since you have to beat the game at least once before seeing Operation 101, you probably remember all too well how painful this battle can be. Start by recruiting as many people as possible from the arena, ideally reaching 100. The Die-Rixen will likely run over civilians directly in its path, so start with them before they get killed.

Meanwhile, the three Kuzzlers will make your life completely and utterly miserable with their anti-Unite fields. Remember, you can throw back any unspiked cannonballs on the ground by wrapping a Wonder-Liner around them. Unite Gun can also shoot any cannonballs back at your enemies. Whatever you do, you’ve got to take out the Kuzzlers first; otherwise they will continue halting your efforts against the Die-Rixen. With them out of the picture, the Die-Rixen’s life span is measured in minutes.

Mission 18

Enemies Present

Waves 1–4: Dough-Goo x25

Wave 5: Diedough-Goo

You’ve got a minute and a half to destroy 100 Dough-Goo and a Diedough-Goo. Believe it or not, the solution is not a Unite Bomb. The time dilation effect makes it take too long for the Dough-Goo to die. Stick with Unite Sword and hack away at the hordes. Eventually, the Diedough-Goo will appear among the reinforcements, and a switch in tactics is recommended. Unite Bomb the Diedough-Goo, stun with Team Attacks, and finish it off with a juggle combo, preferably with Unite Hand for pure damage output. Afterward, switch back to Unite Sword and mop up the Dough-Goo stragglers, if any remain.

Part 4

Medal Requirements

Element Platinum Gold Silver Bronze
Time 16:00 17:00 19:00 21:00
Combo 50000 40000 30000 20000
Damage 0 500 1000 2000

Mission 19

Enemies Present

Laambo

It’s Laambo! Being the sport that he is, he shares many attacks with the Ankho. Go aggressive on him, using Unite Bombs to slow him down, and try to keep him on the defensive. His Dechno-Bo can break if he blocks too much, which will put him into a lengthy stun. Use that stun to juggle him. Also, keep your eyes open for any counter opportunities, which Wonder-Blue or Wonder-White will call out.

You might have noticed that if you’ve taken any damage from Laambo, it’s taken a very significant portion of your total health. Part 4 of Operation 101 is where things step up a notch from where you were in the previous three parts. It’s all uphill from here.

Mission 20

Enemies Present

Hah-gonay, Orgon x2

The real problem here is the Hah-Gonay, who can and will screw up any of your plans if you ignore it and focus on the Orgon. Remove it from play as soon as possible. Slow it down with Unite Bombs, then try to crack its armor to make it vulnerable to juggles. Put it away before it becomes too much of a nuisance.

Some players might prefer taking down the Orgon first, as they provide their own special brand of annoyances. If you do, try to do so at a range where the Orgon can’t intervene with ease. However, considering that it can fly and spit fireballs across the whole arena, there’s not really a safe spot for such tactics. You’ll have to make one with Hero Time and Hero Sense.

Mission 21

Enemies Present

Wave 1: Nyerk x3

Wave 2: Deah-Kani

The first wave here is the toughest: three Nyerk. They take up a sizeable portion of the arena and can frustrate your Unite Sword attacks with their explosive slime blobs, their multidirectional spears, and their lasers. Try to focus on one target at time, staying at a safe distance to help with evading their absorption tackles. You’re allowed your full-strength team here, so your Unite Sword should be extremely powerful and have long range.

The Deah-Kani that makes up the second wave is a bit less demanding. Your usual takedown tactics for these crabs will suffice.

Mission 22

Enemies Present

Wave 1: Hoedown, Raydown, Gehdown

Wave 2: Koh-Tumeekey x2

Thanks to its spike armor, the Gehdown in the first wave will constantly be a pain in your rear until it’s gone. Use a large Unite Bomb early on to slow the tanks down, then immediately Unite Whip the armor off the Gehdown while it’s caught in the Unite Bomb effects. Remove it from the board ASAP. With that done, you can take down the other two tanks with your preferred methods.

The second wave throws a pair of Koh-Tumeekeys after you. Remember that you can score Unite Guts counters off of their hammer and hand attacks, which will scatter their blocks and make them extra vulnerable to damage.

Mission 23

Enemies Present

Wave 1: Dahkarts x2, Vaaiki

Wave 2: Vaaiki

The first wave is actually quite dangerous thanks to the Dahkarts’ and Vaaiki’s shared ability to spit acid through each other at you. At melee range, both creatures have a fairly extensive arsenal, with attacks that ignore Unite Guts. Try eliminating the Vaaiki first, to take away the threat of its laser beam, then go after the Dahkarts. After you overcome the first wave, a lone Vaaiki will teleport into the arena, but by itself it is considerably less threatening than its brother.

Mission 24

Enemies Present

Walltha

Walltha fights almost exactly like his brother, which is bad news for him if you’re the sort of player who beats his brother down in roughly a minute. As always, watch for Walltha to turn red, indicating the start-up for the unblockable spin-slash (though it is possible to Hero Counter it multiple times, if you’re feeling particularly gutsy).

