RQ: Psyvariar 2 Ultimate Final - Mission Translations
RQ: Psyvariar 2 Ultimate Final - Mission Translations
Does anyone have any translations for what you are supposed to accomplish in each mission?

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incognoscente
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Rather late on this - got around to buying it recently and have been playing with the mission mode. It's fairly well put together in terms of introducing what the game expects you to do a bit better than just playing it would, though the tiresome fast-forwarding and lifting of all the scenarios straight from existing stages suggest it may've been a little rushed. Japanese illiteracy is nowhere near the obstacle you might expect - things like the huge 'BUZZ 0/1700' counter act as subtle clues to what you're meant to be doing on most, and a little trial and error generally clears up the few slightly less obvious. Still, since it might be of use to someone, here's my slightly tidied-up notes. The only one I've not seen is shooting 20, since the Maitreya's invincibility timer sets my teeth on edge and I'm not sure I can face slogging away at 19 enough to crack it.
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Shooting (Kei/MDS Maitreya)
1 Gain 150 buzz 1 life, no bombs
For each of the first 3 waves, stay still and roll while they shoot round
you, then charge and ram them while invulnerable. Or get the buzz from
anywhere else in the stage - it'd be harder to get under 150 than over.
2 Destroy 20 enemies 1 life, no bombs
By any means necessary. Shoot'n'dodge, ram, whatever.
3 Destroy 10 enemies with a bomb 1 life, 1 bomb
Stay still low on the screen while the first and second waves shoot round
you, which should leave enough targets clumped within a bomb radius.
4 Destroy only the yellow enemies 1 life, no bombs
Neutrino gauge manipulation tutorial. Easy enough with roll shot, just
don't get hit by the blue shots while doing it.
5 Roll continuously for 15 seconds 1 life, no bombs
Destroying anything with your shot fails the mission. Straightforward
enough - start rolling immediately, tap dodge round the blue dots and red
lines, and let everything else go round you. If you object to roll assist,
this is still easy enough by just rolling against the bottom of the screen.
6 Gain 250 buzz 2 lives, 1 bomb
You have ages to get this, so there's plenty of options. Roll on the spot
throughout all both blue and green salvos from the first wave of enemies
for an easy 200-230, and get the rest from whatever. Remember to kill off
the yellow spinners if you're trying to level up. The extra life and bomb
shouldn't be needed.
7 Destroy 3 boss life bars 2 lives, no bombs
Roll, shoot, maybe dodge a bit. You have to do all three bars before the
vertical orange stream pattern goes off. Spare life is pretty redundant.
8 Destroy 6 enemies by ramming 1 life, no bombs
Fails shortly after the appearance of the third major group, so don't mess
about for too long. Remember you can get a burst of neutrino by shooting
stuff when buzzing for invulnerability isn't an immediate option.
9 Chain level 5 times 1 life, no bombs
The count resets if you lose invulnerability. Any number of possible spots
to do it, but right at the beginning is simple enough. Roll on the spot
through the first salvo, then charge and ram towards the second wave while
firing.
10 Gain 250 buzz 1 life, no bombs
Fails not long after the trail-layers, so you have to get most of it from
them. Shoot the immediately preceding wave for some suicide bullets to
start you off. If you're just short, the two yellow and one blue spinners
can be used (quickly, before the automatic mission failure) to finish the
job. Each fires a ring of suicide bullets.
11 Time out the boss life bar 1 life, no bombs
Shooting for neutrino if you want invulnerability is ok, as long as you
don't destroy the life bar. Low and to one side seems generally the best
choice for wiggle room. The telegraphed beam attacks would be free buzz
under most circumstances, but all that's needed for the mission is not
letting them hit you.
12 Survive 2 lives, 1 bomb
Everything up to the expanding flower pattern is trivial enough to avoid.
