Darkstar Ripclaw Presents... ____ ____ ___ ________ ___ ____ ______ / __ \/ __ \/ | / ____/ / / | / __ \/ ____/ / / / / /_/ / /| |/ / __/ / / /| | / / / / __/ / /_/ / _, _/ ___ / /_/ / /___/ ___ |/ /_/ / /___ /_____/_/ |_/_/ |_\____/_____/_/ |_/_____/_____/ The most recent version of this FAQ may always be found at GameFAQs.com 1. Characters a. Hibito's Story [WHBTS] b. Kyle's Story [WKYLS] c. Daichi's Story [WDBTS] d. Guy's Story [WGUYS] 2. Quests [2QSTS] 3. Bullets [3BLLT] 4. Shop List [4SHLS] 5. Miscellaneous a. Basics [MBBS] b. A.I. Exploits [MAIE] c. Titles [MTLE] d. FAQ [MFAQ] At the current moment, those who wish to submit content should refer to the two paragraphs at the bottom of the FAQ for guidelines and my email. Not following the guidelines and trying to email me shall result in a deleted email. ~Darkstar Ripclaw -------------------------------------------------------------------------------- HIBITO'S STORY -------------------------------------------------------------------------------- [WHBTS] 1. Walkthrough a. Foothill [HWFH1] b. Melthea [HWMLT] c. Seaside City [HWSSC] d. Diver Coast [HWDVC] ae. Gun Valley [HWGVL] be. Oceana Spring [HWOCS] af. Gearbourg [HWGRB] bf. Aquapolis [HWAQP] g. Darth Valley [HWDVL] h. Alexandria [HWALX] i. Midway City [HWMWC] j. Thugger's Den [HWTHD] k. Newtown [HWNWT] al. Blingsville [HWBL1] -Tournament bl. Blingsville [HWBL2] -Rescue m. Citadel Ruins [HWCDR] an. Oakland [HWOAK] bn. Raiden [HWRID] o. Synesthesia [HWSN1] p. Foothill [HWFH2] q. Maze Forest [HWMZF] r. Mad Company [HWMDC] s. Foothill [HWFH2] t. Synesthesia [HWSN2] u. Finale [HWFNL] 2. Quests a. Let's Grap! [HQLG!] b. QA Tester [HQQAT] 3. Fighting Strategies [KFGST] -=-=-=-= FOOTHILL =-=-=-=- [HWFH1] After the inital bunch of story text, head right into another room of the house. Continue right some more after Honoka is finished talking to head outside, and once Honoka is done some more talking, head left (if you want to talk to everyone in the right side of town, now is your only chance to do so). More talking later, and you shall get into your first battle with a Variant. For the first bit, just attack with your X and Y buttons. For the second segment, add jumping using B and guarding with R to your arsenal. You will not necessarily have to use all of the commands, however, as each battle will end after a set amount of damage. Once you return to town, head right a screen for another conversation with Honoka (were you wishing to talk to everyone on the left side, this is the only chance you have; also, the shop is currently not selling bullets at the time). A few more talks later (head left when exiting the house), you will later be put out on the World Map. Head over to Melthea next. -=-=-=- MELTHEA =-=-=-= [HWMLT] Once the cutscene is over, head right a screen. Here, enter the building with the mark similar to a spiral inside an S. Talk to the lady at the right counter inside, and you will be brought into a brief tutorial of fighting in Draglade. If you have already done any other character's story, skip these whole next two paragraphs, as it is the exact same thing as every other tutorial. You are technically supposed to use three light and three hard attacks, then block three times, and use three Bullets, but I have seen on the occasion that you can get away with less. For the fourth one, just tap the p Heal to switch it with your p Fire, and then activate it. For the fifth one, press and hold the L button, and hit the instructor with attacks in symphony with the beat. For the sixth, you will have to be more exact with your beats. After some more basics, you will need to fight the instructor. Given the basics so far, you should not have too difficult a fight. Spam your regular attacks for the most part, and use your beat combos when he leaves himself open. If the two of you are separated by a fair distance, you can get away with your p Fire. Also, if you get truly low on your MP, use p Heal, but make sure that the instructor is out of the way; if he is next to you, he will also be healed by the p Heal. After the tutorials are finished, listen to the counter lady for some background information on how to complete the goals set out for you by the game's storyline. You will also get p Fire and p Water (automatically inserted into your bullet customizer) as well as a generic beat combo. Before leaving town, you can do optional sidequests by talking to the clerk at the left counter in the G-Center in town. Quest strategies are detailed in the quests section if you need them. You can also pick up preordained Beat Combos up here (and you can customize them as well). Meanwhile, on the opposite side of town is a bullet shop now open that will sell you new bullets (if you have done anybody else's story at all so far, however, your bullets from that story will cross over to here). Quest strategies can be found in the quests section. After you are done, leave town, and head to Seaside City on the overworld map. -=-=-=-=-=-= SEASIDE CITY =-=-=-=-=-=- [HWSSC] Watch the cutscene coming into Seaside City, then head right. For the most part, stay away from the bear variant, and instead shoot offensive bullet after bullet into him. Only move in close for the attack if you are confident that you can pull of a Dash+Y knockout move. If, for whatever reason you let the bear close enough to hit you, it can do things; either he will slash his claws at you, or (much more likely) he will curl up into a ball and roll straight forward at you, knocking you down. Thankfully, after the latter attack he will be dazed, so if the opportunity arises, use your Beat Combo relentlessly. After, you obtain a p Water for defeating the bear variant. With that out of the way, there is not much remaining to do in town. About the only thing you can do in town is go to the Bullet Shop (which has some of the same stock as Melthea and some new), but after that is over, your only remaining destination is out of town. Once you have committed, proceed to Diver Coast. -=-=-=-=-=- DIVER COAST =-=-=-=-=-= [HWDVC] Proceed right a screen from the entrance, and you shall take on a boss. -------- MEGABOLT -------- Megabolt is a large crab-like boss robot that likes to move around a lot. It has three main attacks; the first is that it will disappear off the screen, only to come back on rushing forward a constant amount of distance before it stops. If you are in the way of its rush, you will get damaged by the contact. The longer it is in contact with you, the more damage you shall receive, so stay out of the way when it does this, and counterattack during the crab's refractory period. After the lag, it will start moving from side to side. For the first bit of time when it is doing this, you will not take damage, so pound away. However, quickly retreat, as it will end this attack off by suddenly jerking to one side and bowling over everything in its path. The second attack for the crab is that it will jump up and down. If you happen to be in its way when it starts coming down, it shall knock you out of the way. However, you will not receive damage if you strike it while it is going up. Its third and final attack is that it will start to face one way and then rotate its arms in opposite directions, and start spitting fire out of its mouth. This is when it is most vulnerable, as it will stay in that position and carry on with its attack. Stay out of its way for the beginning, until you learn to recognize what it does right before it starts to spit out fire. Once you have learned its pattern, go behind its back next time before it has the chance to breath fire, then relentlessly strike at its back with Beat Combos while it is going away at the front. It simply CANNOT stop its attack halfway through, leaving you plenty of time to take care of it. You should also stay in the middle for the most part to exploit this attack, as you will have room to slip behind to his back side with this. So long as you become familiar with the pattern of the crab boss's three attacks (and no, you cannot flip it over to deal massive damage), you can keep smashing away at it while staying out of the way of its attacks. After the battle has finished, head right into the next area, and enter the G-Center here. Talk to the lady at the right desk to be directed to your next G-Center, which will be home to the first major exam you shall take. Do the optional quest and pick up any bullets as you will, then exit out onto the overworld. Now, Hibito's story begins to branch into two separate paths here. You can head to the settlement of Aquapolis by way of Oceana Spring, or head to Gearbourg through Gun Valley. If you wish to refer to the table of contents offered at the beginning of the walkthrough for Hibito's Story, Oceana Spring and Aquapolis will be referred to as ae and af, while Gun Valley and Gearbourg shll be sectioned under be and bf. The branches will converge after awhile back into one path. -=-=-=-=-= GUN VALLEY =-=-=-=-=- [HWGVL] •Monsters: Fire Mouse, Fire Wolf, Wind Butterfly For the most part, just travel right in Gun Valley until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. With the fight done, head on to Gearbourg. -=-=-=-=-=-=- OCEANA SPRING =-=-=-=-=-=-= [HWOCS] •Monsters: Water Mouse, Fire Wolf, Water Tortoise For the most part, just travel right in Oceana Spring until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. Once the battle is over, head off to Aquapolis. -=-=-=-=- GEARBOURG =-=-=-=-= [HWGRB] After the cutscene, get some new stuff at the Bullet Shop if you require it, then head right a few scenes until you get to the G-Center. Talk to Yuki here and say yes to head inside. Talk to the lady at the right counter to start your pair of fights. Be prepared for these two fights; in the Gearbourg battle arena, you have four pipes, two on each side of the screen. When the vacuum starts up, the pipes will suck you in; the bottom-left pipe will suck you in and shoot you out the top-left pipe, and vice versa. The same goes for the right side. While it may interrupt what was becoming a good combo for you, you can also use it to surprise opponents that are sticking to their guns, digging in their heels and defending for the entirety of the battle. ------ HADCHI ------ Probably the best thing about Hadchi is that he only has 1200MP, and you can actually cause reasonable amounts of damage when you get an open strike on him (40-50MP apiece), so that this fight does not take longer than it should. In any case, Hadchi has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His final two attacks involves the use of a fireball attack, where he shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands as it moves away, and an f Toxin attack, which if it hits you, will keep you poisoned and losing HP for some time. The thing that is difficult about Hadchi is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Hadchi often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. When he is on the ground, jump up a platform, then do Down + B to drop down and change your drop into a swinging cut at Hadchi. The reverse is also true; if Hadchi is lured onto a platform, drop down a floor, then when he drops down, follow through with a combo attack to cause great harm while he is unable to guard (being in the air). Finally, you can exploit the suction traps of Gearbourg yourself to your advantage. If Hadchi is guarding to an annoying degree, just go through one the bottom suction trap, land on one of the top platforms, then drop down and hit him with a surprise strike (or the opposite, where you can go from top to bottom and then come from underneath). ----------- TURK MCDIRK ----------- Turk McDirk, in terms of his two regular physical attacks and moving around, is very much a carbon clone of Hadchi behind him. In fact, in this aspect, the only two difference between the two is his size and reach. McDirk's two normal moves are to slash downwards and do an upward sweep. He also loves to move around a lot, jump up and down, along with defending whenever presented with an enemy taking the offensive against him. Be careful though, as one thing he has that Hadchi does not is a Beat Combo; if ever you get trapped between a solid place and his Beat Combo, and you cannot see anyway out of getting hit, DEFEND. He has a fairly strong physical attack, so it is imperative that you take as little damage as possible. Turk McDirk also has two VERY RARELY used water-elemental attacks. The first involves him summoning a bunch of ice droplets coming from the heavens above and falling to the Earth, which can damage anyone or anything that they hit. The second involves him raising his hand above his head, and then bringing forth a giant icycle, which he then throws forward. For either of these attacks, definitely just run out of the way quickly. He will also charge up a ball of energy before doing either attack; if you can manage to hit him from behind during or before his bullet use, you can expose his backside for further damage. After you win the battle, the lady at the counter will give you directions to head to Darth Valley. Make any last-minute arrangements you need, do the optional quest, then head out to Darth Valley. -=-=-=-=- AQUAPOLIS =-=-=-=-= [HWAQP] After the cutscene, get some new stuff at the Bullet Shop if you require it, then head right a few scenes until you get to the G-Center. Talk to Yuki here and say yes to head inside. Talk to the lady at the right counter to start your pair of fights. ------------- DREAMIN' DRIM ------------- There is not too much to say about Dreamin' Drim. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to summon a bomb that will walk forward and explode on contact with you. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets that you have collected so farto catch him off- guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. ------ SHELLY ------ Shelly is the first of the group of nine characters whom you can fight with in multiplayer and wireless mode that you shall battle in the actual story. This I must stress because it means that Shelly has in her arsenal more than just a pair of generic regular attacks. She can perform several moves, as well as her own unique Beat Combo. The most major note that should be made is that she uses a bow, which means to expect long-range attacks. She can shoot sideways, she can jump up into the air and shoot diagonally down, she can shoot diagonally up (this latter attack sending three arrows at once), and she can even shoot into the ground when standing still. What makes her more devastating is that nearly all her long-range attacks will cause a sheet of ice to appear wherever their end points are, or if they hit you. This means that even if you are out of the arrow's range, you can still get hit by the ice if you are only slightly behind the arrow, and if you get hit by the arrow, you get damaged to a further extent, and stunned by the ice. Obviously, you can try to defend, which will work, but you should also try maneuvering over some of the attacks (especially if you are in the air to begin with). Her attack directly into the ground will cause a pillar of ice to appear to either side of her. Beware, as Shelly can also do close-range attacks with her bow; these are usually of the slashing and sweeping up category, but she also can do her own Dash + Y combo up front, so do not expect to be able to defend when she comes in and being able to keep your guard. Finally, she has a lone Bullet that she can use, in which she tosses a ball of ice forward that expands into several icycles going up to either side of it once it hits the ground. After you win the battle, the lady at the counter will give you directions to head to Darth Valley. Make any last-minute arrangements you need, do the optional quest, then head out to Darth Valley. -=-=-=-=-=-= DARTH VALLEY =-=-=-=-=-=- [HWDVL] •Box Bullets: Aqua Vest, Swarm •Monsters: Wind Wolf, Earth Mouse, Electric Butterfly, Earth Bear, Wind Tortoise There really is not much going on in here; just advance right through the entire stage, and kill all enemies as you go along. I HIGHLY recommend that you bring in a bullet that can hit two or more enemies at once with you, as you will need it for later on in here. I especially prefer p Water, as it allows you to shoot a straight stream of water that damages multiple times and goes through anything it hits, allowing you to slaughter several foes at once. After a cutscene, you will encounter some Thuggers. -------- THUGGERS -------- There may be two Thuggers. But that is all that they have going for them. First of all, they are really slow on their feet, and when they do get in range of your character, often times they will take forever before deciding to finally attack. On top of that, they lack any sort of Bullet attack, and can only do a jab and an upward slash, both of which lack any real sort of power except for the jab being able to knock you off your feet. Worse yet for them, they BARELY even defend themselves. Additionally, both Thuggers lack a great amount of MP, so it does not take long before you can finish them off. However, because of the openness of the arena, and their tendency to just stay on the ground and run towards you, you can use multi-hit Bullets to attack them, just as I recommended to you early. After a bit, they will get smart and defend, but if you wait a few seconds and let them run towards you again, you can shoot another Bullet and catch them off-guard. Afterwards, head off into Alexandria. -=-=-=-=-= ALEXANDRIA =-=-=-=-=- [HWALX] Head right once done with the initial cutscene to the next screen, and watch another cutscene. Once inside the laboratory, head right to the last room, and enter the door at the end of the hallway. Montague will give you the Cleanse Bullet after a long cutscene. When the converstation ends and you are put outside, leave Alexandria and go to Midway City. -=-=-=-=-=- MIDWAY CITY =-=-=-=-=-= [HWMWC] As soon as you come in, you shall have a rematch with the Thuggers from earlier. -------- THUGGERS -------- There really is not much to say about the Thuggers. They retain basically the same attacks as before with their jab and up-sweep slash, and so you should use the same strategies. About the only modification to their behaviour is that they will attack somewhat more aggressively, but not so much that you can handle them with ease using Bullets and regular strikes. And of course, they still have their pitiful MP, so dispatching them should again not be too much of a difficulty. Unfortunately, you will not get the chance to stay long in Midway City, as you shall be forced automatically back out onto the world map. Head to the Thugger's Den next. -=-=-=-=-=-=- THUGGER'S DEN =-=-=-=-=-=-= [HWTHD] •Monsters: Poison Mouse, Poison Tortoise, Thugger A, Thugger B, Thugger C You will start the area off by fighting the scythe-wielding Thugger alone. Once you have finished him off, take out a Poison Mouse, then continue on and dispose of the rapier-wielding Thugger. You will also run into some carbon clones of the scythe Thugger, as well as a new Thugger - a fist-fighting one. Once you get to the end, watch a cutscene, then a boss battle. ---- ZEKE ---- It should be noted beforehand that defeating Zeke is OPTIONAL. You are in fact expected to lose, and so this strategy is only for the masochist few who wish to try toppling this monster. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Since you have a 100% chance of needing to heal during the battle, there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the p Heal as well. Overall, however, you must realize this; if you are attempting this on your first playthrough, do not be surprised if you get your behind handed to you. Yes, Zeke CAN be defeated. However, given what is probably limited Glading experience prior to this fight, your own natural skill may not be able to handle what is likely a 3:1 HP ratio to a character who can cause heavy damage. You can redo this fight after you beat the game, with better bullets and higher HP, so do not fret too much if you are a perfectionist. Once the battle is over, you shall turn up back in Midway City. Here, exit the house, go right a couple of screens, and leave town. Head to Newtown next. -=-=-=- NEWTOWN =-=-=-= [HWNWT] Make your stop at the Bullet Shop as needed, and then head to the G- Center. Do the optional quest if you wish, then talk to the lady at the right counter in order to take the second exam. Unlike the first Exam (and every exam after this) there will be no traps operating in the G-Center in Newtown, so you do not need to alter standard strategy to account for field effects. Also, you shall fight three people instead of two this time around. -------------- HARDBOILED RAY -------------- There is not too much to say about Hardboiled Ray. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to shoot out two tornadoes, one on top of another. If he does this and you have the reaction time to respond to it, guard. Otherwise, take the hit and then continue against him. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. ------ ISSHIN ------ Isshin has pretty much only two attacks, both of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His only Bullet is Speed Up, which allows him to gain a great amount of speed. The thing that is difficult about Isshin is that he loves to dash around, lots. And move around he will. He likes to use his Beat Combo a lot, and will dash into you and try to use his quick Beat before you have the opportunity to blink. As such, you will be required to take the battle to him. As Isshin often will be quick to put his guard up when not dashing, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. Lay a trap Bullet such as Rose Thorn to hit him while he is screwing around, and then let loose a long-range Bullet while he is dashing towards you. In any case, due to his low MP and the fact that he is not one of the story- important foes that you will face, he should not end up being any kind of problem. ----- ASUKA ----- Asuka, although not being one of the special four main characters, is one of another set of four characters who are programmed with several physical attacks as opposed to just a generic two-set. This means that there are a number of things you should watch out for; in particular, Asuka has a fairly decent range with her weapon, and can knock you out cold with a good number of them. She also can spin around, hitting anything that comes in her path; when she does this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B attack. Asuka also has four bullets in her repetoire for her use. The first allows her to shoot a small orb of energy that follows you around for about a third of the screen before fading out. The second will cause a pillar of Earth to spring up right underneath her (not in front or behind her, underneath her). It is supposed to be for you to either walk into or be hit into and be further damaged, but it fades away too fast to be truly a danger. The third allows her to sprout a bunch of roses. After a few seconds, thorns will grow about twice the length of the actual rose to either side of the flowers, so be sure to get away from the roses once Asuka summons them. Asuka's fourth and final bullet lets her send out a boomerang-like projectile straight across the screen that spins around, able to damage you multiple times, and then returns back to her, causing more damage. For the most part, you can beat her in up-front battle, as long as you press your advantage; Asuka has some nice attacks going on, but she lacks aggressiveness, and fails to protect herself with a guard most of the time. Lure her in as you will and unleash a bullet, and you can easily cause her a great amount of damage. You can also knock her up into the air (which is fairly easy for the most part) and let loose another bullet for her to hit on impact to greatly hurt her. After the battle, you shall be given a G-Con Type 2, which lets you raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head off to Blingsville. At this point, it should be noted that in Blingsville, there are two separate things that you can do in Blingsville. The first thing is taking a tournament. The second event you can do is go through a forest area and fight a boss as part of a rescue effort. However, you can only do one section during your playthrough (but can revisit and do the other area after you beat the game). The tournament section will be the first Blingsville part, and the rescue section will be the second Blingsville part. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [HWBL1] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and then enter the nearby G-Center. Do the quest if you want, then talk to the girl at the right side to take part in the tournament. As no names are mentioned, all grappers are numbered instead of named here. ---------- GRAPPER #1 ---------- This battle is basically the exact same as your fights with the Grapper Hadchi if you have fought with him in any of the Major Grap Exams so far, so I will (shamelessly) copy the Hadchi strategy. Grapper #1 has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that in comparison to Hadchi, he is MUCH quicker and more nimble on his feet, so expect some lightning-fast attacks. His final two attacks involves the use of a fireball attack, where he shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands as it moves away, and an f Toxin attack, which if it hits you, will keep you poisoned and losing HP for some time. The thing that is difficult about Grapper #1 is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Grapper #1 often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion and hit him with a Bullet or lay a trap Bullet when he is trying to rush towards you. ---------- GRAPPER #2 ---------- Another carbon copy fighter, which means another carbon copy strategy. This time it is the Captain Hook foe from the Fish Rumble quest in Aquapolis. Grapper #2 possesses two physical attacks. The first is where he will take a really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down-chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Grapper #2 can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Grapper #2 can also use his own fireball attack that is exactly the same as the Bullet you fought in the last battle - it will start out slow, then the ball of fire will expand into a circle of fire. So, if you want to avoid damage, jump over it quickly at the beginning. Of course, the frustrating part of the battle will come into play when you are forced to come up with something to bypass his technique. Very rarely will you be able to get a straight-up bullet past him, as he will constantly be on his guard. The same goes for attacking him and using Beat Combos; only Dash + Y hits will be guaranteed to break through his defense. The solution here is to take advantage of something that #2 loves to do a lot - jumping around. When he is in the air, #2 cannot defend himself, so take full advantage and knock him out while he is in freefall, or activate your Beat Combo and use an Air Beat Combo to knock the stuffing out of him. Additionally, while he is on the ground, you should take this time to heal up whenever it is needed. As said before, he has some strong techniques, so you need to constantly heal up and stay at the top of your game. Finally, when looking for bullets to pull out against him, do not use attacks that instantly go for him; instead, use Bullets that take their time in getting to him, such as Rose Thorn (which only activates after being on the field for a few seconds) or Phoenix (which goes around diagonally before finally hitting its target). While he will defend sometimes, he will not always expect them, and when he does not, big time damage shall result. ---------- GRAPPER #3 ---------- Grapper #3 is aggressive. This time, I mean it when I say he is aggressive, as he is constantly attacking. While his attacks themselves are relatively tame (the standard up-slash and stab, along with his Beat Combo), you should watch out for his behaviour, and adapt to it. For the most part, take advantage of it and knock him up into the air when he goes too fast, then steal the moment and use it to beat him up further. Grapper #3 also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. If you have fought Hibito with any of your other characters, then Grapper #3 is in the Bullets department an exact clone of Hibito. ---- KYLE ---- And you will finally have your first showdown with one of the other three main characters. As Kyle is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Kyle is someone who is you equal in that regard. Kyle also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave- like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna-Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. For the most part, if you need to attack Kyle up-front, you should resort to quick in-and-out attacks, wherein you dash and attack him, then move out of his range. This is because of Kyle's unusually long range - thanks to his trident, he can easily hit you even if you are out of the range of most attackers. His range applies to both land and air, as he can spin and swing around his spear, warding off any slow attacks. You should try sticking to staying far away and hitting him with long-range bullets, or laying traps for him when he comes in close. -------- MILL YUN -------- Despite his demeanour, Mill Yun actually is a step up above most of the competition that you shall have faced up to this point. His axe can deal quite a bit of damage, and he has some flexibility with his standard attacks. He can also come down from the air quite hard, and he can smash you up into the air, even with your guard up. Finally, when he becomes quite volatile, he also has a special attack in which he swings his hammer around him in a circle at super- speed, crushing anything in its path (and yes, it can break through your defense). And of course, he also his his Beat Combo. He also utilizes a few good bullets. Mill Yun's first bullet is a basic m Wall, which allows him to create a large wall of earth that will be hard for you to jump over, and can effectively trap you on one side of the field until it crumbles apart. His second bullet is a basic variation on the fireball bullet that Grapper #3 had, except that his fireball will curve down a bit, and then curve up. His final bullet allows him to summon a group of large icycles above hisself, and then throw them down into the ground, smashing whatever is in between. However, like nearly every other enemy in the game, Mill Yun can still be defeated by a simple divide and conquer strategy. Stick to just brainlessly beating him to a pulp when you are near him, and then back off and let him waste his breath trying to touch you, and leave traps and use offensive Bullets on him to slowly drain his MP and finally finish him off. After, you will be given the ? BOX bullet by Bill Yun. Exit and leave the town, then go to the Citadel Ruins. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [HWBL2] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and do the quest in the G-Center if you want. When all of that is done, talk to the lady in the purple dress, and offer to find her kid. •Box Bullets: Speaker, Remix B, Tub Storm •Monsters: Wind Mouse, Flower, Fire Bear, Phoenix Walk through the regular stage per the usual. Same deal as always. At the end, you will finally take on a boss. ------- GORILLA ------- The main reason that you should fear the Gorilla is for its sheer attack power. Even if you are defending, it can still take off over 100 MP with a single hit. Combined with its sheer height, if you need to heal, do not bother staying on the ground for it; instead, double jump into the air and heal up there. In any case, the Gorilla only has one actual attack, in which it shall slap your character full-body with its hand, and send you flying if you are not guarding. The danger is in its quick attacking, as it can dash in before you can blink to send you reeling. The Gorilla also has a couple of defensive maneuvers that can actually harm you if you are in its path, but it shall not actively attack you with. The first of these two techniques involves it beating its chest, and increasing its attack power. Secondly, when it defends itself by putting its arms in front, get away if you cannot execute a Dash + Y - it will use the occasion to explode forward with some momentum once it gets out of its guard stance. To be sure, you do not want to be in the Gorilla's line of fire. The best way to bypass this is to stick with using long-range bullets, so as to not be in the Gorilla's range, and then jump over its head when it comes near you. After, you shall be returned to Blingsville, and will automatically obtain the Bullet Bam-Bamboo. Now that we are basically done in Blingsville, head out to the exit, and go to the Citadel Ruins. -=-=-=-=-=-=- CITADEL RUINS =-=-=-=-=-=-= [HWCDR] •Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb, Boomwalker •Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric Zappers, Earth Statue, Wind Statue You have another fairly simple runthrough in Citadel Ruins - in fact, if you did the Temple Statues quest in Gearbourg, you should recognize the scenery, as it is in fact basically the exact same layout. Some things to watch out for are the high amount of boxes that you can break open (of which all of them can offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper. These guys are basically mini-pods that fly around and shoot electric bolts from underneath them at you. They are very fragile, but can often interfere when you do not desire any, so take care of them quick and then focus on the real threats. At the end of the level, you shall face off against Yuki. ---- YUKI ---- Before I continue on with this, let me make it clear; this battle is not required to be won. The strategy that follows is only for those who wish to gain that feeling of completionness from defeating Yuki. In any case, Yuki has a great amount of flexibility in his moves. Probably the one that he loves to spam the most is an attack where he will jump into the air, and use his rapier from bottom to top in a half-moon swing. He also utilizes a technique where he dashes right at you, cutting a swathe of air when he does it, and harms you as soon as he connects. Additionally, being one of the noble nine characters that can be used in multiplayer, he has his own Dash + Y attack (so do not think you can defend all battle), and several other attacks up his arsenal. Probably the most dangerous thing that he has up his sleeve is his Beat Combo. Yuki borrows from a fencing style with his rapier when he brings out his Beat Combo, and he also has a long range using it, able to tap you from a long distance when he jabs his rapier out. His lone Bullet is the use of an m Cyclone, where he will raise his hand out, and summon a tornado that stays stable in one spot right in front of him. In all, there really is not much that is unique to say about Yuki. He has a high MP in comparison to yours, and if you get caught in an attack, you can lose a lot of your own health in seconds, so be sure to heal up often. Even so, at this point into the game, you should have been able to mesh your fighting style well enough to respond to his actions with reflex and skill. Afterwards, watch another cutscene. At this point, you will have another VERY SHORT branch path, as you can go to one of two different locales for the third Major Exam; Raiden or Oak Land. After you make your choice, head over there. -=-=-=-= OAK LAND =-=-=-=- [HWOAK] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. In Oak Land, the G-Hall traps involves boulders that fall down from the side of the screen and roll towards the center, eventually crumbling. Avoid getting hit from them. You can also corner your opponent and hope for a stray rock to distract him. ---------------- COBRA THE HELMET ---------------- There is not too much to say about Cobra the Helmet. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to summon a trio of icyles and send them into the ground in front of him. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos, and luring him into the edges of the bottom floor to be hit by a boulder. Overall, he just happens to be a pushover. ------ DAICHI ------ Once again, per the norm, I must stress the importance of the fact that Daichi is a titular character. This means that he has more techniques and attacks that he can use than the average Grapper, and also means that you are in for a long battle. Daichi in particular is probably the slowest of the main four. However, the strengths that he gets in tradeoff for this include an intense amount of offensive power, and a large hammer that can beat out Kyle's range with certain attacks. For the most part, keep your distance from Daichi. This is because of several of his regular attacks. The first one to watch out for his his ability to spin around in a circle, flailing his hammer around. When he is like this, it is nigh upon impossible to sneak in a hit without getting injured yourself, so it is simply better to take advantage of him with a Bullet here. He can also back you up into a corner and spam Beat Combo and this spin, so if you get into this situation, immediately either put up your guard or try dashing past him. Another thing that you should watch out for is that Daichi can do a sort of leap and then fall flat on his stomach, while hammering the ground in front of him. He can cover a surpising amount of distance in the setup for the attack, so keep your eyes open. The last thing is to not try to go in for a Dash + Y attack; Daichi can perform his own Dash + Y technique with ease, and he will do it as often as possible. Do not intensify the match by putting yourself at risk. Daichi's first bullet allows him to summon a pillar of rock in front of him, which then shoots out two boulders at different trajectories. Once the rocks hit the ground, they shall break on impact. His second one causes a rock spike to come out of the ground right in front of him. Fortunately, he does not use anything else, so there will not be any surprises. Lastly, use this arena's rock traps to your advantage. If you fall behind him in MP during the battle, knock him away from you for a bit and heal yourself, and then press him against a wall to be knocked down by a boulder coming down. Daichi might not be injured as much as you will be by the rocks, thanks to him being Earth elemental, but he will be stunned long enough for you to get your own attack in or heal. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-= RAIDEN =-=-=- [HWRID] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. For Raiden's exam, the traps in the hall involve three pillars that pods go up and down on. When two pods focus on each other, they will let out a beam of electricity between them, damaging anything in between. You can move the pods themselves by hitting them. ----------------- MATTER TERMINATOR ----------------- There is not too much to say about Matter Terminator. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to send a beam of energy across the screen, making him probably one of the most dangerous generic Grappers you will fight in the game. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos, and luring him into the electric traps. Overall, the Matter Terminator is still a pushover, even with his bullet. ----- ASUKA ----- Having come off a win in Newtown over her, I must note once again that Asuka, although not being one of the special four main characters, is one of another set of four characters who are programmed with several physical attacks as opposed to just a generic two-set. This means that there are a number of things you should watch out for; in particular, Asuka has a fairly decent range with her weapon, and can knock you out cold with a good number of them. She also can spin around, hitting anything that comes in her path; when she does this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B attack. Asuka also has four bullets in her repetoire for her use. The first allows her to shoot a small orb of energy that follows you around for about a third of the screen before fading out. The second will cause a pillar of Earth to spring up right underneath her (not in front or behind her, underneath her). It is supposed to be for you to either walk into or be hit into and be further damaged, but it fades away too fast to be truly a danger. The third allows her to sprout a bunch of roses. After a few seconds, thorns will grow about twice the length of the actual rose to either side of the flowers, so be sure to get away from the roses once Asuka summons them. Asuka's fourth and final bullet lets her send out a boomerang-like projectile straight across the screen that spins around, able to damage you multiple times, and then returns back to her, causing more damage. For the most part, you can beat her in up-front battle, as long as you press your advantage; Asuka has some nice attacks going on, but she lacks aggressiveness, and fails to protect herself with a guard most of the time. Lure her in as you will and unleash a bullet, and you can easily cause her a great amount of damage. You can also knock her up into the air (which is fairly easy for the most part) and let loose another bullet for her to hit on impact to greatly hurt her. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [HWSN1] Watch the initial cutscene in here. You can head to the G-Center and do the lone quest offered in town if you want, but you MUST go to the Bullet Shop - this will be the last time in some time that you will be able to buy new bullets, and as you do not get the chance to return to earlier places until after you beat the game, you may be hurting when you face off a certain boss. Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it - trust me, it will come in heal. After that is done, head to the center-north screen of town (it is the one that is flashing on your top screen). Here, watch another cutscene. After you are done in town, exit and head to Foothill. -=-=-=-= FOOTHILL =-=-=-=- [HWFH2] Watch a scene. Go right, and enter the garage to watch a multitude of scenes. After it is all over, head out of town and off to the Maze Forest. -=-=-=-=-=- MAZE FOREST =-=-=-=-=-= [HWMZF] •Box Bullets: Tub Storm, Petal Vest, m Toxin •Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse Not much to say about the actual area. Despite Dark Variants being built up throughout the storyline as tougher than regular Variants, they are actually MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it takes to finish off regular Variants. Near the end, you will face off against a boss. --- BAT --- You may recognize this boss if you did the Uma mission in Synesthesia. In any case... The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you notice it charging up energy in its body, dash away from its location. It will let loose a burst of sonic energy that expands out in a circle. However, once you have seen the attack once and realized its range with the attack, you can take the advantage next time to hit it with a bullet while it is still in the middle of its sonic burst. It will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this, so instead put your guard up against it. Once you have whittled the Bat down to about half HP, it will start using its final attack, in which it disappears off-screen, then flies in a u shape across the screen, trying to knock you over. When it starts doing this, either jump above it, or guard. It will use this attack a lot more after this, so be sure to heal up when needed, and press the advantage when it is using its other two attacks. After, continue on to the Mad Company. SAVE YOUR GAME first. -=-=-=-=-=- MAD COMPANY =-=-=-=-=-= [HWMDC] •Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb, Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly, Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear The Mad Company level is easily the longest section in the game, as it is split up into three different runthrough sections, and five different boss fights. If you lose even one of the fights, you will have to restart. Thus, be very prepared. In any case, the first runthrough will introduce you to a few new enemies. Robot Guards are basic machines that run around the place; while they can cause you some harm, they are easy to destroy if you just keep attacking and do not give them a chance to respond. Mad Guards are upgraded versions of the scythe-wielding Thuggers you fought oh so long ago, and are not very difficult either aside from their surprising agility. Zappers you may remember from the Citadel Ruins; they are once again easy to kill, requiring only one or two hits to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy- handed hits and charging down the hallway, hitting anything in its path. When taking on one of these guys, be sure to focus all your attention on it, and do not get close to it unless you intend to go all out on attacking it. Eventually, you will come to your first boss fight. ----------------- DARK VARIANT #005 ----------------- As you already have Dark Mice, Bears, Wolves, and Butterflies, the next Dark Variant in line is #005, which is actually a fairly refreshing battle to fight against. #005 is a tall monster that most remembles a praying mantis, and has a couple of attacks to watch out for. The first is when it will stand up straight, and then slash both of its claws; this will send a wave of energy down the arena as high as #005 itself. If you can dodge it quick enough, jump, but otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its tail into the ground, and have an extension of its tail pop out of the ground. If you get knocked into this thing, it will damage you. Its final attack will involve Dark Variant #005 going to one of the edges of the screen, creating a minor shockwave in the ground, and then leaping diagonally down the screen at your current location. #005's first Bullet attack that it is capable of is a copy of the f Water bullet; in short, a wave of water crosses the floor, dying out after three frequencies. As long as you jump over it or stay far enough back, it will not even touch you. It is also capable of sending out a fairly large purple ball of toxin going straight forward - dodge it by jumping back or running the opposite direction. Overall, though, the fifth Dark Variant is a pushover. It simply almost never guards himself, and it is so often setting up for an attack or suffering lag from one it just did that you can bring in a Beat Combo and hack away at it. This is particularly useful for its final physical attack, when it leaps down; you can just guard and then quickly use a Beat Combo before it has time to react. After the battle, continue on through the next area. Watch out for Firebombs, which walk along the hallway and will explode on contact. You shall also face some new enemies in Heavy Mad Guards, which are basically underpowered clones of Grappers you have fought before, such as Turk McDirk, and without the Bullets as well. You will end up having to take on another opponent. ---- ZEKE ---- This time around, you will actually have to defeat Zeke. Fortunately, the same strategy applies from before. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a very good chance of needing to heal during the battle (unless you are during this for the umpteenth time), there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the m Heal as well. Thankfully, your HP total should have increased since the last battle to be on par with Zeke, and your Glading skills should also have improved. If you were close to or pulled out a win against Zeke in your last match at him in the Thugger's Den, then do not sweat it in your battle here. Once the battle is done, continue on through the next area. You will face some more token pockets of resistance from some Heavy Mad Guards and Robot Sentinels, but considering that you have made it this far, they should not present any sort of problem. Once you press your way through to the end, you shall face off against a third boss. ----------- PRESIDENT D ----------- D's first attack is a vicious once, which you should watch out for; when D slashes his sword at you, it will also let out a purple burst of energy that travels along the floor, which goes as high as approximately his midsection. Jump over it if you see it coming; otherwise, dodge if you lack the time to jump. His physical speed in moving from edge to edge of the screen is very very quick, within the blink of an eye, leaving you little time to guard against a surprise strike; his speed is comparable with Terabolt in Kyle's Story. D also has another weird attack up his sleeve; he can summon multiple odd eye-like orbs that are dispersed across the screen. Because they shall damage you and explode on contact, you will be forced to reroute all your jumps to go around these eyes as opposed to just straight through. He also has a variation of this, where he will summon a bunch of these eyes in front of him, and then disperse them manually, hitting you if you are in the path of one of them. President D is also capable of using an Attack Up Bullet, which temporarily powers up his offensive ability, as well as Defense Up, able to strengthen his defense. Another Bullet he can use is the Beckon bullet, which you cannot obtain until after you have completed the stories of all four main characters; a shadow will appear in the ground, and a hand will come out to try and grab you. If you see this shadow appear, MOVE AWAY. Most anything is preferably to this. Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I must stress this. Once President D drops to the 1700MP mark, he will unleash his ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars of shadow will appear next to each other wherever you are on the screen, suck you up and throw you around, and ultimately cause a great amount of damage. Even putting your guard up does nothing, as it will break through instantly and do the same. Whenever you see D stop and do the motion of slamming his sword into the ground, DASH AWAY. If you can move quickly enough, the attack will hit where you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you jump, it is far too slow than if you just move away. Thankfully, there are plenty of moments that you can exploit President D. He normally does not defend himself unless he is absolutely stationary, so while he is moving around, you can attack him without having to deal with his guard. If he does put his guard up while you are straight up using your weapon, use your Dash + Y weapon for some relief. Notably, however, he is also very vulnerable when using his attacks. The two that you should especially take advantage of are when he summons his eyeballs (which he takes his sweet time in doing), where you should use a long-range attack, and his latter shadow tornado attack, while he has his sword in the ground. The latter attack is especially good, as you will need some time to hit him without being in risk of his siccing the Shadow Tornado attack on you. In all, expect to lose the first time through, at a minimal. D is a godmoder, and he can easily take out 500MP+ at a time with only a couple of attacks, and usually gives you very little time to pull out a healing bullet without causing further damage to you. At some point in the battle, it comes down to skill, and that is something I simply cannot help you in. Another win, another battle after that... ---------- FINAL BOSS ---------- It is not exactly the final boss; however, storyline wise, this is the climax of the plot, and I could not really think of a name otherwise for him. Eh. The arena itself is fairly long, and not restricted to a single frame, so you can run around a bit. Final Boss has two arms to either side of his head, the head being the only vulnerable point on his entire body. The two arms can disform and reform, bringing with it a shadow bat or a shadow creature on the ground. The bats can additionally reform into a spike that throws itself at the ground, sacrificing itself in the process. With the shadow creatures, if you sense an impending attack is about to come from the FB, use a Dash + Y attack on the shadow creature; you will be invulnerable so long as you are in the attack's animation. The arms themselves are also capable of stabbing down at your position, so make sure to watch from every side to guard yourself against them. They can also do it both at once, and can move around flexibly. Thankfully, they do not knock you over, so you at least have that annoyance out of the way. Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE CENTER. This is because one of the shadow tornadoes from the previous fight will appear on either end of the screen, and you do NOT want to be knocked into either of those. Thankfully, they disappear after a short while. A single arm can also let out a single vortex of energy, which lets out a tornado that rolls across the screen. If you see this, DEFEND, and it will just push you back until it dies out. If you guard against this tornado, then it will not suck you up. The head itself also has a single attack up its (figurative) sleeve. When you see a purplish orb of energy emitting from its mouth, RUN AWAY from wherever you are, as the Final Boss shall launch a blast of energy that slowly expands outwards in a circular shape before imploding. Fortunately, the battle is easy if you know what to do. Despite only the head being vulnerable, it has no way of defending itself. This literally means that you can just jump up and down during the whole entire battle, constantly swatting at it. However, as some of the enemies will consistently try to hurt yo during the battle, you will want to stick to bullets. For some Bullets that home in on your target, such as Phoenix and Light Wing, double jump to the top of the screen (where nothing can touch you) and activate your Bullet up there to be floating in mid-air until you are finished summoning your Bullet. Others that need to go straight, you can still do the same trick, but you need to line up with the head and do it while there are no bat enemies around. Finally, whenever you need to heal, do it when there ARE NOT any shadow tornadoes to the side, and you should be good. With another win in your pocket, you shall be put into another underground area. Continue on and deal with all the Variants put into your path, and you should soon reach the final boss of this level. ---------- DARK CLONE ---------- Your clone, being controlled by a computer AI, can probably pull of some slicker moves than you can at times. Since you have controlled your character for a whole story segment, however, you should be well aware of the strengths and weaknesses of your opponent. Furthermore, you have two advantages over your opponent; first, you likely have more MP than he does, and second, he has only one bullet (involving the use of a fireball attack, where your clone shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands into a circle as it moves away). You have six. Since you are playing with Hibito, I recommend that you be aggressive throughout the entire fight. Every chance that you get to duke it out with your opposite, hack and slash away, and he will back off. Use Beat Combos like they are going out of style, and if your dark opponent wishes to fight long-range, hit him with any of your own long-range Bullets that you have. In any case, he should go down easily enough, especially if you have weathered the likes of Zeke, President D, and the Final Boss, all in short order. After the battle, watch some cutscenes, and then (manually) go back to Synesthesia. -=-=-=-= FOOTHILL =-=-=-=- [HWFH2] Watch the scenes, and then leave town. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [HWSN2] Make your way to the G-Center, and then talk to the lady at the booth to finally be allowed to take on the fourth and last Major Exam. In Synesthesia's G-Hall, lava will momentarily burst out of select spots on the ground that you should be able to identify by their appearance. Lava can also fall down from the sky. Given your use of Hibito for this story, you will take less damage overall than opponents will. ---- KYLE ---- And so begins the first of three battles to determine your Grapping status. As protocol demands, I must repeat; as Kyle is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Kyle is someone who is you equal in that regard. Kyle also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave- like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna-Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. For the most part, if you need to attack Kyle up-front, you should resort to quick in-and-out attacks, wherein you dash and attack him, then move out of his range. This is because of Kyle's unusually long range - thanks to his trident, he can easily hit you even if you are out of the range of most attackers. His range applies to both land and air, as he can spin and swing around his spear, warding off any slow attacks. You should try sticking to staying far away and hitting him with long-range bullets, or laying traps for him when he comes in close. Given Kyle's somewhat irrational movement, you can also use the lava traps to your advantage, striking him whenever he is stunned. ------ DAICHI ------ Once again, I must stress the importance of the fact that Daichi is a titular character. This means that he has more techniques and attacks that he can use than the average Grapper, and also means that you are in for a long battle. Daichi in particular is probably the slowest of the main four. However, the strengths that he gets in tradeoff for this include an intense amount of offensive power, and a large hammer that can beat out Kyle's range with certain attacks. For the most part, keep your distance from Daichi. This is because of several of his regular attacks. The first one to watch out for his his ability to spin around in a circle, flailing his hammer around. When he is like this, it is nigh upon impossible to sneak in a hit without getting injured yourself, so it is simply better to take advantage of him with a Bullet here. He can also back you up into a corner and spam Beat Combo and this spin, so if you get into this situation, immediately either put up your guard or try dashing past him. Another thing that you should watch out for is that Daichi can do a sort of leap and then fall flat on his stomach, while hammering the ground in front of him. He can cover a surpising amount of distance in the setup for the attack, so keep your eyes open. The last thing is to not try to go in for a Dash + Y attack; Daichi can perform his own Dash + Y technique with ease, and he will do it as often as possible. Do not intensify the match by putting yourself at risk. Daichi's first bullet allows him to summon a pillar of rock in front of him, which then shoots out two boulders at different trajectories. Once the rocks hit the ground, they shall break on impact. His second one causes a rock spike to come out of the ground right in front of him. Fortunately, he does not use anything else, so there will not be any surprises. --- GUY --- It is time for the final showdown, the match that decides your status. Guy is potentially the most difficult of all the other three main characters to take on. It is not even in the realm of that he has as many moves programmed for him, but rather what his moves entail. While he does not have quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he will move so fast that he literally will leave a blur, and he can also attack as quickly, jabbing at you or knocking you upward before you have a chance to blink. Furthermore, he has a one-two-kick combination which he can use to break through your guard and send you sprawling, in addiction to his regular Dash + Y attack. However, even after that, he still has two more dangerous tricks up his sleeve. The first is his Beat Combo. While you may think you can just defend against it (and ideally, you can), oftentimes you may not even have the reflex to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed up by an up-down attack. Lastly, Guy is unique among the characters in his flexibility; whenever he jumps onto the figurative 'wall' of any battlefield (the edge of the screen), he can actually bounce off that wall and in the opposite direction, as opposed to having to go against momentum and turn around and flail while falling down. Do NOT expect to get him up close with his back cornered to a wall and be keeping it that way. Because of all this, you are somewhat compensated; Guy only has one bullet. Unfortunately, it is still a potentially deadly one, as it allows him to send a beam across the arena that is as tall and still a bit higher than Guy himself. If you see him charging up for a Bullet attack, JUMP out of the way, or put your guard up. Either is better than taking the full brunt of his attack. For the most part, take advantage of the arena's traps. Learn the positions the fire falls down from or spurts up from, and push Guy back into these areas. Once he gets hit by fire, he will temporarily drop his guard, so you can throw a Bullet causing a lot of damage at him. You may also choose to use this time to heal if his attacks are consistently getting to you while not letting you touch him. After, you will get a G-Con Type 3. You will also have the ability to use the Phat Beat Combo in multiplayer or when repeating story scenarios. You are not quite done yet, however; after some scenes, head to the center of town and leave Foothill to fight what is truly the last fight of Hibito's story. -=-=-= FINALE =-=-=- [HWFNL] Time for the final battle. ---- YUKI ---- This time around, winning is mandatory. In any case, Yuki has a great amount of flexibility in his moves. Probably the one that he loves to spam the most is an attack where he will jump into the air, and use his rapier from bottom to top in a half-moon swing. He also utilizes a technique where he dashes right at you, cutting a swathe of air when he does it, and harms you as soon as he connects. Additionally, being one of the noble nine characters that can be used in multiplayer, he has his own Dash + Y attack (so do not think you can defend all battle), and several other attacks up his arsenal. Probably the most dangerous thing that he has up his sleeve is his Beat Combo. Yuki borrows from a fencing style with his rapier when he brings out his Beat Combo, and he also has a long range using it, able to tap you from a long distance when he jabs his rapier out. His lone Bullet is the use of an m Cyclone, where he will raise his hand out, and summon a tornado that stays stable in one spot right in front of him. In all, there really is not much that is unique to say about Yuki. He has a high MP in comparison to yours, and if you get caught in an attack, you can lose a lot of your own health in seconds, so be sure to heal up often. Even so, at this point into the game, you should have been able to mesh your fighting style well enough to respond to his actions with reflex and skill. After, some more cutscenes, and the credit rolls. After, you will have the ability to use Yuki in multiplayer battle, and also earn the title Fire Major. If you go into Hibito's Story again, you can go to any location you have gone before and repeat the storyline during that location (with a few exceptions; if you visited a place twice during the storyline, such as Synesthesia, you CANNOT redo the first one) with your current level, G-Con and Bullets. However, you will have to start branch paths that you have not yet completed from their first location. If you want to completely restart the whole story, you will have to do it in the options button in the main menu. -=-=-=-=-=- LET'S GRAP! =-=-=-=-=-= [HQLG!] •Location: Melthea •Objective: Defeat your opponent •Reward: p Water Bullet Your opponent for this match will be a big burly brawler who will tend towards using slow, heavy attacks that usually send you sprawling. He is also capable of using of using basic Earth attacks - one will cause a rock to fall down from the top of the screen and roll a small bit in the direction he is facing, another will cause a small jagged rock to come out of the ground right in front of him, and the last one will be him sending a number of small pebbles across the screen. Obviously, this means that you should stay away from him for the most part. Stay away from him at the beginning and spam p Fire. When he starts coming close to you, either use an Up + X to knock him off his feet, or activate your beat combo and wait for him to start up an attack before striking; he will have let his guard down in doing so. If he hesitates for even a moment, MOVE AWAY, as he will likely use one of his Earth Bullets. You can also approach from above with Down + X/Y, and even slip in behind his back and slash at him before he has the chance to react. -=-=-=-=- QA Tester =-=-=-=-= [HQQAT] •Location: Melthea •Objective: Defeat your opponent •Reward: Stun Gun Bullet This is not a joke; if you do not keep your patience about you, you will die in this battle. Your robotic opponent has 800MP, but more importantly, very high defense and offense relative to you at this point of the game. It literally can kill you in two hits. In any case, the robot only has one attack; it will face a certain direction, start shaking somewhat, and then rush forward about half a screen's width across the screen, hitting anything in its way. You will be damaged ONLY so long as you are in contact with it. Should you be standing right in front of it when it starts its attack, you will take a lot of damage. However, if you are at the end of its attack range, you shall sustain only a minimal loss in MP. If you have to sacrifice yourself, make sure to understand how much MP damage it can do relative to your distance from it. However, its 'shaking' prior to an attack also gives you a good indicator of when it is going to attack. React quickly and jump up and go behind its back and let your mechanical foe be on its harmless way. When it has finished its dash forward, there will also be a small amount of lag before he can defend himself or do anything. Analyze its stopping distance (which is set and the exact same each time), lure the robot into attacking, and then place yourself slightly out of reach. Once it is done, turn on your beat combo and wack away while it is defenceless. As far as bullets go, you can ideally spam p Fire, but it is a slow process, usually dealing only around 20 damage when the robot is not guarding, and 5 damage when it does. The best way to go about this is to get it to attack, run out of the way, then shoot a few bullets while it is dashing forward. You can also pick up a few bullets from Melthea's Bullet Store to help out; p Blast and p Burn can both deal some nice damage (better than p Fire) while Attack Up increases your offensive might temporarily. -=-=-=-=-=-=-=-=-=- FIGHTING STRATEGIES =-=-=-=-=-=-=-=-=-= [HFGST] As contributed by 'Zenofire' Fire Grappler - Hibito's grab is unique, I like to take advantage of that using Bullet 050 Light Wing. And to make sure i hit every time i would double jump to the highest point then use the bullet. If the oppent is blocking i grab and kick him straight up into the technique. If not, they get hit with it anyway so, cool. ^^ usually doet around 500+ damage. -------------------------------------------------------------------------------- KYLE'S STORY -------------------------------------------------------------------------------- [WKYLS] 1. Walkthrough a. Port Skam [KWPS1] b. Selbuy City [KWSBC] c. Seaside City [KWSSC] d. Diver Coast [KWDVC] ae. Gun Valley [KWGVL] be. Oceana Spring [KWOCS] af. Gearbourg [KWGRB] bf. Aquapolis [KWAQP] g. Mirage Desert [KWMRD] h. Alexandria [KWALX] i. Midway City [KWMWC] j. Thugger's Den [KWTHD] k. Newtown [KWNWT] al. Blingsville [KWBL1] -Tournament bl. Blingsville [KWBL2] -Rescue m. Citadel Ruins [KWCDR] an. Oak Land [KWOAK] bn. Raiden [KWRID] o. Synesthesia [KWSN1] p. Maze Forest [KWMZF] q. Mad Company [KWMDC] r. Synesthesia [KWSN2] s. SS Blue Whale [KWSSB] 2. Quests a. Haywire Robot [KQHWR] b. Phoenix Flock [KQPHF] 3. Fighting Strategies [KFGST] -=-=-=-=- PORT SKAM =-=-=-=-= [KWPS1] Watch the scenes, and then you will get into a fight. For the first bit, just attack with your X and Y buttons. For the second segment, add jumping using B and guarding with R to your arsenal. You will not necessarily have to use all of the commands, however, as each battle will end after a set amount of damage. After, following a lengthy amount of cutscenes later, you will take on another boss, this one being an actual fight. However, if you lose you wil just repeat the fight. -------- MEGABOLT -------- Megabolt is a large crab-like boss robot that likes to move around a lot. It has three main attacks; the first is that it will disappear off the screen, only to come back on rushing forward a constant amount of distance before it stops. If you are in the way of its rush, you will get damaged by the contact. The longer it is in contact with you, the more damage you shall receive, so stay out of the way when it does this, and counterattack during the crab's refractory period. After the lag, it will start moving from side to side. For the first bit of time when it is doing this, you will not take damage, so pound away. However, quickly retreat, as it will end this attack off by suddenly jerking to one side and bowling over everything in its path. Your long range attacking here will help you, as you have a slight amount of distance you can put between yourself and the crab. The second attack for the crab is that it will jump up and down. If you happen to be in its way when it starts coming down, it shall knock you out of the way. However, you will not receive damage if you strike it while it is going up. Its third and final attack is that it will start to face one way and then rotate its arms in opposite directions, and start spitting fire out of its mouth. This is when it is most vulnerable, as it will stay in that position and carry on with its attack. Stay out of its way for the beginning, until you learn to recognize what it does right before it starts to spit out fire. Once you have learned its pattern, go behind its back next time before it has the chance to breath fire, then relentlessly strike at its back with Beat Combos while it is going away at the front. It simply CANNOT stop its attack halfway through, leaving you plenty of time to take care of it. You should also stay in the middle for the most part to exploit this attack, as you will have room to slip behind to his back side with this. So long as you become familiar with the pattern of the crab boss's three attacks (and no, you cannot flip it over to deal massive damage), you can keep smashing away at it while staying out of the way of its attacks. A few more cutscenes later, you shall be put out on the world map. Head over to the nearby Selbuy City. -=-=-=-=-=- SELBUY CITY =-=-=-=-=-= [KWSBC] Watch the cutscene, and then head right two screens. In this area, enter the building that has the mark similar to a spiral inside an S. Talk to the lady at the right counter. If you have already done any other character's story, skip these whole next two paragraphs, as it is the exact same thing as every other tutorial. You are technically supposed to use three light and three hard attacks, then block three times, and use three Bullets, but I have seen on the occasion that you can get away with less. For the fourth one, just tap the p Heal to switch it with your p Fire, and then activate it. For the fifth one, press and hold the L button, and hit the instructor with attacks in symphony with the beat. For the sixth, you will have to be more exact with your beats. After some more basics, you will need to fight the instructor. Given the basics so far, you should not have too difficult a fight. Spam your regular attacks for the most part, and use your beat combos when he leaves himself open. If the two of you are separated by a fair distance, you can get away with your p Fire. Also, if you get truly low on your MP, use p Heal, but make sure that the instructor is out of the way; if he is next to you, he will also be healed by the p Heal. Once you are done with the tutorials, you can talk to the lady at the left counter to purchase (optional) preset Beat Combos that can be customized, or take on (optional) sidequests. Quest strategies are detailed in the quests section if you need them. You can also visit the bullet shop at the other side of town to pick up new bullets for your collection (recommended, as by this point you only have two bullets, four if you do the quests (if you have done anybody else's story at all so far, however, your bullets from that story will cross over to here)). When you are finished with Selbuy City, exit out onto the world map. Go to Seaside City next. -=-=-=-=-=-= SEASIDE CITY =-=-=-=-=-=- [KWSSC] Watch the cutscene coming into Seaside City, then head right. For the most part, stay away from the bear variant, and instead shoot offensive bullet after bullet into him. Only move in close for the attack if you are confident that you can pull of a Dash+Y knockout move. If, for whatever reason you let the bear close enough to hit you, it can do things; either he will slash his claws at you, or (much more likely) he will curl up into a ball and roll straight forward at you, knocking you down. Thankfully, after the latter attack he will be dazed, so if the opportunity arises, use your Beat Combo relentlessly. Should you HAVE to go up close, make sure to keep a small amount of distance between you and the bear; as Kyle has a good long reach with his spear, you can achieve such an effect, and that may make all the difference in being able to dodge an attack or not. Up + Y is also a very good attack to knock back the bear with, with decent enough range to keep it from ever getting close to you. Once you win the battle, you will obtain an m Water for your troubles. After, there is not much remaining to do in town. About the only thing you can do in town is go to the Bullet Shop (which has some of the same stock as Melthea and some new), but after that is over, your only remaining destination is out of town. Once you have committed, proceed to Diver Coast. -=-=-=-=-=- DIVER COAST =-=-=-=-=-= [KWDVC] Head right from the entrance. One screen over, you shall enter another fight. -------- GIGABOLT -------- Unlike your earlier fight with Megabolt, Gigabolt is actually fairly easy to take on without taking too much damage, and can be done in within a minute or less. Gigabolt uses two attacks. The first attack is whereit will start charging forward when triggered to do so (ie. when your character is in front of it). It will stop after a specified distance, like most bosses with rush-forward attacks in this game will do, and so long as you are in contact with it, harm shall come to you. Hence, the further away that you stand from its initial position, the less injured you will get if you do get in its way. The second attack, however, is where it all falls apart for Gigabolt. If you are far enough away from the robot, it will start rotating its arms about 180 degrees up and down, and then shoot them onto the ground (sometimes it will go into the air, and then start falling down). The arms then go to the opposite edge of the screen. They then come back, and if you are not aware of their return trajectory, you can get knocked over by it. The key section that you can exploit from the second attack is that the arms always go to the opposite edge of the screen before returning. Lure Gigabolt to one side of the screen, and make it shoot its robotic arms out. When it does this, jump to Gigabolt's back side, turn on your Beat combo, and hack away at it. When its arms finally come back, return to the front side and get far away enough from it that Gigabolt will choose to shoot out its arms instead of doing its short-range rush, and repeat. Eventually, you should be able to cause enough damage to it to destroy the mechanical robot. Once finished the battle, watch the cutscene, then head right a screen and talk to the lady at the right counter, who will direct you to the exam centers. Finish up in town at the bullet shop or do the lone quest offered in Diver Coast, then head out onto the world map. Now, Kyle's story begins to branch into two separate paths here. You can head to the settlement of Aquapolis by way of Oceana Spring, or head to Gearbourg through Gun Valley. If you wish to refer to the table of contents offered at the beginning of the walkthrough for Kyle's Story, Oceana Spring and Aquapolis will be referred to as ae and be, while Gun Valley and Gearbourg shll be sectioned under be and bf. The branches will converge after awhile back into one path. -=-=-=-=-= GUN VALLEY =-=-=-=-=- [KWGVL] •Monsters: Fire Mouse, Fire