Part 5

Medal Requirements

Element Platinum Gold Silver Bronze
Time 23:00 0:00 2:00 4:00
Combo 70000 60000 50000 40000
Damage 0 2000 4000 8000

Mission 25

Enemies Present

Wave 1: Koh-Tumeekey x2

Wave 2: Tumeekey

Compared to some earlier missions, this is a pretty tame start for a section in Operation 101. Abuse the Koh-Tumeekeys and the Tumeekey with liberal applications of Unite Bombs, and shatter their various combat forms while they are slowed down either through countering with Unite Guts or by doing enough damage to them before they can attack in their current form.

Mission 26

Enemies Present

Laambo, Ankho x2

This can be a frustrating challenge. Laambo and the two Ankho can reach you from quite far away with their sword-thrust attacks. To make this fight more manageable, use a combination of Hero Time, Hero Sense, and Unite Bomb while the three enemies are close to each other; use various Team Unite Morph attacks; and even use the Wonder-Liner enhanced by the Attack Liner upgrade. Remember to clear out if you see unblockable spin-slashes coming.

Mission 27

Enemies Present

Wave 1: Kuzzler x3, Dough-Goo x15

Wave 2: You-Hough x6

The biggest challenge of this mission is the three Kuzzler, who pretty much exist to make you angry with their anti-Unite fields. Bring them down to the ground with Team Attacks, and hit them as hard as you can during every stun. They will try to stagger their anti-Unite fields, so deal with them as aggressively as possible. With them gone, any surviving Dough-Goo, and the six You-Hough in the second wave, are hardly a challenge by comparison.

Mission 28

Enemies Present

Wave 1: Diedough-Goo, Gedie Dough-Goo

Wave 2: Megang x3

The first wave isn’t so bad. Use Unite Bombs to slow down both of the big machines, focus on stripping the armor off the Gedie Dough-Goo first, the deal with them both as you see fit. The second wave of three Megang proves to be a bit more problematic. Even with Hero Time, Hero Sense, and Unite Bombs, the Megang can make it hard to focus on one target at a time early on, as you’ll have to deal with multiple lava geysers. Stay calm and circle around the turtles until you manage to break the armor on at least one of the Megang during your hit-and-run attacks. At that point, the one whose armor you break should be taken out as quickly as possible.

It is possible to bait the Megang into foot stomps that you can counter with Unite Guts, which is the preferred way to stun them. Just pay attention to what the other Megang are doing while you focus on one so you don’t take a surprise lava bath.

Mission 29

Enemies Present

Wave 1: Surey Doora x2

Wave 2: Gurry Doora x2

Wave 3: Surey Doora x2, Gurry Doora x2, Doora x2

The first two waves provide the usual problems that fighting a pair Surey Dooras or Gurry Dooras would present. They are fast, powerful, and versatile foes, trouble even if isolated.

Where things get really out of hand is in the final wave: two of each variant of Doora warp in. But you can prepare for this. Set up Unite Camp just as the last Gurry Doora dies in the second wave, so you can get in a partial overcharge on your Unite Gauge. This allows your first move, which should be a Unite Bomb, to cover almost the entire arena, catching the six Dooras in a single blast, slowing them down. The best part is, if you manage to get a long enough Unite Camp, you’ll have some overcharge left over that your next Unite Morph will also be at max power. Some players might like to use a maximum power Unite Hammer to deal more damage to the whole group via the shock wave.

Ideally, the enemy is constantly coming after you, almost in a line, while you circle the arena, using Unite Bombs to slow them down and damage them, while your Attack Liner–enhanced Wonder-Liner constantly spears the group, dealing more damage. If you have the Energy Converter Custom Block enabled, you also get the added bonus of enhanced Unite Gauge regeneration, due to the damage you are causing, and even health regen!

What will throw the biggest wrench in this plan is the Gurry Dooras. Their ability to drill underground means that they can easily avoid the trap described above. Other problems are the fact that both the Gurry Dooras and Surey Dooras have dangerous ranged attacks that can come at you fast and from off-screen if they are positioned to do so. This is one of the hardest missions in all of Operation 101.

Mission 30

Enemies Present

Laambo, Walltha

If you can keep them grouped together, the tag team of Laambo and Walltha won’t be nearly as threatening as they look if you constantly slow them down with Unite Bombs (and Hero Time when their attacks are properly evaded). This fight is a lot like fighting two larger versions of Ankho. Just watch out for spin slashes when fighting up close.

Part 6

Medal Requirements

Element Platinum Gold Silver Bronze
Time 10:00 11:00 12:00 13:00
Combo 5500 4000 3000 2000
Damage 0 2000 4000 8000

Mission 31

Enemies Present

Prince Vorkken, Chewgi

The last mission in Operation 101 is one final duel (for real this time) against Prince Vorkken, Chewgi, and the Guyzoch space pirates. There aren’t any new attacks to be ready for this time around, but it IS Prince Vorkken and he’s not to be trifled with. This is about as close to an even match as the game will give you, and he’s every bit as capable as he was during the third duel. His Unite Morphs will be at the peak of their performance, and you will need to be at yours in order to fight back.

Don’t forget to leave a lot of space to work with! Avoid getting backed against a wall while fighting Vorkken; give yourself some options if he’s about to do something you can’t counter with Unite Guts. If you need a refresher on Vorkken’s abilities and how to deal with them, check out his move chart on page 369 of our GEATHJERK Files. Other than that, you’ve seen his capabilities multiple times now; he’s vulnerable to the same tactics you’ve used in every previous duel. At this point, it’s about your ability to execute under pressure. Good luck.