There's no buzz requirement, so you can fire constantly (and ram on level
up if you're feeling reckless). Once the flowers start, stay immediately
below the target and keep firing, and you should have decent gaps to work
with. Charge in and drop the bomb in its face for a damage boost, or hold
onto it for panic button use; you're even allowed a death if you need it.
13 Gain 350 buzz 1 life, no bombs
Mission 4 redux, only this time it's kind of vicious. You have only until
the end of the group of yellow and blue spinners. Point-blank or ram the
yellows to maximize buzz from their suicide bullet rings, then chain level
on blue bullets. You can ram the blue enemies for more suicide bullets,
but let them keep firing until they're about to leave.
14 Gain 1300 buzz 2 lives, no bombs
A conservative time-out is worth only around 1000, so this requires some
selective aggression. If you tackle the four screen-wide spirals (first
form, second, third, penultimate and final patterns) high, timing
invulnerability bursts to assist with positioning and allow quick lurches
towards the point of origin on the two blue ones, you should top 1000 by
the time the first form times out, then hit 1300 early in the second
without any other high-risk antics. There is a safe spot on form one,
pattern four, underneath the back of the boss's head, just above the guns
on its shoulders, that nets a little more buzz than you'd likely otherwise
see from that pattern, but it's fiddly enough to get right that I'm not
sure it's worth the trouble.
15 Gain 30 levels 1 life, no bombs
There are 5 pairs of blocks, but you won't see the last ones if you let the
earlier ones time out. The neutrino gauge starts red and moves slightly
toward green as each pair falls away. The quickest way to remove a pair
yourself is to focus fire (or ramming) on one of them - both fall once one
is destroyed. Speed kill the first two pairs - you're after levels, not
buzz, so they're mostly worthless. The bulk of the levels will come from
the fifth pair - you should be able to rack up 20ish by point-blanking the
flowery spam pattern (origin right, then left, then both at once). Use
your shot between flower salvos if your neutrino gauge is low, since the
edge of the pattern can quite easily destroy the Maitreya. The remaining
levels can be gained from the third and/or fourth block pairs; it's
possible with care to chain level while shooting on both, though the fourth
is easier. Speed killing the third pair is probably the least risky
approach, as long as you get the most out of the fifth.
16 Survive for 80 seconds 1 life, no bombs
Both life bars. Fortunately, the time requirement spares you the big
spammy pattern of you die now it does after you've annoyed it enough.
Everything it throws out is individually pretty simple; the only thing that
really warrants special attention is that the patterns overlap each other
quite a bit, so make sure you're always alert for what's coming next. As
ever, shooting can be used for invulnerability purposes as long as you
don't destroy a life bar.
17 Destroy the boss life bar in 10 seconds 1 life, no bombs
Roll and shoot continuously, ram when invulnerable, and don't get hit. The
right hand side has the blue spiral, which is slightly better for
increasing neutrino, not that the difference is likely to be appreciable
when shooting all the time.
18 Gain 1700 buzz 2 lives, no bombs
The first three waves obligingly fire round you. Ram through the next two
(rows of cogs) for rings of suicide bullets as they fire their blue 3-ways.
The middle section contains blue and yellow spinners (always central
horizontally) and fish. The fish fire green streams round you, red
multi-shots at you, red spreads in your general direction, and the
outermost ones fire arcs of blue suicide bullets; the spinners just fire
suicide bullet rings, but the yellow ones slow down the neutrino fill rate,
so should be dealt with quickly. The green bullet streams aren't bad for
buzz, but require you to stay still; the blue suicide bullet arcs are
generally more helpful, as you can start low and ride them up the screen
for ramming chains. The final section is two rows of cogs that fire some
blobs, loose ring spreads, and yet more suicide rings - ram through them
much like the cogs in the first section. The spare life is nice to have,
but using it isn't ideal, as it costs buzzing time.
19 Gain 35 levels 2 lives, no bombs
God, I hate the Maitreya. First life bar only. The twin fans of blue
rings are safe at the point of origin with a gauge over 50%-ish. For the
sets of blue rings that have accompanying red and orange spam, stay still
at short range and it'll fire round you (this costs some buzz you could've
had by chasing the blue rings, but the spam is a pain to dodge at range).
The fast orange fans are slightly fiddly to do, but can be point-blanked
safely by starting immediately below the boss and moving outward, away from
their firing arc. The red rings are aimed and move very slowly, so make
sure they go somewhere you don't mind them being for a while. Unless you
stack four in one place, the red rings aren't very helpful, since you want
levels, not buzz - give priority to blue bullets. The life bar is quite
hefty, so you can (and will likely have to) go fairly wild shooting for
neutrino top-ups without running much risk of destroying it by mistake.
20 Gain 32000 buzz 3 lives, 6 bombs
You have both life bars to work with, and start at level 450 with about 66%
neutrino. Sounds easier than buzz type mission 20 (100000 buzz), but this
is offset somewhat by the fact the Maitreya can't chain invulnerability
nearly so casually, so you'll probably be cowering conservatively out of
harm's way for a few patterns the Five Ascetics can point-blank. (Thanks
to edo for this one; I didn't clear shooting type mission 19.)
Buzz (Yuhei/MDS Five Ascetics)
1 Destroy 7 enemies with roll shot 1 life, no bombs
Can barely fail. Just remember to roll before shooting stuff.
2 Gain 80 buzz 1 life, no bombs
Runs for the whole level (minus boss), so easy enough. Start rolling
bottom center to finish by the second wave of shots.
3 Destroy 3 enemies by ramming 1 life, no bombs
Start under rightmost enemy, roll through first volley of shots for
invulnerability and ram all three enemies of first wave for quick finish.
4 Destroy 2 boss life bars by ramming 1 life, no bombs
Slightly awkward, since it has only 3. Shoot out the first bar to get the
neutrino gauge to yellow. Shoot the second to near-empty, then level up
and ram - easiest pattern to level from is the vertical stream of orange
shots. Third bar is easiest to ram, since you can chain level by
point-blanking the blue fan shots. The orange vertical stream still works,
too.
5 Gain 800 buzz 1 life, no bombs
You're aiming to empty all its life bars as fast as possible, then chain
level more or less continuously. Quickly shoot out all three life bars
while buzzing opportunistically, then point-blank the orange vertical
stream and stay there for the blue fan.
6 Destroy only the yellow enemies 1 life, no bombs
Neutrino gauge manipulation tutorial. Easy enough with roll shot, just
don't get hit by the blue shots while doing it.
7 Finish with 95-99% on neutrino gauge 1 life, no bombs
Dodge conservatively until about 7 seconds left on the timer, then shoot
until the gauge is almost full. There's a big lull in enemy fire at this
point that makes it easy.
8 Destroy boss life bar by ramming 1 life, no bombs
Shoot until it's nearly destroyed, then level up off one of the two
screen-wide spiral patterns and ram the centre. Mission fails
automatically after that, so you don't have much choice.
9 Chain level 4 times 1 life, no bombs
The count resets if you lose invulnerability. Can be done more or less
anywhere, but the first pair of waves or the last pair before the boss are
probably easiest. You can incorporate some shot use to keep the gauge
rising if the chain's not quite holding up.
10 Chain level 6 times 1 life, no bombs
Must be done on the trail-layers, as mission fails just after them. Shoot
the immediately preceding wave for some suicide bullets to start buzzing a
little earlier.
11 Destroy the yellow enemies by ramming 1 life, no bombs
Since they screw up the gauge, ensure it's all but full when they appear,
level up by buzzing one, then use the level up speed burst to ram through
both within your invulnerability window.
12 Survive without shooting 1 life, no bombs
Self-explanatory, if easier said than done. Keep invulnerability up as
much as possible, and clear enemies whose bullets you don't need for buzz
by ramming. Prioritize yellow spinners. The fish in the middle section
that fire red spreads and multi-shots and green streams fire an arc of blue
suicide bullets that makes keeping a chain going through them fairly easy -
as long as you're in position to ram yellow spinners in a hurry, you
shouldn't need to be without invulnerability for long. Shooting actually
doesn't cause failure, but destroying anything with your shot does - worth
risking only if really desperate for a sliver of neutrino.
13 Gain 2700 buzz 1 life, no bombs
There are 5 pairs of blocks, but you won't see the last ones if you let the
earlier ones time out. The neutrino gauge starts red and moves slightly
toward green as each pair falls away. The quickest way to remove a pair
yourself is to focus fire (or ramming) on one of them - both fall once one
is destroyed. Most of the 2700 comes from the flowery spam of the last
pair - point-blank (origin right, then left, then both at once), I don't
think it can destroy the Five Ascetics even on an empty gauge. The rest
has to be gained from earlier pairs. Destruction timing is pretty fiddly,
and many solutions are likely viable, but this works: speed kill the first
pair by shooting and ramming; speed kill the second by shooting; edge down
on the third until the spirals start up, then move up and chain level while
shooting; chain level through the fourth, destroying it by ramming after
the second triangular spread; chain level through the fifth.
14 Gain 400 buzz 1 life, no bombs
Whoop de doo, another fast-forward. Fails after the second pattern (the
staggered spiral). Set off one invulnerability burst at the start of the
spiral, circle near the boss once, then shoot your way to a second burst
for another circle before the pattern times out. Just staying inside the
spiral very near the boss would be faster, but this seems easier and gets
the 400.
15 Gain 800 buzz 1 life, no bombs
And another fast-forward. Fails after the...fly. Chain level by wiggling
about in its mouth, close enough to the eyes to buzz most bullets at their
point of origin. There's a couple of lulls during which you'll actually
need to avoid taking a direct hit, but the main difficulty lies in not
accidentally destroying the fly by ramming.
16 Time out the boss life bar 3 lives, 3 bombs
Well, at least it gives you some lives and bombs to work with. You're ok
shooting for neutrino to hurry along an invulnerability burst, as long as
you don't destroy the life bar. The boss has more evil crap to toss than
you have get out of jail free cards, though, so you'll need to pick some of
it to get through the painful way. The slow blue and orange spreads aren't
too hard to fidget through at the bottom of the screen, the red dot spreads
are navigable, and the beam attacks are pretty much all the free buzz you
can eat. That leaves the fast single-shot green and orange rings and the
green sprays. I can't see an easy way through the rings apart from
cowering at the bottom of the screen to maximize space and hoping (may be
possible to do it by looking at horizontal position relative to the boss,
not sure). The green sprays come in three distinct salvos: the first has
only one row you need pass through just off-centre, low on the screen; the
second can be swung through by diving to either bottom corner and then
riding it back inward; the third might be passable low off-centre with
alternating left/right twitching, but invulnerability from a level up or
bomb is probably a more realistic approach.
17 Gain 8 levels 1 life, no bombs
More fast-forward fun. The first pattern covers only 180 degrees in your
current direction, so you can circle it at short range without much risk.
Alternatively, just stay low and fidget through the gaps while shooting for
neutrino in preparation for the second pattern. You can chain level by
point-blank circling the second pattern - this isn't really harder than
trying to fidget and sway through the wavy cage and, more importantly,
should get your 8 levels. Be sure to have a near-full gauge at the end of
the first pattern - either stay very close (level up and refill), or keep a
moderate distance for the last few salvos (don't quite level up).
18 Gain 37 levels 1 life, 1 bomb
Worst fast-forward? Probably. Much the same principle as mission 17, only
this one's far easier. Point-blank circle continuously and you'll hit 37
during the second pattern. Bomb if the levelling chain is about to break.
19 Gain 14000 buzz 2 lives, 1 bomb
First life bar only. Many attacks can be point-blanked: the twin fans of
blue rings can be done recklessly, then surfed to chain level; the blue and
red drifty trails will maintain a chain, though they're often awkward to
approach initially; the fast orange fans are slightly fiddly to do, but can
be point-blanked safely by starting immediately below the boss and moving
outward, away from their firing arc. The red rings are aimed and move very
slowly, so make sure they go somewhere you don't mind them being for a
while. Surfing inside red rings builds buzz pretty well, particularly if
you cause two or more to overlap, but obviously leaves you trapped until
you level up. The bomb can be handy if you're not where you want to be -
probably best used during one of the red and blue trail and red ring
phases. Avoid using the spare life, as lost buzzing time just makes the
mission harder. Don't time out at 13747 buzz; it's mildly vexing.
20 Gain 100000 buzz 1 life, 7 bombs
And there I'd foolishly been thinking I might actually be able to clear all
of them. Bombing the first form into oblivion is one way to practice the
second's patterns if you're not yet consistent versus the first, or just
can't be bothered with it. This might be a splendid candidate for just
learning the patterns from the replay DVD, since it looks exhausting enough
on execution alone, never mind actually working out a way through it that
delivers 100K.
Last edited by Veracity on Fri Feb 08, 2008 12:35 am, edited 1 time in total.
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There's 2 pages. Once you've completed mission 10, whilst highlighting any mission, press right to show the next page.animalleaderisgreat wrote:I only have 10 missions for Buzz and 10 for Shooting -- I've done all 10 on shooting, and the first 7 on Buzz. How do I get missions 11-20 to appear?
Hey Veractiy! Nice post! For Shooting Type mission 20, the "Herculean feat involving area 6" is gain 32000 buzz. It's the whole of the Gluon battle, and you get 3 lives, 6 bombs. Starting level is 450, and the Neutrino bar is about 2/3 full. Feel free to edit that into your original post.
Re: RQ: Psyvariar 2 Ultimate Final - Mission Translations
Those missions are evil.
Like, missions 10 and 13 for shooting type took me 50? 100? attempts until i managed to do them. And there are no videos of missions on youtube or nicovideo, so besides advice from Veracity (thanks for that and translations!), the only other thing to do is look for similar situations on superplay videos as missions take moments from main game, and sometimes what cool players did can be a hint. With mission 13, btw, its also a tricky how you can accidently shoot far away yellow spinner while dealing with closer one so you loose it - and in that mission each spinner w/sucide bullets potential counts.
Like, missions 10 and 13 for shooting type took me 50? 100? attempts until i managed to do them. And there are no videos of missions on youtube or nicovideo, so besides advice from Veracity (thanks for that and translations!), the only other thing to do is look for similar situations on superplay videos as missions take moments from main game, and sometimes what cool players did can be a hint. With mission 13, btw, its also a tricky how you can accidently shoot far away yellow spinner while dealing with closer one so you loose it - and in that mission each spinner w/sucide bullets potential counts.
Re: RQ: Psyvariar 2 Ultimate Final - Mission Translations
I recently finished clearing all the missions in the game and was able to record them in case you need some references :qmish wrote: ↑Sun Feb 25, 2018 5:16 pm Those missions are evil.
Like, missions 10 and 13 for shooting type took me 50? 100? attempts until i managed to do them. And there are no videos of missions on youtube or nicovideo, so besides advice from Veracity (thanks for that and translations!), the only other thing to do is look for similar situations on superplay videos as missions take moments from main game, and sometimes what cool players did can be a hint. With mission 13, btw, its also a tricky how you can accidently shoot far away yellow spinner while dealing with closer one so you loose it - and in that mission each spinner w/sucide bullets potential counts.
Kei : https://www.youtube.com/watch?v=8P6tw78xYHQ
Yuhei : https://www.youtube.com/watch?v=fQHn2NV77iQ
There's some tricky missions in the middle here and there but I wanna say the final ones against the TLB are usually the toughest, especially the Yuhei one since you only have a single life to do it. But on the upside this really prepares you for the arcade mode.
Also the way I did Shooting Type mission 19 is super scuffed

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EmperorIng
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Re: RQ: Psyvariar 2 Ultimate Final - Mission Translations
What's cool about the Gluon missions is that you have to practically play them like a superplayer to beat them. They really want you to be a master of the buzz system and the boss patterns by that point. Good work!

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Re: RQ: Psyvariar 2 Ultimate Final - Mission Translations
Those Gluon missions sound brutal. I’m still struggling with some mid-level ones, but seeing full clears like yours is both inspiring and intimidating. For Yuhei’s final mission, do you think it’s more about raw execution or perfect routing?
Re: RQ: Psyvariar 2 Ultimate Final - Mission Translations
Thanks!
To answer the question, I want to say it is a bit of both depending on the specific pattern and phase. One good thing with Yuhei is that grazing grants a lot more gauge so getting level-ups in the first phase by pointblanking most of the enemy mecha's attacks does not really require careful neutrino gauge management. It's more about positionning yourself close to the boss but without crashing into it. So you can kinda wing it there for the most part. However, the red ring attacks are where you likely want a specific route because that's the really tricky part of the first phase. And not only you'd need a good route but possibly several, or variation of a route since your gauge may not be at the same level every time you do the fight.
On the second phase, there's more routing involved overall and allocating bombs alleviates a lot of the tricky gauge management challenges you could have had with Kei. You will still need some level-up bar routing for some setups since 7 bombs can't cover every possible pattern. Also there's still execution when it comes to optimizing the supergrazes and pulling them off without damaging and killing the boss too early. The multicolored spiral's end also involves some micrododging where execution is important, but routing how you initially level-up on that attack influences the outcome you have to deal with.
Dunno if you saw them before, but I wrote some detailed notes on my Gluon fight strats with Kei ( https://drive.google.com/file/d/1rw3qlH ... lXhAK/view ) and later with Yuhei ( https://drive.google.com/file/d/1n-Dty8 ... yHW8T/view ). That might be helpful in combination with the footage to see what I'm thinking about, why I do the things I did, etc.
To answer the question, I want to say it is a bit of both depending on the specific pattern and phase. One good thing with Yuhei is that grazing grants a lot more gauge so getting level-ups in the first phase by pointblanking most of the enemy mecha's attacks does not really require careful neutrino gauge management. It's more about positionning yourself close to the boss but without crashing into it. So you can kinda wing it there for the most part. However, the red ring attacks are where you likely want a specific route because that's the really tricky part of the first phase. And not only you'd need a good route but possibly several, or variation of a route since your gauge may not be at the same level every time you do the fight.
On the second phase, there's more routing involved overall and allocating bombs alleviates a lot of the tricky gauge management challenges you could have had with Kei. You will still need some level-up bar routing for some setups since 7 bombs can't cover every possible pattern. Also there's still execution when it comes to optimizing the supergrazes and pulling them off without damaging and killing the boss too early. The multicolored spiral's end also involves some micrododging where execution is important, but routing how you initially level-up on that attack influences the outcome you have to deal with.
Dunno if you saw them before, but I wrote some detailed notes on my Gluon fight strats with Kei ( https://drive.google.com/file/d/1rw3qlH ... lXhAK/view ) and later with Yuhei ( https://drive.google.com/file/d/1n-Dty8 ... yHW8T/view ). That might be helpful in combination with the footage to see what I'm thinking about, why I do the things I did, etc.
Remote Weapon GunFencer - My shmup projectRegalSin wrote: I think I have downloaded so much I am bored with downloading. No really I bored with downloading stuff I might consider moving to Canada or the pacific.