Wolf, Wind Butterfly For the most part, just travel right in Gun Valley until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. With the fight done, head on to Gearbourg. -=-=-=-=-=-=- OCEANA SPRING =-=-=-=-=-=-= [KWOCS] •Monsters: Water Mouse, Fire Wolf, Water Tortoise For the most part, just travel right in Oceana Spring until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. Once the battle is over, head off to Aquapolis. -=-=-=-=- GEARBOURG =-=-=-=-= [KWGRB] After the cutscene, get some new stuff at the Bullet Shop if you require it, then head right a few scenes until you get to the G-Center. Talk to Yuki here and say yes to head inside. Talk to the lady at the right counter to start your pair of fights. Be prepared for these two fights; in the Gearbourg battle arena, you have four pipes, two on each side of the screen. When the vacuum starts up, the pipes will suck you in; the bottom-left pipe will suck you in and shoot you out the top-left pipe, and vice versa. The same goes for the right side. While it may interrupt what was becoming a good combo for you, you can also use it to surprise opponents that are sticking to their guns, digging in their heels and defending for the entirety of the battle. ------------------ DUG THE TECHNICIAN ------------------ The only real reason that you should have to fear your first official battle is for his reach and heigh. Dug's two normal moves are to slash downwards and do an upward sweep. He also loves to move around a lot, jump up and down, along with defending whenever presented with an enemy taking the offensive against him. Be careful though, as Dug also has a strong Beat Combo; if ever you get trapped between a solid place and his Beat Combo, and you cannot see anyway out of getting hit, DEFEND. He has a fairly strong physical attack, so it is imperative that you take as little damage as possible. Dug the Technician also has an annoying ability in which he can shoot a ball of toxin out that will go straight for awhile. If you get hit by this, it will poison you, and can cause quite a bit of damage. As such, avoid it by either jumping over it or guarding against it to stop yourself from being poisoned. He will also charge up a ball of energy before doing either attack; if you can manage to hit him from behind during or before his bullet use, you can expose his backside for further damage. ----- ASUKA ----- Asuka, although not being one of the special four main characters, is one of another set of four characters who are programmed with several physical attacks as opposed to just a generic two-set. This means that there are a number of things you should watch out for; in particular, Asuka has a fairly decent range with her weapon, and can knock you out cold with a good number of them. She also can spin around, hitting anything that comes in her path; when she does this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B attack. Asuka also has four bullets in her repetoire for her use. The first allows her to shoot a small orb of energy that follows you around for about a third of the screen before fading out. The second will cause a pillar of Earth to spring up right underneath her (not in front or behind her, underneath her). It is supposed to be for you to either walk into or be hit into and be further damaged, but it fades away too fast to be truly a danger. The third allows her to sprout a bunch of roses. After a few seconds, thorns will grow about twice the length of the actual rose to either side of the flowers, so be sure to get away from the roses once Asuka summons them. Asuka's fourth and final bullet lets her send out a boomerang-like projectile straight across the screen that spins around, able to damage you multiple times, and then returns back to her, causing more damage. For the most part, you can beat her in up-front battle, as long as you press your advantage; Asuka has some nice attacks going on, but she lacks aggressiveness, and fails to protect herself with a guard most of the time. Lure her in as you will and unleash a bullet, and you can easily cause her a great amount of damage. You can also knock her up into the air (which is fairly easy for the most part) and let loose another bullet for her to hit on impact to greatly hurt her. -=-=-=-=- AQUAPOLIS =-=-=-=-= [KWAQP] Watch the scene. Head left to the Aquapolis Bullet Shop to pick up any new bullets that you may need, then proceed right of the entrance into the Major G-Center. Do the optional Fish Rumble quest if you wish, then talk to the lady at the right counter. Listen to her explanation, then take the first Major Exam. After a cheesy cutscene, you will end up taking on the first competitor of the exams. ----- ZALGO ----- Probably the best thing about Zalgo is that he only has 650MP, and you can actually cause reasonable amounts of damage when you get an open strike on him (40-50MP apiece), so that this fight does not take longer than it should. In any case, Zalgo has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His first Bullet involves the use of a p Wind, where he summons a tornado that goes in the horizontal direction he is facing and up at the same time. He is also capable of using the Stun Gun, which basically lets him shoot static electricity into the area right in front of him. The thing that is difficult about Zalgo is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Zalgo often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. When he is on the ground, jump up a platform, then do Down + B to drop down and change your drop into a swinging cut at Zalgo. The reverse is also true; if Zalgo is lured onto a platform, drop down a floor, then when he drops down, follow through with a combo attack to cause great harm while he is unable to guard (being in the air). Lastly, since you are using Kyle, you should be able to exploit the waterfalls of Aquapolis by breaking through them whenever Zalgo is blocked by one and trying to cross through it (and failing) to deliver a quick surprise blow, followed up by a couple of unanswered strikes. Always a fun time. ----------- TURK MCDIRK ----------- Turk McDirk, in terms of his two regular physical attacks and moving around, is very much a carbon clone of Zalgo behind him. In fact, in this aspect, the only two difference between the two is his size and reach. McDirk's two normal moves are to slash downwards and do an upward sweep. He also loves to move around a lot, jump up and down, along with defending whenever presented with an enemy taking the offensive against him. Be careful though, as one thing he has that Zalgo does not is a Beat Combo; if ever you get trapped between a solid place and his Beat Combo, and you cannot see anyway out of getting hit, DEFEND. He has a fairly strong physical attack, so it is imperative that you take as little damage as possible. Turk McDirk also has two VERY RARELY used water-elemental attacks. The first involves him summoning a bunch of ice droplets coming from the heavens above and falling to the Earth, which can damage anyone or anything that they hit. The second involves him raising his hand above his head, and then bringing forth a giant icycle, which he then throws forward. For either of these attacks, definitely just run out of the way quickly (and if you are not playing as Kyle, make sure not to get trapped on one side of the arena and unable to move out quick because of a water fountain being on). He will also charge up a ball of energy before doing either attack; if you can manage to hit him from behind during or before his bullet use, you can expose his backside for further damage. After winning both battles, you will be redirected to the Mirage Desert, so head out of town and go to said Desert. -=-=-=-=-=-=- MIRAGE DESERT =-=-=-=-=-=-= [KWMRD] •Box Bullets: Whoops!, Fire Vest •Monsters: Earth Mouse, Electric Butterfly, Wind Tortoise, Earth Bear, Flower, Wind Wolf, Fire Mouse This is a pretty basic walk-through stage, with nothing special going on until the end. You will probably want to bring a Water or Wind Bullet to dispatch most of the enemies. I especially prefer p Water, as it allows you to shoot a straight stream of water that damages multiple times and goes through anything it hits, allowing you to slaughter several foes at once. Having anything that can hit two or more people at once will also be useful for later. At the end, watch a cutscene, and you shall fight a pair of Thuggers. -------- THUGGERS -------- There may be two Thuggers. But that is all that they have going for them. First of all, they are really slow on their feet, and when they do get in range of your character, often times they will take forever before deciding to finally attack. On top of that, they lack any sort of Bullet attack, and can only do a jab and an upward slash, both of which lack any real sort of power except for the jab being able to knock you off your feet. Worse yet for them, they BARELY even defend themselves. Additionally, both Thuggers lack a great amount of MP, so it does not take long before you can finish them off. However, because of the openness of the arena, and their tendency to just stay on the ground and run towards you, you can use multi-hit Bullets to attack them, just as I recommended to you early. After a bit, they will get smart and defend, but if you wait a few seconds and let them run towards you again, you can shoot another Bullet and catch them off-guard. After the battle, cross over into Alexandria. -=-=-=-=-= ALEXANDRIA =-=-=-=-=- [KWALX] Head right once done with the initial cutscene to the next screen, and watch another cutscene. Once inside the laboratory, head right to the last room, and enter the door at the end of the hallway. Montague will give you the Cleanse Bullet after a long cutscene. When the converstation ends and you are put outside, leave Alexandria and go to Midway City. -=-=-=-=-=- MIDWAY CITY =-=-=-=-=-= [KWMWC] As soon as you come in, you shall have a rematch with the Thuggers from earlier. -------- THUGGERS -------- There really is not much to say about the Thuggers. They retain basically the same attacks as before with their jab and up-sweep slash, and so you should use the same strategies. About the only modification to their behaviour is that they will attack somewhat more aggressively, but not so much that you can handle them with ease using Bullets and regular strikes. And of course, they still have their pitiful MP, so dispatching them should again not be too much of a difficulty. Unfortunately, you will not get the chance to stay long in Midway City, as you shall be forced automatically back out onto the world map. Head to the Thugger's Den next. -=-=-=-=-=-=- THUGGER'S DEN =-=-=-=-=-=-= [KWTHD] •Monsters: Poison Mouse, Poison Tortoise, Thugger A, Thugger B, Thugger C You will start the area off by fighting the scythe-wielding Thugger alone. Once you have finished him off, take out a Poison Mouse, then continue on and dispose of the rapier-wielding Thugger. You will also run into some carbon clones of the scythe Thugger, as well as a new Thugger - a fist-fighting one. Once you get to the end, watch a cutscene, then a boss battle. ---- ZEKE ---- It should be noted beforehand that defeating Zeke is OPTIONAL. You are in fact expected to lose, and so this strategy is only for the masochist few who wish to try toppling this monster. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a 100% chance of needing to heal during the battle, there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the p Heal as well. Overall, however, you must realize this; if you are attempting this on your first playthrough, do not be surprised if you get your behind handed to you. Yes, Zeke CAN be defeated. However, given what is probably limited Glading experience prior to this fight, your own natural skill may not be able to handle what is likely a 3:1 HP ratio to a character who can cause heavy damage. You can redo this fight after you beat the game, with better bullets and higher HP, so do not fret too much if you are a perfectionist. After the battle is over, you will be put out on the world map. Head to Newtown. -=-=-=- NEWTOWN =-=-=-= [KWNWT] Make your stop at the Bullet Shop as needed, and then head to the G- Center. Do the optional quest if you wish, then talk to the lady at the right counter in order to take the second exam. Unlike the first Exam (and every exam after this) there will be no traps operating in the G-Center in Newtown, so you do not need to alter standard strategy to account for field effects. Also, you shall fight three people instead of two this time around. ---------------- HIGH-VOLUME TICK ---------------- There is not too much to say about High-Volume Tick. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to use m Wall, which causes a stalagmite to come out of the Earth in the area in front of and behind him. If he does this and you happen to be standing right in either of these areas, and you have the reaction time to respond to it, guard. Otherwise, take the hit and then continue against him. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. ------ HADCHI ------ Probably the best thing about Hadchi is that he only has 1200MP, and you can actually cause reasonable amounts of damage when you get an open strike on him, so that this fight does not take longer than it should. In any case, Hadchi has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His final two attacks involves the use of a fireball attack, where he shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands as it moves away, and an f Toxin attack, which if it hits you, will keep you poisoned and losing HP for some time. The thing that is difficult about Hadchi is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Hadchi often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. When he is on the ground, jump up a platform, then do Down + B to drop down and change your drop into a swinging cut at Hadchi. The reverse is also true; if Hadchi is lured onto a platform, drop down a floor, then when he drops down, follow through with a combo attack to cause great harm while he is unable to guard (being in the air). You also may have fought Hadchi before, depending. If you have won against him before, do not sweat it; basically the only thing different here is an MP upgrade. ------ HIBITO ------ And you will finally have your first showdown with one of the other three main characters. As Hibito is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Hibito is someone who is you equal in that regard. Hibito also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Overall, however, you should stick to exploiting what Hibito tends to; agression and speed. Hibito will use Beat Combos often, and will try to rush in often. Each of these times (or when he does both combined), he usually leaves himself open to attack. Spring something on him such as p Water or any kind of trip, and you can easily cause heavy damage to him. If he starts putting up his defense and does not give in, take the offensive, move after him, and start nailing him with your own Dash + Y attack to knock him around. Finally, since you are using Kyle, you should try using your long range to your advantage. You can use a Speed Up if you want to match Hibito's natural agility, and then knock him off his feet once Hibito tries to move in close. After the battle, you shall be given a G-Con Type 2, which lets you raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head off to Blingsville. At this point, it should be noted that in Blingsville, there are two separate things that you can do in Blingsville. The first thing is taking a tournament. The second event you can do is go through a forest area and fight a boss as part of a rescue effort. However, you can only do one section during your playthrough (but can revisit and do the other area after you beat the game). The tournament section will be the first Blingsville part, and the rescue section will be the second Blingsville part. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [KWBL1] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and then enter the nearby G-Center. Do the quest if you want, then talk to the girl at the right side to take part in the tournament. As no names are mentioned, all grappers are numbered instead of named here. ---------- GRAPPER #1 ---------- This battle is basically the exact same as your fights with the Grapper Hadchi if you have fought with him in any of the Major Grap Exams so far, so I will (shamelessly) copy the Hadchi strategy. Grapper #1 has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that in comparison to Hadchi, he is MUCH quicker and more nimble on his feet, so expect some lightning-fast attacks. He also utilizes two Earth-elemental attacks. The first allows him to summon a rock spike in the area in front of him for about a foot, which can hurt you a reasonable amount if you are not prepared. His second attack is just a new variation on the first, expect that the spikes cover more ground, and he adds a spike to his backside. The thing that is difficult about Grapper #1 is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Grapper #1 often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion and hit him with a Bullet or lay a trap Bullet when he is trying to rush towards you. ---------- GRAPPER #2 ---------- Another carbon copy fighter, which means another carbon copy strategy. This time it is the Captain Hook foe from the Fish Rumble quest in Aquapolis. Grapper #2 possesses two physical attacks. The first is where he will take a really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down-chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Grapper #2 can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Grapper #2 can also use two bullets, each of which are a variation of one another. His first bullet shall send out a wispy ball that travels across the field fairly quickly. If you get hit by it, your character shall be confused by it for about ten seconds, and your button inputs for D-Pad Left and Right will reverse (ie. if you hit right, you will go left). This fades away after ten seconds, as mentioned before. The second Bullet is the exact same thing, except that the cloud is large, while it has a lower speed. Of course, the frustrating part of the battle will come into play when you are forced to come up with something to bypass his technique. Very rarely will you be able to get a straight-up bullet past him, as he will constantly be on his guard. The same goes for attacking him and using Beat Combos; only Dash + Y hits will be guaranteed to break through his defense. The solution here is to take advantage of something that #2 loves to do a lot - jumping around. When he is in the air, #2 cannot defend himself, so take full advantage and knock him out while he is in freefall, or activate your Beat Combo and use an Air Beat Combo to knock the stuffing out of him. Additionally, while he is on the ground, you should take this time to heal up whenever it is needed. As said before, he has some strong techniques, so you need to constantly heal up and stay at the top of your game. Finally, when looking for bullets to pull out against him, do not use attacks that instantly go for him; instead, use Bullets that take their time in getting to him, such as Rose Thorn (which only activates after being on the field for a few seconds) or Phoenix (which goes around diagonally before finally hitting its target). While he will defend sometimes, he will not always expect them, and when he does not, big time damage shall result. ---------- GRAPPER #3 ---------- Grapper #3 is aggressive. This time, I mean it when I say he is aggressive, as he is constantly attacking. While his attacks themselves are relatively tame (the standard up-slash and stab, along with his Beat Combo), you should watch out for his behaviour, and adapt to it. For the most part, take advantage of it and knock him up into the air when he goes too fast, then steal the moment and use it to beat him up further. Grapper #3 also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Having fought Hibito, you should recognize this set-up; Grapper #3 is, in the Bullets department, an exact clone of Hibito. ------ GYAMON ------ And so, we get another of the main nine characters; as mentioned before, this set of nine has more moves than just the regular two attacks that every foe comes with. Gyamon in particular uses a claw that has almost as much reach as Kyle does, and it can be fairly deadly. For the most part, watch out for his quick dashes, as well as his air Down + Y attack. You should also watch for his Dash + Y technique, as he will use it fairly frequently, and with great ease. For the most part, if you have trouble hitting him, just keep your distance for a while and familiarize yourself with his movements and offensive techniques. Gyamon's bullets stick mainly to poison-type attacks. His first bullet will be to shoot some purple smog at you; if you get hit it by it, you will be poisoned for about five seconds. With his second bullet, he drops a toxic mushroom on the floor. Should you walk into it, you will be poisoned again. In both cases, the poison can easily deal upwards of 500+ damage, so BE SURE TO HEAL if you are low on MP. -------- MILL YUN -------- Despite his demeanour, Mill Yun actually is a step up above most of the competition that you shall have faced up to this point. His axe can deal quite a bit of damage, and he has some flexibility with his standard attacks. He can also come down from the air quite hard, and he can smash you up into the air, even with your guard up. Finally, when he becomes quite volatile, he also has a special attack in which he swings his hammer around him in a circle at super- speed, crushing anything in its path (and yes, it can break through your defense). And of course, he also his his Beat Combo. He also utilizes a few good bullets. Mill Yun's first bullet is a basic m Wall, which allows him to create a large wall of earth that will be hard for you to jump over, and can effectively trap you on one side of the field until it crumbles apart. His second bullet is a basic variation on the fireball bullet that Grapper #3 had, except that his fireball will curve down a bit, and then curve up. His final bullet allows him to summon a group of large icycles above hisself, and then throw them down into the ground, smashing whatever is in between. However, like nearly every other enemy in the game, Mill Yun can still be defeated by a simple divide and conquer strategy. Stick to just brainlessly beating him to a pulp when you are near him, and then back off and let him waste his breath trying to touch you, and leave traps and use offensive Bullets on him to slowly drain his MP and finally finish him off. After, you will be given the Tub Drop bullet by Bill Yun. Now that we are basically done in Blingsville, head out to the exit, and go to the Citadel Ruins. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [KWBL2] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and do the quest in the G-Center if you want. When all of that is done, talk to the lady in the purple dress, and offer to find her kid. •Box Bullets: Speaker, Remix B, Tub Storm •Monsters: Wind Mouse, Flower, Fire Bear, Phoenix Walk through the regular stage per the usual. Same deal as always. At the end, you will finally take on a boss. ------- GORILLA ------- The main reason that you should fear the Gorilla is for its sheer attack power. Even if you are defending, it can still take off over 100 MP with a single hit. Combined with its sheer height, if you need to heal, do not bother staying on the ground for it; instead, double jump into the air and heal up there. In any case, the Gorilla only has one actual attack, in which it shall slap your character full-body with its hand, and send you flying if you are not guarding. The danger is in its quick attacking, as it can dash in before you can blink to send you reeling. The Gorilla also has a couple of defensive maneuvers that can actually harm you if you are in its path, but it shall not actively attack you with. The first of these two techniques involves it beating its chest, and increasing its attack power. Secondly, when it defends itself by putting its arms in front, get away if you cannot execute a Dash + Y - it will use the occasion to explode forward with some momentum once it gets out of its guard stance. To be sure, you do not want to be in the Gorilla's line of fire. The best way to bypass this is to stick with using long-range bullets, so as to not be in the Gorilla's range, and then jump over its head when it comes near you. After, you shall be returned to Blingsville, and will automatically obtain the Bullet m Nut. Now that we are basically done in Blingsville, head out to the exit, and go to the Citadel Ruins. -=-=-=-=-=-=- CITADEL RUINS =-=-=-=-=-=-= [KWCDR] •Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb, Boomwalker •Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric Zappers, Earth Statue, Wind Statue You have another fairly simple runthrough in Citadel Ruins - in fact, if you did the Temple Statues quest in Gearbourg, you should recognize the scenery, as it is in fact basically the exact same layout. Some things to watch out for are the high amount of boxes that you can break open (of which all of them can offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper. These guys are basically mini-pods that fly around and shoot electric bolts from underneath them at you. They are very fragile, but can often interfere when you do not desire any, so take care of them quick and then focus on the real threats. At the end of the level, you shall face off against another robotic Glade, Terabolt. -------- TERABOLT -------- The swan-like Terabolt, by design of being superior to Megabolt and Gigabolt, is radically different from its two predecessors. First off is its speed factor, in which it literally can go from side to side in a second flat. However, I have yet to see any actual attack associated with this swift speed, so I advise you to not worry too much about it. Terabolt's first attack involves it momentarily stopping, and then shoooting several missiles out of its tail end. The missiles will temporarily go off the screen, and then come back careening down homing in on your location. Unless you have moved out of the way significantly, you usually have no chance in dodging these, so your best solution is to just put up your guard and minimalize damage taken from the missiles. Its second attack involves shooting a ball of pure energy out from its mouth. Fortunately, it is a small orb of energy, and the actual attack itself travels fairly slow, so you usually will have time to either jump out of the way or defend yourself against it. Terabolt's final attack is also probably its one fatal flaw; Terabolt will pause in the middle of the screen, and then turn to face the screen, breaking the fourth wall. Its fins will then detach from its body, and one will go on either side of you, and follow you up and down as you jump up and fall down. After a short while, once you stay in one position for too long (usually when you fall or when your acceleration upward fades away and you start falling down), the two fins will generate a laser beam between them. In all honesty, you can usually avoid this with smart timing (mainly through jumping once, letting it start up, and then double jumping to avoid it, or pressing the Down button when falling). There is also an exploit with this last attack of Terabolt's. While you are going up and down, you can conveniently place yourself near Terabolt itself, who will be harmless and defenseless while its fins are operating. Sneak in an attack every time you go up and down, and usually you will deal much greater damage to Terabolt than the laser can do to you. Afterwards, watch another cutscene. At this point, you will have another VERY SHORT branch path, as you can go to one of two different locales for the third Major Exam; Raiden or Oak Land. After you make your choice, head over there. -=-=-=-= OAK LAND =-=-=-=- [KWOAK] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. In Oak Land, the G-Hall traps involves boulders that fall down from the side of the screen and roll towards the center, eventually crumbling. Avoid getting hit from them. You can also corner your opponent and hope for a stray rock to distract him. ------------------ DEREK THE SUN BEAT ------------------ Derek (The Sun Beat) has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that Derek is fairly nimble on the ground, so expect some lighting-quick slashes. Additionally, because of Derek's weapon of choice (a scythe-like Glade), he has a decent amount of range, so do not expect to get too close to him without being hit in return. Derek has a couple of Bullet attacks that he can use. His first involves him raising his hand above his head, and then bringing forth a trio of giant icycles, which he then throws forward into the ground in front of him. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight once it gets near you. Overall, you have fought guys with the exact same movement and attack styles before, and as long as you watch out for his Bullets, you should be fairly good. ------ HIBITO ------ Here is to your rematch with Hibito, as the last time you fought him was all the way back in Newtown. With nothing but upgraded MP, the same strategy still applies; as he is a main character, you should view him as a strong threat. He can jump up into the air and then stab his sword down. He can up- sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Hibito is someone who is you equal in that regard. Hibito also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight (which is exactly the same Bullet as Derek the Sun Beat used in your last battle). His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Overall, however, you should stick to exploiting what Hibito tends to; agression and speed. Hibito will use Beat Combos often, and will try to rush in often. Each of these times (or when he does both combined), he usually leaves himself open to attack. Spring something on him such as p Water or any kind of trip, and you can easily cause heavy damage to him. If he starts putting up his defense and does not give in, take the offensive, move after him, and start nailing him with your own Dash + Y attack to knock him around. Finally, since you are using Kyle, you should try using your long range to your advantage. You can use a Speed Up if you want to match Hibito's natural agility, and then knock him off his feet once Hibito tries to move in close. Lastly, use this arena's rock traps to your advantage. If you fall behind him in MP during the battle, knock him away from you for a bit and heal yourself, and then press him against a wall to be knocked down by a boulder coming down. Hibito also tends to be very aggressive at this point in time, so hit him at point-blank range and from afar with any Water Bullets you may have equipped yourself with beforehand. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-= RAIDEN =-=-=- [KWRID] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. For Raiden's exam, the traps in the hall involve three pillars that pods go up and down on. When two pods focus on each other, they will let out a beam of electricity between them, damaging anything in between. You can move the pods themselves by hitting them. -------------------- BANDA THE BEAT LOVER -------------------- Banda (The Beat Lover) has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that Banda is fairly nimble on the ground, so expect some lighting-quick slashes. Banda also utilizes two bullets that you should watch out for. His first bullet shall send out a wispy ball that travels across the field fairly quickly. If you get hit by it, your character shall be confused by it for about ten seconds, and your button inputs for D-Pad Left and Right will reverse (ie. if you hit right, you will go left). This fades away after ten seconds, as mentioned before. For his second bullet, he will drop a beige-ish mushroom on the floor. If you happen to walk or be knocked into the mushroom, you will receive much the same effects as being hit by the cloud, so do not touch it. Overall, you have fought guys with the exact same movement and attack styles before, and as long as you watch out for his Bullets, you should be fairly good. --- GUY --- Guy is potentially the most difficult of all the other three main characters to take on. It is not even in the realm of that he has as many moves programmed for him, but rather what his moves entail. While he does not have quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he will move so fast that he literally will leave a blur, and he can also attack as quickly, jabbing at you or knocking you upward before you have a chance to blink. Furthermore, he has a one-two-kick combination which he can use to break through your guard and send you sprawling, in addiction to his regular Dash + Y attack. However, even after that, he still has two more dangerous tricks up his sleeve. The first is his Beat Combo. While you may think you can just defend against it (and ideally, you can), oftentimes you may not even have the reflex to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed up by an up-down attack. Lastly, Guy is unique among the characters in his flexibility; whenever he jumps onto the figurative 'wall' of any battlefield (the edge of the screen), he can actually bounce off that wall and in the opposite direction, as opposed to having to go against momentum and turn around and flail while falling down. Do NOT expect to get him up close with his back cornered to a wall and be keeping it that way. Because of all this, you are somewhat compensated; Guy only has one bullet. Unfortunately, it is still a potentially deadly one, as it allows him to send a beam across the arena that is as tall and still a bit higher than Guy himself. If you see him charging up for a Bullet attack, JUMP out of the way, or put your guard up. Either is better than taking the full brunt of his attack. For the most part, take advantage of the arena's traps. While Guy does have a lightning attribute, and takes only a small amount of damage when caught in the trap, he is still vulnerable at the same time to other Bullets, and cannot defend. Move around along with him and fight for space, and whenever you can get the chance, lure him into one of the discharge beams, then get on equal footing and throw a Bullet causing a lot of damage at him. You can also use this time to heal if his attacks are consistently getting to you while not letting you touch him. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [KWSN1] Watch the initial cutscene in here. You can head to the G-Center and do the lone quest offered in town if you want, but you MUST go to the Bullet Shop - this will be the last time in some time that you will be able to buy new bullets, and as you do not get the chance to return to earlier places until after you beat the game, you may be hurting when you face off a certain boss. Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it - trust me, it will come in heal. After that is done, head to the center-north screen of town (it is the one that is flashing on your top screen). Here, watch another cutscene. After you are done in town, exit out and head to the Maze Forest. -=-=-=-=-=- MAZE FOREST =-=-=-=-=-= [KWMZF] •Box Bullets: Tub Storm, Petal Vest, m Toxin •Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse Not much to say about the actual area. Despite Dark Variants being built up throughout the storyline as tougher than regular Variants, they are actually MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it takes to finish off regular Variants. Near the end, you will face off against a boss. ------------- DARK TERABOLT ------------- Dark Terabolt, in comparison to the regular version, tends to be a LOT more aggressive, and will execute several consecutive attacks within only a few seconds. It also has a new attack that you should watch out for. Dark Terabolt's first attack involves it momentarily stopping, and then shoooting several missiles out of its tail end. The missiles will temporarily go off the screen, and then come back careening down homing in on your location. Unless you have moved out of the way significantly, you usually have no chance in dodging these, so your best solution is to just put up your guard and minimalize damage taken from the missiles. Its second attack involves shooting a ball of pure energy out from its mouth. Fortunately, it is a small orb of energy, and the actual attack itself travels fairly slow, so you usually will have time to either jump out of the way or defend yourself against it. Dark Terabolt's new attack involves it flying from end to end. When it does this, it will release black bombs from its body that land on the ground. If you touch them, the bomb will automatically explode on you. Eventually, after a while, the bomb will explode on their own - the have a short explosion radius, so you do not need to stay too far away from them to not risk damage. Dark Terabolt's final attack is also probably its one fatal flaw; Dark Terabolt will pause in the middle of the screen, and then turn to face the screen, breaking the fourth wall. Its fins will then detach from its body, and one will go on either side of you, and follow you up and down as you jump up and fall down. After a short while, once you stay in one position for too long (usually when you fall or when your acceleration upward fades away and you start falling down), the two fins will generate a laser beam between them. In all honesty, you can usually avoid this with smart timing (mainly through jumping once, letting it start up, and then double jumping to avoid it, or pressing the Down button when falling). There is also an exploit with this last attack of Dark Terabolt's. While you are going up and down, you can conveniently place yourself near Dark Terabolt itself, who will be harmless and defenseless while its fins are operating. Sneak in an attack every time you go up and down, and usually you will deal much greater damage to Dark Terabolt than the laser can do to you. Considering Dark Terabolt's aggression here, you should really focus on damaging it during this fight, and unleash hard-hitting attacks (such as Phoenix or Light Wing) by jumping up as high as possible to avoid the fins. After, continue on to the Mad Company. SAVE YOUR GAME first. -=-=-=-=-=- MAD COMPANY =-=-=-=-=-= [KWMDC] •Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb, Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly, Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear The Mad Company level is easily the longest section in the game, as it is split up into three different runthrough sections, and five different boss fights. If you lose even one of the fights, you will have to restart. Thus, be very prepared. In any case, the first runthrough will introduce you to a few new enemies. Robot Guards are basic machines that run around the place; while they can cause you some harm, they are easy to destroy if you just keep attacking and do not give them a chance to respond. Mad Guards are upgraded versions of the scythe-wielding Thuggers you fought oh so long ago, and are not very difficult either aside from their surprising agility. Zappers you may remember from the Citadel Ruins; they are once again easy to kill, requiring only one or two hits to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy- handed hits and charging down the hallway, hitting anything in its path. When taking on one of these guys, be sure to focus all your attention on it, and do not get close to it unless you intend to go all out on attacking it. Eventually, you will come to your first boss fight. ----------------- DARK VARIANT #005 ----------------- As you already have Dark Mice, Bears, Wolves, and Butterflies, the next Dark Variant in line is #005, which is actually a fairly refreshing battle to fight against. #005 is a tall monster that most remembles a praying mantis, and has a couple of attacks to watch out for. The first is when it will stand up straight, and then slash both of its claws; this will send a wave of energy down the arena as high as #005 itself. If you can dodge it quick enough, jump, but otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its tail into the ground, and have an extension of its tail pop out of the ground. If you get knocked into this thing, it will damage you. Its final attack will involve Dark Variant #005 going to one of the edges of the screen, creating a minor shockwave in the ground, and then leaping diagonally down the screen at your current location. #005's first Bullet attack that it is capable of is a copy of the f Water bullet; in short, a wave of water crosses the floor, dying out after three frequencies. As long as you jump over it or stay far enough back, it will not even touch you. It is also capable of sending out a fairly large purple ball of toxin going straight forward - dodge it by jumping back or running the opposite direction. Overall, though, the fifth Dark Variant is a pushover. It simply almost never guards himself, and it is so often setting up for an attack or suffering lag from one it just did that you can bring in a Beat Combo and hack away at it. This is particularly useful for its final physical attack, when it leaps down; you can just guard and then quickly use a Beat Combo before it has time to react. After the battle, continue on through the next area. Watch out for Firebombs, which walk along the hallway and will explode on contact. You shall also face some new enemies in Heavy Mad Guards, which are basically underpowered clones of Grappers you have fought before, such as Turk McDirk, and without the Bullets as well. You will end up having to take on another opponent. ---- ZEKE ---- This time around, you will actually have to defeat Zeke. Fortunately, the same strategy applies from before. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a very good chance of needing to heal during the battle (unless you are during this for the umpteenth time), there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the m Heal as well. Thankfully, your HP total should have increased since the last battle to be on par with Zeke, and your Glading skills should also have improved. If you were close to or pulled out a win against Zeke in your last match at him in the Thugger's Den, then do not sweat it in your battle here. Once the battle is done, continue on through the next area. You will face some more token pockets of resistance from some Heavy Mad Guards and Robot Sentinels, but considering that you have made it this far, they should not present any sort of problem. Once you press your way through to the end, you shall face off against a third boss. ----------- PRESIDENT D ----------- D's first attack is a vicious once, which you should watch out for; when D slashes his sword at you, it will also let out a purple burst of energy that travels along the floor, which goes as high as approximately his midsection. Jump over it if you see it coming; otherwise, dodge if you lack the time to jump. His physical speed in moving from edge to edge of the screen is very very quick, within the blink of an eye, leaving you little time to guard against a surprise strike; his speed is comparable with Terabolt in Kyle's Story. D also has another weird attack up his sleeve; he can summon multiple odd eye-like orbs that are dispersed across the screen. Because they shall damage you and explode on contact, you will be forced to reroute all your jumps to go around these eyes as opposed to just straight through. He also has a variation of this, where he will summon a bunch of these eyes in front of him, and then disperse them manually, hitting you if you are in the path of one of them. President D is also capable of using an Attack Up Bullet, which temporarily powers up his offensive ability, as well as Defense Up, able to strengthen his defense. Another Bullet he can use is the Beckon bullet, which you cannot obtain until after you have completed the stories of all four main characters; a shadow will appear in the ground, and a hand will come out to try and grab you. If you see this shadow appear, MOVE AWAY. Most anything is preferably to this. Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I must stress this. Once President D drops to the 1700MP mark, he will unleash his ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars of shadow will appear next to each other wherever you are on the screen, suck you up and throw you around, and ultimately cause a great amount of damage. Even putting your guard up does nothing, as it will break through instantly and do the same. Whenever you see D stop and do the motion of slamming his sword into the ground, DASH AWAY. If you can move quickly enough, the attack will hit where you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you jump, it is far too slow than if you just move away. Thankfully, there are plenty of moments that you can exploit President D. He normally does not defend himself unless he is absolutely stationary, so while he is moving around, you can attack him without having to deal with his guard. If he does put his guard up while you are straight up using your weapon, use your Dash + Y weapon for some relief. Notably, however, he is also very vulnerable when using his attacks. The two that you should especially take advantage of are when he summons his eyeballs (which he takes his sweet time in doing), where you should use a long-range attack, and his latter shadow tornado attack, while he has his sword in the ground. The latter attack is especially good, as you will need some time to hit him without being in risk of his siccing the Shadow Tornado attack on you. In all, expect to lose the first time through, at a minimal. D is a godmoder, and he can easily take out 500MP+ at a time with only a couple of attacks, and usually gives you very little time to pull out a healing bullet without causing further damage to you. At some point in the battle, it comes down to skill, and that is something I simply cannot help you in. Another win, another battle after that... ---------- FINAL BOSS ---------- It is not exactly the final boss; however, storyline wise, this is the climax of the plot, and I could not really think of a name otherwise for him. Eh. The arena itself is fairly long, and not restricted to a single frame, so you can run around a bit. Final Boss has two arms to either side of his head, the head being the only vulnerable point on his entire body. The two arms can disform and reform, bringing with it a shadow bat or a shadow creature on the ground. The bats can additionally reform into a spike that throws itself at the ground, sacrificing itself in the process. With the shadow creatures, if you sense an impending attack is about to come from the FB, use a Dash + Y attack on the shadow creature; you will be invulnerable so long as you are in the attack's animation. The arms themselves are also capable of stabbing down at your position, so make sure to watch from every side to guard yourself against them. They can also do it both at once, and can move around flexibly. Thankfully, they do not knock you over, so you at least have that annoyance out of the way. Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE CENTER. This is because one of the shadow tornadoes from the previous fight will appear on either end of the screen, and you do NOT want to be knocked into either of those. Thankfully, they disappear after a short while. A single arm can also let out a single vortex of energy, which lets out a tornado that rolls across the screen. If you see this, DEFEND, and it will just push you back until it dies out. If you guard against this tornado, then it will not suck you up. The head itself also has a single attack up its (figurative) sleeve. When you see a purplish orb of energy emitting from its mouth, RUN AWAY from wherever you are, as the Final Boss shall launch a blast of energy that slowly expands outwards in a circular shape before imploding. Fortunately, the battle is easy if you know what to do. Despite only the head being vulnerable, it has no way of defending itself. This literally means that you can just jump up and down during the whole entire battle, constantly swatting at it. However, as some of the enemies will consistently try to hurt yo during the battle, you will want to stick to bullets. For some Bullets that home in on your target, such as Phoenix and Light Wing, double jump to the top of the screen (where nothing can touch you) and activate your Bullet up there to be floating in mid-air until you are finished summoning your Bullet. Others that need to go straight, you can still do the same trick, but you need to line up with the head and do it while there are no bat enemies around. Finally, whenever you need to heal, do it when there ARE NOT any shadow tornadoes to the side, and you should be good. With another win in your pocket, you shall be put into another underground area. Continue on and deal with all the Variants put into your path, and you should soon reach the final boss of this level. ---------- DARK CLONE ---------- Your clone, being controlled by a computer AI, can probably pull of some slicker moves than you can at times. Since you have controlled your character for a whole story segment, however, you should be well aware of the strengths and weaknesses of your opponent. Furthermore, you have two advantages over your opponent; first, you likely have more MP than he does, and second, he has no bullets that he can use. You do. Since you are playing with Kyle, my main recommendation is to just stick to keeping away from your clone, and use longer-range Bullets. That way, you do not have to deal with getting your long range attacks turned against you, and your opponent will not get near you. Any way, he should go down easily enough, especially if you have weathered the likes of Zeke, President D, and the Final Boss, all in short order. After the battle, watch some cutscenes, then go back to Synesthesia. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [KWSN2] Make your way to the G-Center, and then talk to the lady at the booth to finally be allowed to take on the fourth and last Major Exam. In Synesthesia's G-Hall, lava will momentarily burst out of select spots on the ground that you should be able to identify by their appearance. Lava can also fall down from the sky. --- GUY --- If you fought Guy in Raiden, this is pretty much the same deal as before, with the lone exception of having more MP. Guy is potentially the most difficult of all the other three main characters to take on. It is not even in the realm of that he has as many moves programmed for him, but rather what his moves entail. While he does not have quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he will move so fast that he literally will leave a blur, and he can also attack as quickly, jabbing at you or knocking you upward before you have a chance to blink. Furthermore, he has a one-two-kick combination which he can use to break through your guard and send you sprawling, in addiction to his regular Dash + Y attack. However, even after that, he still has two more dangerous tricks up his sleeve. The first is his Beat Combo. While you may think you can just defend against it (and ideally, you can), oftentimes you may not even have the reflex to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed up by an up-down attack. Lastly, Guy is unique among the characters in his flexibility; whenever he jumps onto the figurative 'wall' of any battlefield (the edge of the screen), he can actually bounce off that wall and in the opposite direction, as opposed to having to go against momentum and turn around and flail while falling down. Do NOT expect to get him up close with his back cornered to a wall and be keeping it that way. Because of all this, you are somewhat compensated; Guy only has one bullet. Unfortunately, it is still a potentially deadly one, as it allows him to send a beam across the arena that is as tall and still a bit higher than Guy himself. If you see him charging up for a Bullet attack, JUMP out of the way, or put your guard up. Either is better than taking the full brunt of his attack. For the most part, take advantage of the arena's traps. Learn the positions the fire falls down from or spurts up from, and push Guy back into these areas. Once he gets hit by fire, he will temporarily drop his guard, so you can throw a Bullet causing a lot of damage at him. You may also choose to use this time to heal if his attacks are consistently getting to you while not letting you touch him. ------ HIBITO ------ Here is to your rematch with Hibito, as the last time you fought him was all the way back in Newtown, or Oak Land if you took your exam there. With nothing but upgraded MP, the same strategy still applies; as he is a main character, you should view him as a strong threat. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Hibito is someone who is you equal in that regard. Hibito also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Overall, however, you should stick to exploiting what Hibito tends to; agression and speed. Hibito will use Beat Combos often, and will try to rush in often. Each of these times (or when he does both combined), he usually leaves himself open to attack. Spring something on him such as p Water or any kind of trip, and you can easily cause heavy damage to him. If he starts putting up his defense and does not give in, take the offensive, move after him, and start nailing him with your own Dash + Y attack to knock him around. Finally, since you are using Kyle, you should try using your long range to your advantage. You can use a Speed Up if you want to match Hibito's natural agility, and then knock him off his feet once Hibito tries to move in close. Lastly, remember that this arena uses fire traps, so Hibito will take very little damage from the lava if he gets hit. If you fall behind him in MP during the battle, knock him away from you for a bit and heal yourself. Hibito also tends to be very aggressive at this point in time, so hit him at point- blank range and from afar with any Water Bullets you may have equipped yourself with beforehand. ------ DAICHI ------ It is time for the final showdown, the match that decides your status. Once again, I must stress the importance of the fact that Daichi is a titular character. This means that he has more techniques and attacks that he can use than the average Grapper, and also means that you are in for a long battle. Daichi in particular is probably the slowest of the main four. However, the strengths that he gets in tradeoff for this include an intense amount of offensive power, and a large hammer that can beat out Kyle's range with certain attacks. For the most part, keep your distance from Daichi. This is because of several of his regular attacks. The first one to watch out for his his ability to spin around in a circle, flailing his hammer around. When he is like this, it is nigh upon impossible to sneak in a hit without getting injured yourself, so it is simply better to take advantage of him with a Bullet here. He can also back you up into a corner and spam Beat Combo and this spin, so if you get into this situation, immediately either put up your guard or try dashing past him. Another thing that you should watch out for is that Daichi can do a sort of leap and then fall flat on his stomach, while hammering the ground in front of him. He can cover a surpising amount of distance in the setup for the attack, so keep your eyes open. The last thing is to not try to go in for a Dash + Y attack; Daichi can perform his own Dash + Y technique with ease, and he will do it as often as possible. Do not intensify the match by putting yourself at risk. Daichi's first bullet allows him to summon a pillar of rock in front of him, which then shoots out two boulders at different trajectories. Once the rocks hit the ground, they shall break on impact. His second one causes a rock spike to come out of the ground right in front of him. Fortunately, he does not use anything else, so there will not be any surprises. After, you will get a G-Con Type 3. You will also have the ability to use the Phat Beat Combo in multiplayer or when repeating story scenarios. You are not quite done yet, however; head to the center of town and talk to Tusk twice to leave Synesthesia. -=-=-=-=-=-=- SS BLUE WHALE =-=-=-=-=-=-= [KWSSB] Watch a scene, and prepare for what is truly the final battle of Kyle's Story. -------------- OMEGA TERABOLT -------------- Pretty much the first thing that you should note about Omega Terabolt is its dimensions; it has a large height and little girth, so you are capable of hitting it with ease. Omega Terabolt also has no natural guard function, so most of the time, if you can get up close to it, you can use your Beat Combo, or use a Bullet from afar. It DOES have a makeshift heart shield that it summons up sometimes to defend itself with, but it uses it rarely, and it is not that effective anyways. The first of three OT's attacks involve it invoking a yellow triangle around its body, and then dashing across the screen. This attack is INCREDIBLY FAST, and because it covers the entire height of Omega Terabolt itself, do not even consider jumping if you see it coming, as you will simply not have enough time to jump out of the way. Instead, just guard. Omega Terabolt can also unleash another strong technique in which it brings its arms down, and lets loose three circular bolts that spiral off in the lower, middle, and upper angles of whichever side Terabolt is facing (and the directions lower, middle, and upper are relative to Terabolt's position; if it is on the ground, the lower attack will be on the ground, but if it is in the air, the lower attack will be parallel to its legs). Omega Terabolt also has an 'ultimate attack' up its sleeve in which hearts will begin to appear around OT, and it backs up to one end of the screen. A few seconds later, it will shoot out a pink beam of energy across the screen. The beam can last for quite a while, so do not expect to be able to jump out of it and just avoid all damage altogether; you may have to defend against it if you cannot get used to the timing. On the other hand, you can use the time that Omega Terabolt takes to prep up for the attack and blast it with a couple of bullets before going on guard. If you also happen to have the time to do it, you CAN in fact exploit this attack; while Terabolt is charging up on the back end, go to where it is and jump up and behind it, as opposed to being in front of it. During the duration of its attack, just hit it a few times. Its first and only Bullet allows Omega Terabolt to sprout a bunch of roses. After a few seconds, thorns will grow about twice the length of the actual rose to either side of the flowers, so be sure to get away from the roses once Omega Terabolt summons them. However, it uses this Bullet rarely, so do not expcet to see it often. Also, remember that you have just acquired the G-Con 3, which allows your BP to be charged up to 9. This means that you can use more Bullets at a time than before, so if you wish to, you can adopt a strategy of 'Bullets-Attack while recharging BP-Bullets', as it certainly can be more effective now with more BP. After, some more cutscenes, and the credit rolls. After, you will have the ability to use Shelly in multiplayer battle, and also earn the title Aqua Major. If you go into Kyle's Story again, you can go to any location you have gone before and repeat the storyline during that location (with a few exceptions; if you visited a place twice during the storyline, such as Synesthesia, you CANNOT redo the first one) with your current level, G-Con and Bullets. However, you will have to start branch paths that you have not yet completed from their first location. If you want to completely restart the whole story, you will have to do it in the options button in the main menu. -=-=-=-=-=-=- HAYWIRE ROBOT =-=-=-=-=-=-= [KQHWR] •Location: Selbuy City •Objective: Defeat your opponent •Reward: Toxin Mush Bullet Fortunately, the enemy robot that you fight is really not at all that difficult. Usually, it will be moving around, and jump up in the air. While it is doing this, it will not damage you at all, even with the spike in front of its body. The only two methods that it has to damage you is to spit out a missile from the front of its body (which will home in on; if you cannot dodge it, which will likely be the case, then you should instead guard against it as you should usually have enough time to prepare for putting your guard up) and, when you are right in front of it, it can launch you up in the air after triple- hitting you using its spike. Overall, stay out of its direct path. If you are in the line of fire of a missile, just guard, and you should only take a very minimal amount of damage. Spam bullets for the most part, and only go in to attack if you intend to be aggressive. If you do, Dash + Y and Up + Y/X can be very useful, and starting your Beat Combo while the robot's guard is down can also be a good solution to causing damage to what is a bit of a high defense. -=-=-=-=-=-=- PHOENIX FLOCK =-=-=-=-=-=-= [KQPHF] •Location: Selbuy City •Objective: Defeat all Phoenix enemies •Reward: Phoenix Bullet •Box Bullets: Speaker Z, Rose Thorn, f Water •Monsters: Phoenix, Flowers, Light Butterfly, Fire Butterfly This quest does not focus on defeating any single enemy; instead, you must go through a side-scrolling mission and defeating all the Phoenix enemies in each area (the birds with fire around them). For each of the screens, until you defeat all the Phoenixes, you cannot continue onto the next area. Defeating the firebirds themselves are pretty easy, as you can use a variety of techniques and basically any offensive bullet when you are on level ground with them to kill them. Whenever they are in the air above you, focus mainly on jumping and then using your spear to attack them, and a few of these attacks should eliminate every Phoenix. As several of them tend to fly around, you will have to follow after them. Some notes to be made are that while the other enemies are optional, you should fight them to gain some more experience and level up, the extra MP as a result being critical for the early portion of your game. The light and fire Butterfly variants are very easy to kill; when they hit the ground, simply start spamming your X-button attack to jab at them with three consecutive hits in short order, and they should be done for. The Flower Variants are a bit trickier; hit them a couple of times, and when they start to spontaneously react, back off as they will explode and let out two fireballs in a trajectory path to the left and right of their position. Lastly, on the third screen, do not forget to drop down beneath the metal grating at the beginning (Down + B when over top of it) and break open the chest beneath. -=-=-=-=-=-=-=-=-=- FIGHTING STRATEGIES =-=-=-=-=-=-=-=-=-= [KFGST] As contributed by 'Zenofire' Water Grappler - Kyle isn't the strongest of the bunch... So i like to keep my opponents in the air. Bullets 048 (m Water) and 049 (f Water) do just that. m Water is a very inexpencive (only 2 BP) way to shoot the oppent in the air, and the damage aint bad either (200 - 300). f Water covers the entire floor and also knocks them off their feet. Swiching off between the 2 is the key way to confuse your oppnent. As an added bonus, when you get them in a corner use Bullet 100 Tuna Tuna for 8 hits of 50 - 60 each, thats 400+ damage! -------------------------------------------------------------------------------- DAICHI'S STORY -------------------------------------------------------------------------------- [WDBTS] 1. Walkthrough a. Dolittle City [DWDC1] b. Plainsville [DWPLV] c. Seaside City [DWSSC] d. Diver Coast [DWDVC] ae. Gun Valley [DWGVL] be. Oceana Spring [DWOCS] af. Gearbourg [DWGRB] bf. Aquapolis [DWAQP] g. Luther Woods [DWLTW] h. Alexandria [DWALX] i. Midway City [DWMWC] j. Thugger's Den [DWTHD] k. Newtown [DWNWT] al. Blingsville [DWBL1] -Tournament bl. Blingsville [DWBL2] -Rescue m. Citadel Ruins [DWCDR] an. Oakland [DWOAK] bn. Raiden [DWRID] o. Synesthesia [DWSN1] p. Dolittle City [DWDC2] q. Maze Forest [DWMZF] r. Mad Company [DWMDC] s. Dolittle City [DWDC3] t. Synesthesia [DWSN2] u. Dolittle City [DWDC4] 2. Quests a. Training System [DQTRS] b. Beat Festa [DQBFS] 3. Fighting Strategies [DFGST] -=-=-=-=-=-=- DOLITTLE CITY =-=-=-=-=-=-= [DWDC1] After a couple of scenes, you shall get into your first battle, with Asuka. For the first bit, just attack with your X and Y buttons. For the second segment, add jumping using B and guarding with R to your arsenal. You will not necessarily have to use all of the commands, however, as each battle shall end after a set amount of damage. Watch the scene, then head right a screen and into the house to watch another cutscene. After, head right a screen again to watch more talking. Head left afterwards and exit town, finishing up with one last cutscene. On the world map, make your way to Plainsville. -=-=-=-=-=- PLAINSVILLE =-=-=-=-=-= [DWPLV] At the start of town, head right a screen and enter the nearby G-Center. Talk to the lady at the right counter. Watch a couple of scenes, and you will be brought into a brief tutorial of fighting in Draglade. If you have already done any other character's story, skip these whole next two paragraphs, as it is the exact same thing as every other tutorial. You are technically supposed to use three light and three hard attacks, then block three times, and use three Bullets, but I have seen on the occasion that you can get away with less. For the fourth one, just tap the p Heal to switch it with your p Fire, and then activate it. For the fifth one, press and hold the L button, and hit the instructor with attacks in symphony with the beat. For the sixth, you will have to be more exact with your beats. After some more basics, you will need to fight the instructor. Given the basics so far, you should not have too difficult a fight. Spam your regular attacks for the most part, and use your beat combos when he leaves himself open. If the two of you are separated by a fair distance, you can get away with your p Fire. Also, if you get truly low on your MP, use p Heal, but make sure that the instructor is out of the way; if he is next to you, he will also be healed by the p Heal. Before leaving town, you can do optional sidequests by talking to the clerk at the left counter in the G-Center in town. Quest strategies are detailed in the quests section if you need them. You can also pick up preordained Beat Combos up here (and you can customize them as well). Meanwhile, on the opposite side of town is a bullet shop now open that will sell you new bullets (if you have done anybody else's story at all so far, however, your bullets from that story will cross over to here). Quest strategies can be found in the quests section. After you are done, leave town, and head to Seaside City on the overworld map. -=-=-=-=-=-= SEASIDE CITY =-=-=-=-=-=- [DWSSC] Watch the cutscene coming into Seaside City, then head right. For the most part, stay away from the bear variant, and instead shoot offensive bullet after bullet into him. Only move in close for the attack if you are confident that you can pull of a Dash+Y knockout move. If, for whatever reason you let the bear close enough to hit you, it can do things; either he will slash his claws at you, or (much more likely) he will curl up into a ball and roll straight forward at you, knocking you down. Thankfully, after the latter attack he will be dazed, so if the opportunity arises, use your Beat Combo relentlessly. Should you HAVE to go up close, use Daichi's Up + X attack (which causes him to launch himself forward in a kamikaze attack) or your Dash + Y attack, which for Daichi is amazingly easy to use. After, there is not much remaining to do in town. About the only thing you can do in town is go to the Bullet Shop (which has some of the same stock as Melthea and some new), but after that is over, your only remaining destination is out of town. Once you have committed, proceed to Diver Coast. -=-=-=-=-=- DIVER COAST =-=-=-=-=-= [DWDVC] Proceed right a screen from the entrance, and you shall take on a boss. -------- MEGABOLT -------- Megabolt is a large crab-like boss robot that likes to move around a lot. It has three main attacks; the first is that it will disappear off the screen, only to come back on rushing forward a constant amount of distance before it stops. If you are in the way of its rush, you will get damaged by the contact. The longer it is in contact with you, the more damage you shall receive, so stay out of the way when it does this, and counterattack during the crab's refractory period. After the lag, it will start moving from side to side. For the first bit of time when it is doing this, you will not take damage, so pound away. However, quickly retreat, as it will end this attack off by suddenly jerking to one side and bowling over everything in its path. The second attack for the crab is that it will jump up and down. If you happen to be in its way when it starts coming down, it shall knock you out of the way. However, you will not receive damage if you strike it while it is going up. Its third and final attack is that it will start to face one way and then rotate its arms in opposite directions, and start spitting fire out of its mouth. This is when it is most vulnerable, as it will stay in that position and carry on with its attack. Stay out of its way for the beginning, until you learn to recognize what it does right before it starts to spit out fire. Once you have learned its pattern, go behind its back next time before it has the chance to breath fire, then relentlessly strike at its back with Beat Combos while it is going away at the front. It simply CANNOT stop its attack halfway through, leaving you plenty of time to take care of it. You should also stay in the middle for the most part to exploit this attack, as you will have room to slip behind to his back side with this. So long as you become familiar with the pattern of the crab boss's three attacks (and no, you cannot flip it over to deal massive damage), you can keep smashing away at it while staying out of the way of its attacks. After the battle has finished, head right into the next area, and enter the G-Center here. Talk to the lady at the right desk to be directed to your next G-Center, which will be home to the first major exam you shall take. Do the optional quest and pick up any bullets as you will, then exit out onto the overworld. Now, Daichi's story begins to branch into two separate paths here. You can head to the settlement of Aquapolis by way of Oceana Spring, or head to Gearbourg through Gun Valley. If you wish to refer to the table of contents offered at the beginning of the walkthrough for Daichi's Story, Oceana Spring and Aquapolis will be referred to as ae and af, while Gun Valley and Gearbourg shll be sectioned under be and bf. The branches will converge after awhile back into one path. -=-=-=-=-= GUN VALLEY =-=-=-=-=- [DWGVL] •Monsters: Fire Mouse, Fire Wolf, Wind Butterfly For the most part, just travel right in Gun Valley until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it (especially since you are using Daichi). As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. With the fight done, head on to Gearbourg. -=-=-=-=-=-=- OCEANA SPRING =-=-=-=-=-=-= [DWOCS] •Monsters: Water Mouse, Fire Wolf, Water Tortoise For the most part, just travel right in Oceana Spring until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. Once the battle is over, head off to Aquapolis. -=-=-=-=- GEARBOURG =-=-=-=-= [DWGRB] After the cutscene, get some new stuff at the Bullet Shop if you require it, then head right a few scenes until you get to the G-Center. Talk to the lady at the right counter to start your pair of fights. Be prepared for these two fights; in the Gearbourg battle arena, you have four pipes, two on each side of the screen. When the vacuum starts up, the pipes will suck you in; the bottom-left pipe will suck you in and shoot you out the top-left pipe, and vice versa. The same goes for the right side. While it may interrupt what was becoming a good combo for you, you can also use it to surprise opponents that are sticking to their guns, digging in their heels and defending for the entirety of the battle. ---------------------------- CRAFTWERK THE RHYTHM MACHINE ---------------------------- There is not all that much to say about Craftwerk (other than that I do not know where they come up with these names for all of the Generic Grappers). For most of the fight, he will try to use his size to his advantage and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He also very rarely activates his Beat Combo. Lastly, if you jump into the air, he has a tendency to follow you. Craftwerk also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave-like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. Near the end, he may tend to be a bit more aggressive. To damage him, you can usually stick to a tactic of luring him in and then hitting him at point-blank range with either long or short-range Bullets to catch him off- guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. ------ SHELLY ------ Shelly is the first of the group of nine characters whom you can fight with in multiplayer and wireless mode that you shall battle in the actual story. This I must stress because it means that Shelly has in her arsenal more than just a pair of generic regular attacks. She can perform several moves, as well as her own unique Beat Combo. The most major note that should be made is that she uses a bow, which means to expect long-range attacks. She can shoot sideways, she can jump up into the air and shoot diagonally down, she can shoot diagonally up (this latter attack sending three arrows at once), and she can even shoot into the ground when standing still. What makes her more devastating is that nearly all her long-range attacks will cause a sheet of ice to appear wherever their end points are, or if they hit you. This means that even if you are out of the arrow's range, you can still get hit by the ice if you are only slightly behind the arrow, and if you get hit by the arrow, you get damaged to a further extent, and stunned by the ice. Obviously, you can try to defend, which will work, but you should also try maneuvering over some of the attacks (especially if you are in the air to begin with). Her attack directly into the ground will cause a pillar of ice to appear to either side of her. Beware, as Shelly can also do close-range attacks with her bow; these are usually of the slashing and sweeping up category, but she also can do her own Dash + Y combo up front, so do not expect to be able to defend when she comes in and being able to keep your guard. Finally, she has a lone Bullet that she can use, in which she tosses a ball of ice forward that expands into several icycles going up to either side of it once it hits the ground. After, go through a couple of cutscenes, then exit town and head on to the Luther Woods. -=-=-=-=- AQUAPOLIS =-=-=-=-= [DWAQP] Watch the scene. Head left to the Aquapolis Bullet Shop to pick up any new bullets that you may need, then proceed right of the entrance into the Major G-Center. Do the optional Fish Rumble quest if you wish, then talk to the lady at the right counter. Listen to her explanation, then take the first Major Exam. After a cheesy cutscene, you will end up taking on the first competitor of the exams. ------ ISSHIN ------ Isshin has pretty much only two attacks, both of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His only Bullet is Speed Up, which allows him to gain a great amount of speed. The thing that is difficult about Isshin is that he loves to dash around, lots. And move around he will. He likes to use his Beat Combo a lot, and will dash into you and try to use his quick Beat before you have the opportunity to blink. As such, you will be required to take the battle to him. As Isshin often will be quick to put his guard up when not dashing, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. Lay a trap Bullet such as Rose Thorn to hit him while he is screwing around, and then let loose a long-range Bullet while he is dashing towards you. In any case, due to his low MP and the fact that he is not one of the story- important foes that you will face, he should not end up being any kind of problem. ---------------- COBRA THE HELMET ---------------- There is not too much to say about Cobra the Helmet. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to summon a trio of icyles and send them into the ground in front of him. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. After, go through a couple of cutscenes, then exit town and head on to the Luther Woods. -=-=-=-=-=-= LUTHER WOODS =-=-=-=-=-=- [DWLTW] •Box Bullets: Boomwalker, Wind Vest •Monsters: Wind Wolf, Earth Mouse, Electric Butterfly, Earth Bear, Wind Tortoise This is a pretty basic walk-through stage, with nothing special going on until the end. You will probably want to bring a Water or Wind Bullet to dispatch most of the enemies. I especially prefer p Water, as it allows you to shoot a straight stream of water that damages multiple times and goes through anything it hits, allowing you to slaughter several foes at once. Having anything that can hit two or more people at once will also be useful for later. At the end, watch a cutscene, and you shall fight a Bat Boss. --- BAT --- The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you see the bat charging up energy into its body, run away from the bat. Usually, it will summon a spinning tornado that will move towards you (if the bat is in the center of the screen, however, the tornado will not be able to make it all the way to the edge). However, it will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen. Usually, you cannot dodge this, so instead put your guard up against it. Your opponent will also sometimes disappear into the background, and you can see its shape (albeit smaller than up close) in the background. Wait until it momentarily disappears, and then dash away from your location, as the bat will slam onto that location in a few seconds after it disappears. Once it reappears, you can get a few hits worth on it. After, watch a scene, and then head on to Alexandria. -=-=-=-=-= ALEXANDRIA =-=-=-=-=- [DWALX] Head right once done with the initial cutscene two screens, and then watch another cutscene. Once inside the laboratory, watch a scene. Proceed all the way to the very end of the laboratory, and enter the last door in here. A great number of cutscenes later and one Bullet Cleanse later, exit Alexandria, and head off to Midway City. -=-=-=-=-=- MIDWAY CITY =-=-=-=-=-= [DWMWC] As soon as you come in, you shall have to fight off a Dark Wolf. --------- DARK WOLF --------- For the most part, the dark wolf tends to be aggressive, moving around a great deal. However, the wolf usually hesitates in every move that it does until it finally gets close to your character, at which point it will dive at you to try and cause damage. Restrain the wolf from harming you by attacking it with bullets every time it tries to get into point-blank range; there are several good and cheap multi-hit bullets such as p Water that can be used at this point in the game, along with several other stronger (but much more expensive) bullets such as Sam-3 or higher. Of course, the farther you are in the game by the time you finally get here, the better your arsenal. If the wolf DOES manage to get up close to you, you must put up your guard. This much I cannot stress enough; if it does manage to get an unguarded hit on you, it can easily take out as much as a third of your life depending on whose story you are playing. The minimalized damage you take is a much better alternative than trying to jump and risking coming to harm. If you are low on MP, make sure to get away from the wolf and use a Heal bullet. Should you really be in dire straits, you can also double jump into the air (where the wolf is unable to reach you), use your Heal, and try to get some of the effects while still in the air. Finally, it should also be noticed that (although rare), the Dark Wolf can spit out a fireball from its mouth. This usually occurs when it is at a long range distance, and it happens relatively quick, so be prepared at a moment's notice to press the R button to put up your guard, should the Dark Wolf decide not to go for a straight-up attack and instead go for a different tactic. After you have won, head left two screens, and enter the nearby building. Watch a scene, and you will be taken to the Thugger's Den automatically. -=-=-=-=-=-=- THUGGER'S DEN =-=-=-=-=-=-= [DWTHD] •Monsters: Poison Tortoise, Poison Mouse, Poison Butterfly This area may be chalk full of Poison Variants; however, none of them are any tougher than their regular counterparts, so you should have no problem in fending them off. Blow through the foes, and near the end of the area, you will run into a boss fight. ---- ZEKE ---- It should be noted beforehand that defeating Zeke is OPTIONAL. You are in fact expected to lose, and so this strategy is only for the masochist few who wish to try toppling this monster. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a 100% chance of needing to heal during the battle, there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the p Heal as well. Overall, however, you must realize this; if you are attempting this on your first playthrough, do not be surprised if you get your behind handed to you. Yes, Zeke CAN be defeated. However, given what is probably limited Glading experience prior to this fight, your own natural skill may not be able to handle what is likely a 3:1 HP ratio to a character who can cause heavy damage. You can redo this fight after you beat the game, with better bullets and higher HP, so do not fret too much if you are a perfectionist. After, watch a few cutscenes, then head to Newtown. -=-=-=- NEWTOWN =-=-=-= [DWNWT] Make your stop at the Bullet Shop as needed, and then head to the G- Center. Do the optional quest if you wish, then talk to the lady at the right counter in order to take the second exam. Unlike the first Exam (and every exam after this) there will be no traps operating in the G-Center in Newtown, so you do not need to alter standard strategy to account for field effects. Also, you shall fight three people instead of two this time around. -------- HAZY FAZ -------- Hazy Faz is just an upgrade of some of the Thuggers that you have already fought before. For most of the battle, Faz will try to make use of his large size and will stick to his common physical attacking, with a quick jab using his arm and a down-cut. He only occasionally activates his Beat Combo. Lastly, if you jump into the air, he has a tendency to follow into the air. Near the end, he may tend to be a bit more aggressive, and will actually use his two Bullets, the first allows him to send a thin beam of light energy across the screen, the second that lets him send an arc of electricity along the floor, making him probably one of the most dangerous generic Grappers you will fight in the game. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short- range Bullets to catch him off-guard, or utilizing Beat Combos, and luring him into the electric traps. Overall, however, Hazy Faz is fairly small-time. ------ HADCHI ------ Probably the best thing about Hadchi is that he only has 1200MP, and you can actually cause reasonable amounts of damage when you get an open strike on him (40-50MP apiece), so that this fight does not take longer than it should. In any case, Hadchi has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His final two attacks involves the use of a fireball attack, where he shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands as it moves away, and an f Toxin attack, which if it hits you, will keep you poisoned and losing HP for some time. The thing that is difficult about Hadchi is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Hadchi often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. When he is on the ground, jump up a platform, then do Down + B to drop down and change your drop into a swinging cut at Hadchi. The reverse is also true; if Hadchi is lured onto a platform, drop down a floor, then when he drops down, follow through with a combo attack to cause great harm while he is unable to guard (being in the air). ------ HIBITO ------ And you will finally have your first showdown with one of the other three main characters. As Hibito is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Hibito is someone who is you equal in that regard. Hibito also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Overall, however, you should stick to exploiting what Hibito tends to; agression and speed. Hibito will use Beat Combos often, and will try to rush in often. Each of these times (or when he does both combined), he usually leaves himself open to attack. Spring something on him such as p Water or any kind of trip, and you can easily cause heavy damage to him. If he starts putting up his defense and does not give in, take the offensive, move after him, and start nailing him with your own Dash + Y attack to knock him around. After the battle, you shall be given a G-Con Type 2, which lets you raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head off to Blingsville. At this point, it should be noted that in Blingsville, there are two separate things that you can do in Blingsville. The first thing is taking a tournament. The second event you can do is go through a forest area and fight a boss as part of a rescue effort. However, you can only do one section during your playthrough (but can revisit and do the other area after you beat the game). The tournament section will be the first Blingsville part, and the rescue section will be the second Blingsville part. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [DWBL1] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and then enter the nearby G-Center. Do the quest if you want, then talk to the girl at the right side to take part in the tournament. As no names are mentioned, all grappers are numbered instead of named here. ---------- GRAPPER #1 ---------- Although you have not fought any in Daichi's story, Grapper #1 is basically the same as the sword-wielding Thuggers that you may have faced in other stories, and just somewhat beefed up. In any case, Grapper #1 has five attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that #1 is fairly nimble on the ground, so expect some lighting-quick slashes. His twi Bullets involves the use of a fireball attack, where he shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands as it moves away, and an f Toxin attack, which if it hits you, will keep you poisoned and losing HP for some time. Overall, if you have made practice out of Thugger A's before, Grapper #1 should be no problem to you. ---------- GRAPPER #2 ---------- This Pirate Grapper possesses two physical attacks. The first is where he will take really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down-chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Grapper #2 can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Grapper #2 also uses three different bullets. His first one that he uses is m Water, which summons a geyser right in front of him. The second allows him to summon a spiked rock out on either side of him, while the third brings out a Bear Trap that will snap shut on you if you walk into it. Because all three Bullets are very much close-range attacks, if you stay away from Grapper #2 and pound him with longer-range attacks, he is nothing. ---------- GRAPPER #3 ---------- Grapper #3 is aggressive. This time, I mean it when I say he is aggressive, as he is constantly attacking. While his attacks themselves are relatively tame (the standard up-slash and stab, along with his Beat Combo), you should watch out for his behaviour, and adapt to it. For the most part, take advantage of it and knock him up into the air when he goes too fast, then steal the moment and use it to beat him up further. He also utilizes a few good bullets. Grapper #3's first bullet is a basic m Wall, which allows him to create a large wall of earth that will be hard for you to jump over, and can effectively trap you on one side of the field until it crumbles apart. His second bullet is a fireball that will home in on you, and then curve up as it gets near. His final bullet allows him to summon a group of large icycles above himself, and then throw them down into the ground, smashing whatever is in between. ---- KYLE ---- And here is to another showdown with one of the other three main characters. As Kyle is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Kyle is someone who is you equal in that regard. Kyle also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave- like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna-Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. For the most part, if you need to attack Kyle up-front, you should resort to quick in-and-out attacks, wherein you dash and attack him, then move out of his range. This is because of Kyle's unusually long range - thanks to his trident, he can easily hit you even if you are out of the range of most attackers. His range applies to both land and air, as he can spin and swing around his spear, warding off any slow attacks. You should try sticking to staying far away and hitting him with long-range bullets, or laying traps for him when he comes in close. -------- MILL YUN -------- Despite his demeanour, Mill Yun actually is a step up above most of the competition that you shall have faced up to this point. His axe can deal quite a bit of damage, and he has some flexibility with his standard attacks. He can also come down from the air quite hard, and he can smash you up into the air, even with your guard up. Finally, when he becomes quite volatile, he also has a special attack in which he swings his hammer around him in a circle at super- speed, crushing anything in its path (and yes, it can break through your defense). And of course, he also his his Beat Combo. He also utilizes a few good bullets. Mill Yun's first bullet is a basic m Wall, which allows him to create a large wall of earth that will be hard for you to jump over, and can effectively trap you on one side of the field until it crumbles apart. His second bullet is a basic variation on the fireball bullet that Grapper #3 had, except that his fireball will curve down a bit, and then curve up. His final bullet allows him to summon a group of large icycles above himself, and then throw them down into the ground, smashing whatever is in between. In short, he is a carbon clone of Grapper #3 except for the direction. However, like nearly every other enemy in the game, Mill Yun can still be defeated by a simple divide and conquer strategy. Stick to just brainlessly beating him to a pulp when you are near him, and then back off and let him waste his breath trying to touch you, and leave traps and use offensive Bullets on him to slowly drain his MP and finally finish him off. After, you will be given the Bear Trap bullet by Bill Yun. Exit and leave the town, then go to the Citadel Ruins. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [DWBL2] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and do the quest in the G-Center if you want. When all of that is done, talk to the lady in the purple dress, and offer to find her kid. •Box Bullets: Speaker, Remix B, Tub Storm •Monsters: Wind Mouse, Flower, Fire Bear, Phoenix Walk through the regular stage per the usual. Same deal as always. At the end, you will finally take on a boss. ------- GORILLA ------- The main reason that you should fear the Gorilla is for its sheer attack power. Even if you are defending, it can still take off over 100 MP with a single hit. Combined with its sheer height, if you need to heal, do not bother staying on the ground for it; instead, double jump into the air and heal up there. In any case, the Gorilla only has one actual attack, in which it shall slap your character full-body with its hand, and send you flying if you are not guarding. The danger is in its quick attacking, as it can dash in before you can blink to send you reeling. The Gorilla also has a couple of defensive maneuvers that can actually harm you if you are in its path, but it shall not actively attack you with. The first of these two techniques involves it beating its chest, and increasing its attack power. Secondly, when it defends itself by putting its arms in front, get away if you cannot execute a Dash + Y - it will use the occasion to explode forward with some momentum once it gets out of its guard stance. To be sure, you do not want to be in the Gorilla's line of fire. The best way to bypass this is to stick with using long-range bullets, so as to not be in the Gorilla's range, and then jump over its head when it comes near you. After, you shall be returned to Blingsville, and will automatically obtain the Bullet Rose Road. Now that we are basically done in Blingsville, head out to the exit, and go to the Citadel Ruins. -=-=-=-=-=-=- CITADEL RUINS =-=-=-=-=-=-= [DWCDR] •Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb, Boomwalker •Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric Zappers, Earth Statue, Wind Statue You have another fairly simple runthrough in Citadel Ruins - in fact, if you did the Temple Statues quest in Gearbourg, you should recognize the scenery, as it is in fact basically the exact same layout. Some things to watch out for are the high amount of boxes that you can break open (of which all of them can offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper. These guys are basically mini-pods that fly around and shoot electric bolts from underneath them at you. They are very fragile, but can often interfere when you do not desire any, so take care of them quick and then focus on the real threats. At the end of the level, you shall meet up with a Bat boss. --- BAT --- Although you fought a boss much like this in the Luther Woods, there are a few key differences in the attacks that this Bat boss can use. The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you notice it charging up energy in its body, dash away from its location. It will let loose a burst of sonic energy that expands out in a circle. However, once you have seen the attack once and realized its range with the attack, you can take the advantage next time to hit it with a bullet while it is still in the middle of its sonic burst. It will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this, so instead put your guard up against it. Once you have whittled the Bat down to about half HP, it will start using its final attack, in which it disappears off-screen, then flies in a u shape across the screen, trying to knock you over. When it starts doing this, either jump above it, or guard. It will use this attack a lot more after this, so be sure to heal up when needed, and press the advantage when it is using its other two attacks. Afterwards, watch another cutscene. At this point, you will have another VERY SHORT branch path, as you can go to one of two different locales for the third Major Exam; Raiden or Oak Land. After you make your choice, head over there. -=-=-=-= OAK LAND =-=-=-=- [DWOAK] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. In Oak Land, the G-Hall traps involves boulders that fall down from the side of the screen and roll towards the center, eventually crumbling. Avoid getting hit from them. You can also corner your opponent and hope for a stray rock to distract him. Because you are using Daichi, you will also take less damage from the boulders than other characters would. ---------------- RED THE HOT BEAT ---------------- Red (The Hot Beat) has two attacks, both of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that Red is fairly nimble on the ground, so expect some lighting-quick slashes. Additionally, because of Red's weapon of choice (a scythe-like Glade), he has a decent amount of range, so do not expect to get too close to him without being hit in return. Although he has a Beat Combo, he lacks any Bullets. Overall, if you have played any other story, then you shall have battled thuggers with the same movement and regular physical attack as Red. Even if you have not, Red is still typical fare, posing no real threat to your chances of taking home the first match. --- GUY --- Guy is potentially the most difficult of all the other three main characters to take on. It is not even in the realm of that he has as many moves programmed for him, but rather what his moves entail. While he does not have quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he will move so fast that he literally will leave a blur, and he can also attack as quickly, jabbing at you or knocking you upward before you have a chance to blink. Furthermore, he has a one-two-kick combination which he can use to break through your guard and send you sprawling, in addiction to his regular Dash + Y attack. However, even after that, he still has two more dangerous tricks up his sleeve. The first is his Beat Combo. While you may think you can just defend against it (and ideally, you can), oftentimes you may not even have the reflex to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed up by an up-down attack. Lastly, Guy is unique among the characters in his flexibility; whenever he jumps onto the figurative 'wall' of any battlefield (the edge of the screen), he can actually bounce off that wall and in the opposite direction, as opposed to having to go against momentum and turn around and flail while falling down. Do NOT expect to get him up close with his back cornered to a wall and be keeping it that way. Because of all this, you are somewhat compensated; Guy only has one bullet. Unfortunately, it is still a potentially deadly one, as it allows him to send a beam across the arena that is as tall and still a bit higher than Guy himself. If you see him charging up for a Bullet attack, JUMP out of the way, or put your guard up. Either is better than taking the full brunt of his attack. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-= RAIDEN =-=-=- [DWRID] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. For Raiden's exam, the traps in the hall involve three pillars that pods go up and down on. When two pods focus on each other, they will let out a beam of electricity between them, damaging anything in between. You can move the pods themselves by hitting them. -------------- HARDBOILED RAY -------------- There is not too much to say about Hardboiled Ray. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to shoot out two tornadoes, one on top of another. If he does this and you have the reaction time to respond to it, guard. Otherwise, take the hit and then continue against him. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. ------ SHELLY ------ If you fought Shelly in Gearbourg, get ready for a rematch. Once again, I must stress the importance of Shelly as a noble nine character (the nine unique characters that are playable Grappers) because it means that Shelly has in her arsenal more than just a pair of generic regular attacks. She can perform several moves, as well as her own unique Beat Combo. The most major note that should be made is that she uses a bow, which means to expect long-range attacks. She can shoot sideways, she can jump up into the air and shoot diagonally down, she can shoot diagonally up (this latter attack sending three arrows at once), and she can even shoot into the ground when standing still. What makes her more devastating is that nearly all her long-range attacks will cause a sheet of ice to appear wherever their end points are, or if they hit you. This means that even if you are out of the arrow's range, you can still get hit by the ice if you are only slightly behind the arrow, and if you get hit by the arrow, you get damaged to a further extent, and stunned by the ice. Obviously, you can try to defend, which will work, but you should also try maneuvering over some of the attacks (especially if you are in the air to begin with). Her attack directly into the ground will cause a pillar of ice to appear to either side of her. Beware, as Shelly can also do close-range attacks with her bow; these are usually of the slashing and sweeping up category, but she also can do her own Dash + Y combo up front, so do not expect to be able to defend when she comes in and being able to keep your guard. Finally, she has a lone Bullet that she can use, in which she tosses a ball of ice forward that expands into several icycles going up to either side of it once it hits the ground. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [DWSN1] Watch the initial cutscene in here. You can head to the G-Center and do the lone quest offered in town if you want, but you MUST go to the Bullet Shop - this will be the last time in some time that you will be able to buy new bullets, and as you do not get the chance to return to earlier places until after you beat the game, you may be hurting when you face off a certain boss. Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it - trust me, it will come in heal. After that is done, head to the center-north screen of town (it is the one that is flashing on your top screen). Here, watch another cutscene. After you are done in town, exit out and head to Dolittle City. -=-=-=-=-=-=- DOLITTLE CITY =-=-=-=-=-=-= [DWDC2] Watch the scene, and then fight the Dark Wolf and Dark Bear Variants. After, a boss fight. ------ LIZARD ------ I realize it is not an actual lizard. I am just avoiding spoilers for this. Its first attack will involve it spitting out three fireballs; one going straight forward, one going 45 degrees above the ground, and the third going 45 degrees below the ground. You can tell when it is going to use this technique by a telltale movement of pitching its head up and howling. As long as you keep your distance, you can completely dodge the fireball, and even if you are up close, defending yourself against it will mean only single-digits or low double- digits damage. When the lizard-like boss raises its head and begins charging up energy, RUN AWAY. What it will use is the Beckon bullet, which you cannot obtain until after you have completed the stories of all four main characters; a shadow will appear in the ground, and a hand will come out to try and grab you. If you see this shadow appear, then again, MOVE AWAY. Most anything is preferably to this. For physical attacks, the lizard will also jump into the air at breakneck speed, then slam down onto the ground in either a diagonal or straight direction. Usually you can stay out of the way of this because the lizard will not go for a heavy big angle when moving diagonally, but if it starts going out far from its original location, you can just guard. Finally, the lizard will sometimes curl up into a ball and then roll straight at you. If you can see this coming, either jump, or use a Bullet with a VERY low start-up time. Otherwise, put your guard up to minimize the damage done. After, head out to the front entrance of town for a short scene, then head out of town and proceed onwards to the Maze Forest. -=-=-=-=-=- MAZE FOREST =-=-=-=-=-= [DWMZF] •Box Bullets: Tub Storm, Petal Vest, m Toxin •Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse Not much to say about the actual area. Despite Dark Variants being built up throughout the storyline as tougher than regular Variants, they are actually MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it takes to finish off regular Variants. Near the end, you will face off against a boss. --- BAT --- Of the two Bat Bosses that you have fought beforehand in this story, this Bat takes after the Citadel Ruins Bat in movement and attack patterns. The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you notice it charging up energy in its body, dash away from its location. It will let loose a burst of sonic energy that expands out in a circle. However, once you have seen the attack once and realized its range with the attack, you can take the advantage next time to hit it with a bullet while it is still in the middle of its sonic burst. It will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this, so instead put your guard up against it. Once you have whittled the Bat down to about half HP, it will start using its final attack, in which it disappears off-screen, then flies in a u shape across the screen, trying to knock you over. When it starts doing this, either jump above it, or guard. It will use this attack a lot more after this, so be sure to heal up when needed, and press the advantage when it is using its other two attacks. After, continue on to the Mad Company. SAVE YOUR GAME first. -=-=-=-=-=- MAD COMPANY =-=-=-=-=-= [GWMDC] •Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb, Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly, Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear The Mad Company level is easily the longest section in the game, as it is split up into three different runthrough sections, and five different boss fights. If you lose even one of the fights, you will have to restart. Thus, be very prepared. In any case, the first runthrough will introduce you to a few new enemies. Robot Guards are basic machines that run around the place; while they can cause you some harm, they are easy to destroy if you just keep attacking and do not give them a chance to respond. Mad Guards are upgraded versions of the scythe-wielding Thuggers you fought oh so long ago, and are not very difficult either aside from their surprising agility. Zappers you may remember from the Citadel Ruins; they are once again easy to kill, requiring only one or two hits to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy- handed hits and charging down the hallway, hitting anything in its path. When taking on one of these guys, be sure to focus all your attention on it, and do not get close to it unless you intend to go all out on attacking it. Eventually, you will come to your first boss fight. ----------------- DARK VARIANT #005 ----------------- As you already have Dark Mice, Bears, Wolves, and Butterflies, the next Dark Variant in line is #005, which is actually a fairly refreshing battle to fight against. #005 is a tall monster that most remembles a praying mantis, and has a couple of attacks to watch out for. The first is when it will stand up straight, and then slash both of its claws; this will send a wave of energy down the arena as high as #005 itself. If you can dodge it quick enough, jump, but otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its tail into the ground, and have an extension of its tail pop out of the ground. If you get knocked into this thing, it will damage you. Its final attack will involve Dark Variant #005 going to one of the edges of the screen, creating a minor shockwave in the ground, and then leaping diagonally down the screen at your current location. #005's first Bullet attack that it is capable of is a copy of the f Water bullet; in short, a wave of water crosses the floor, dying out after three frequencies. As long as you jump over it or stay far enough back, it will not even touch you. It is also capable of sending out a fairly large purple ball of toxin going straight forward - dodge it by jumping back or running the opposite direction. Overall, though, the fifth Dark Variant is a pushover. It simply almost never guards himself, and it is so often setting up for an attack or suffering lag from one it just did that you can bring in a Beat Combo and hack away at it. This is particularly useful for its final physical attack, when it leaps down; you can just guard and then quickly use a Beat Combo before it has time to react. After the battle, continue on through the next area. Watch out for Firebombs, which walk along the hallway and will explode on contact. You shall also face some new enemies in Heavy Mad Guards, which are basically underpowered clones of Grappers you have fought before, such as Turk McDirk, and without the Bullets as well. You will end up having to take on another opponent. ---- ZEKE ---- This time around, you will actually have to defeat Zeke. Fortunately, the same strategy applies from before. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a very good chance of needing to heal during the battle (unless you are during this for the umpteenth time), there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the m Heal as well. Thankfully, your HP total should have increased since the last battle to be on par with Zeke, and your Glading skills should also have improved. If you were close to or pulled out a win against Zeke in your last match at him in the Thugger's Den, then do not sweat it in your battle here. Once the battle is done, continue on through the next area. You will face some more token pockets of resistance from some Heavy Mad Guards and Robot Sentinels, but considering that you have made it this far, they should not present any sort of problem. Once you press your way through to the end, you shall face off against a third boss. ----------- PRESIDENT D ----------- D's first attack is a vicious once, which you should watch out for; when D slashes his sword at you, it will also let out a purple burst of energy that travels along the floor, which goes as high as approximately his midsection. Jump over it if you see it coming; otherwise, dodge if you lack the time to jump. His physical speed in moving from edge to edge of the screen is very very quick, within the blink of an eye, leaving you little time to guard against a surprise strike; his speed is comparable with Terabolt in Kyle's Story. D also has another weird attack up his sleeve; he can summon multiple odd eye-like orbs that are dispersed across the screen. Because they shall damage you and explode on contact, you will be forced to reroute all your jumps to go around these eyes as opposed to just straight through. He also has a variation of this, where he will summon a bunch of these eyes in front of him, and then disperse them manually, hitting you if you are in the path of one of them. President D is also capable of using an Attack Up Bullet, which temporarily powers up his offensive ability, as well as Defense Up, able to strengthen his defense. Another Bullet he can use is the Beckon bullet, which you cannot obtain until after you have completed the stories of all four main characters; a shadow will appear in the ground, and a hand will come out to try and grab you. If you see this shadow appear, MOVE AWAY. Most anything is preferably to this. Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I must stress this. Once President D drops to the 1700MP mark, he will unleash his ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars of shadow will appear next to each other wherever you are on the screen, suck you up and throw you around, and ultimately cause a great amount of damage. Even putting your guard up does nothing, as it will break through instantly and do the same. Whenever you see D stop and do the motion of slamming his sword into the ground, DASH AWAY. If you can move quickly enough, the attack will hit where you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you jump, it is far too slow than if you just move away. Thankfully, there are plenty of moments that you can exploit President D. He normally does not defend himself unless he is absolutely stationary, so while he is moving around, you can attack him without having to deal with his guard. If he does put his guard up while you are straight up using your weapon, use your Dash + Y weapon for some relief. Notably, however, he is also very vulnerable when using his attacks. The two that you should especially take advantage of are when he summons his eyeballs (which he takes his sweet time in doing), where you should use a long-range attack, and his latter shadow tornado attack, while he has his sword in the ground. The latter attack is especially good, as you will need some time to hit him without being in risk of his siccing the Shadow Tornado attack on you. In all, expect to lose the first time through, at a minimal. D is a godmoder, and he can easily take out 500MP+ at a time with only a couple of attacks, and usually gives you very little time to pull out a healing bullet without causing further damage to you. At some point in the battle, it comes down to skill, and that is something I simply cannot help you in. Another win, another battle after that... ---------- FINAL BOSS ---------- It is not exactly the final boss; however, storyline wise, this is the climax of the plot, and I could not really think of a name otherwise for him. Eh. The arena itself is fairly long, and not restricted to a single frame, so you can run around a bit. Final Boss has two arms to either side of his head, the head being the only vulnerable point on his entire body. The two arms can disform and reform, bringing with it a shadow bat or a shadow creature on the ground. The bats can additionally reform into a spike that throws itself at the ground, sacrificing itself in the process. With the shadow creatures, if you sense an impending attack is about to come from the FB, use a Dash + Y attack on the shadow creature; you will be invulnerable so long as you are in the attack's animation. The arms themselves are also capable of stabbing down at your position, so make sure to watch from every side to guard yourself against them. They can also do it both at once, and can move around flexibly. Thankfully, they do not knock you over, so you at least have that annoyance out of the way. Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE CENTER. This is because one of the shadow tornadoes from the previous fight will appear on either end of the screen, and you do NOT want to be knocked into either of those. Thankfully, they disappear after a short while. A single arm can also let out a single vortex of energy, which lets out a tornado that rolls across the screen. If you see this, DEFEND, and it will just push you back until it dies out. If you guard against this tornado, then it will not suck you up. The head itself also has a single attack up its (figurative) sleeve. When you see a purplish orb of energy emitting from its mouth, RUN AWAY from wherever you are, as the Final Boss shall launch a blast of energy that slowly expands outwards in a circular shape before imploding. Fortunately, the battle is easy if you know what to do. Despite only the head being vulnerable, it has no way of defending itself. This literally means that you can just jump up and down during the whole entire battle, constantly swatting at it. However, as some of the enemies will consistently try to hurt yo during the battle, you will want to stick to bullets. For some Bullets that home in on your target, such as Phoenix and Light Wing, double jump to the top of the screen (where nothing can touch you) and activate your Bullet up there to be floating in mid-air until you are finished summoning your Bullet. Others that need to go straight, you can still do the same trick, but you need to line up with the head and do it while there are no bat enemies around. Finally, whenever you need to heal, do it when there ARE NOT any shadow tornadoes to the side, and you should be good. With another win in your pocket, you shall be put into another underground area. Continue on and deal with all the Variants put into your path, and you should soon reach the final boss of this level. ---------- DARK CLONE ---------- Your clone, being controlled by a computer AI, can probably pull of some slicker moves than you can at times. Since you have controlled your character for a whole story segment, however, you should be well aware of the strengths and weaknesses of your opponent. Furthermore, you have two advantages over your opponent; first, you likely have more MP than he does, and second, he has only one bullet (involving the launching two different of boulders at two different trajectories). You have six. Since you are using Daichi, you should expect your opponent to be, well, slow. Keep your distance away from your clone, and pummel him with long-range Bullets. As long as you leep your distance, he should be harmless. In any case, he should go down easily enough, especially if you have weathered the likes of Zeke, President D, and the Final Boss, all in short order. After, return to Dolittle City. -=-=-=-=-=-=- DOLITTLE CITY =-=-=-=-=-=-= [DWDC3] Watch the scene once you get into town. Head to the front entrance, then leave town and head to Synesthesia again. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [DWSN2] Make your way to the G-Center, and then talk to the lady at the booth to finally be allowed to take on the fourth and last Major Exam. In Synesthesia's G-Hall, lava will momentarily burst out of select spots on the ground that you should be able to identify by their appearance. Lava can also fall down from the sky. ------ HIBITO ------ And you will finally have your first showdown with one of the other three main characters in Synesthesia. As Hibito is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up- sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Hibito is someone who is you equal in that regard. Hibito also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which slowly and then sharply curves up after going straight. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Overall, however, you should stick to exploiting what Hibito tends to; agression and speed. Hibito will use Beat Combos often, and will try to rush in often. Each of these times (or when he does both combined), he usually leaves himself open to attack. Spring something on him such as p Water or any kind of trip, and you can easily cause heavy damage to him. If he starts putting up his defense and does not give in, take the offensive, move after him, and start nailing him with your own Dash + Y attack to knock him around. --- GUY --- Guy is potentially the most difficult of all the other three main characters to take on. It is not even in the realm of that he has as many moves programmed for him, but rather what his moves entail. While he does not have quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he will move so fast that he literally will leave a blur, and he can also attack as quickly, jabbing at you or knocking you upward before you have a chance to blink. Furthermore, he has a one-two-kick combination which he can use to break through your guard and send you sprawling, in addiction to his regular Dash + Y attack. However, even after that, he still has two more dangerous tricks up his sleeve. The first is his Beat Combo. While you may think you can just defend against it (and ideally, you can), oftentimes you may not even have the reflex to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed up by an up-down attack. Lastly, Guy is unique among the characters in his flexibility; whenever he jumps onto the figurative 'wall' of any battlefield (the edge of the screen), he can actually bounce off that wall and in the opposite direction, as opposed to having to go against momentum and turn around and flail while falling down. Do NOT expect to get him up close with his back cornered to a wall and be keeping it that way. Because of all this, you are somewhat compensated; Guy only has one bullet. Unfortunately, it is still a potentially deadly one, as it allows him to send a beam across the arena that is as tall and still a bit higher than Guy himself. If you see him charging up for a Bullet attack, JUMP out of the way, or put your guard up. Either is better than taking the full brunt of his attack. For the most part, take advantage of the arena's traps. Learn the positions the fire falls down from or spurts up from, and push Guy back into these areas. Once he gets hit by fire, he will temporarily drop his guard, so you can throw a Bullet causing a lot of damage at him. You may also choose to use this time to heal if his attacks are consistently getting to you while not letting you touch him. ---- KYLE ---- And here is to the final showdown with one of the other three main characters. As Kyle is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Kyle is someone who is you equal in that regard. Kyle also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave- like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna-Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. For the most part, if you need to attack Kyle up-front, you should resort to quick in-and-out attacks, wherein you dash and attack him, then move out of his range. This is because of Kyle's unusually long range - thanks to his trident, he can easily hit you even if you are out of the range of most attackers. His range applies to both land and air, as he can spin and swing around his spear, warding off any slow attacks. You should try sticking to staying far away and hitting him with long-range bullets, or laying traps for him when he comes in close. After, you will get a G-Con Type 3. You will also have the ability to use the Phat Beat Combo in multiplayer or when repeating story scenarios. You are not quite done yet, however; you will be taken back to Dolittle City for the last time. -=-=-=-=-=-=- DOLITTLE CITY =-=-=-=-=-=-= [DWDC4] Watch the scene in town, then head right a screen to fight the final battle. ----- ASUKA ----- Asuka, although not being one of the special four main characters, is one of another set of four characters who are programmed with several physical attacks as opposed to just a generic two-set. This means that there are a number of things you should watch out for; in particular, Asuka has a fairly decent range with her weapon, and can knock you out cold with a good number of them. She also can spin around, hitting anything that comes in her path; when she does this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B attack. Asuka also has four bullets in her repetoire for her use. The first allows her to shoot a small orb of energy that follows you around for about a third of the screen before fading out. The second will cause a pillar of Earth to spring up right underneath her (not in front or behind her, underneath her). It is supposed to be for you to either walk into or be hit into and be further damaged, but it fades away too fast to be truly a danger. The third allows her to sprout a bunch of roses. After a few seconds, thorns will grow about twice the length of the actual rose to either side of the flowers, so be sure to get away from the roses once Asuka summons them. Asuka's fourth and final bullet lets her send out a boomerang-like projectile straight across the screen that spins around, able to damage you multiple times, and then returns back to her, causing more damage. For the most part, you can beat her in up-front battle, as long as you press your advantage; Asuka has some nice attacks going on, but she lacks aggressiveness, and fails to protect herself with a guard most of the time. Lure her in as you will and unleash a bullet, and you can easily cause her a great amount of damage. You can also knock her up into the air (which is fairly easy for the most part) and let loose another bullet for her to hit on impact to greatly hurt her. After, some more cutscenes, and the credit rolls. After, you will have the ability to use Asuka in multiplayer battle, and also earn the title Rock Major. If you go into Daichi's Story again, you can go to any location you have gone before and repeat the storyline during that location (with a few exceptions; if you visited a place twice during the storyline, such as Synesthesia, you CANNOT redo the first one) with your current level, G-Con and Bullets. However, you will have to start branch paths that you have not yet completed from their first location. If you want to completely restart the whole story, you will have to do it in the options button in the main menu. -=-=-=-=-=-=-=- TRAINING SYSTEM =-=-=-=-=-=-=-= [DQTRS] •Location: Plainsville •Objective: Defeat your Opponent •Reward: Bomb Bullet This will probably be the easiest quest you will ever do. Seriously. You will have two enemies who have been dubbed Zappers. These guys are basically mini-pods that fly around and shoot electric bolts from underneath them at you. All you have to do to avoid them is lure them above you and then run out of the way when they start going into attack mode. Once both of them are preoccupied, all that is needed is a Bullet or your Jump + X attack to basically kill them, as they are fragile to the point of only needing a couple of hits to finish off. -=-=-=-=-= BEAT FESTA =-=-=-=-=- [DQBFS] •Location: Plainsville •Objective: Defeat all five Opponents •Reward: f Nut Bullet In this quest, you have to fight five consecutive opponents, with your MP being restored in between each quest. Following are strategies for each Grapper, but they should not present too much of a problem overall, especially if Daichi is not the first character you are playing as, and you have gotten used to the system as a whole. ---------- GRAPPER #1 ---------- Grapper #1 is pretty much like the Thugger A that you may have fought in other stories. Considering the amount of practice that you may have had by now with Thugger A's, #1 should be familiar to you. In any case, Grapper #1 has three attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that #1 is fairly nimble on the ground, so expect some lighting-quick slashes. Grapper #1 also uses a single Confusion Bullet, shooting out a white cloud that will confuse you if you are hit by it and not guarding. ---------- GRAPPER #2 ---------- Grapper #2 is just an upgrade of some of the brutish Thuggers that you may have fought before in other stories (or of the Heavy Mad Guards at Mad Company). For most of the battle, Faz will try to make use of his large size and will stick to his common physical attacking, with a quick jab using his arm and a down-cut. He only occasionally activates his Beat Combo. Lastly, if you jump into the air, he has a tendency to follow into the air. As far as I can tell, he does not actually possess any Bullets. ---------- GRAPPER #3 ---------- Grapper #3 has pretty much only two regular physical attacks. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His only Bullet is a fireball that expands as it moves away from him in the horizontal direction, slowly changing into a large circle of fire. The thing that is difficult about Isshin is that he loves to dash around, lots. And move around he will. He likes to use his Beat Combo a lot, and will dash into you and try to use his quick Beat before you have the opportunity to blink. As such, you will be required to take the battle to him. As Isshin often will be quick to put his guard up when not dashing, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. Lay a trap Bullet such as Rose Thorn to hit him while he is screwing around, and then let loose a long-range Bullet while he is dashing towards you. In any case, due to his low MP and the fact that he is not one of the story- important foes that you will face, he should not end up being any kind of problem. ---------- GRAPPER #4 ---------- Grapper #4 possesses two physical attacks. The first is where he will take really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down-chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Grapper #4 can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Finally, Grapper #4 can also use his own Bullets. m Water lets him shoot a geyser out of the geyser in front of him, while he can also use another Bullet that causes a rock stalagmite to come out of the ground on either side of him. As long as you keep your distance from #4, however, these Bullets are harmless. Of course, the frustrating part of the battle will come into play when you are forced to come up with something to bypass his technique. Very rarely will you be able to get a straight-up bullet past him, as he will constantly be on his guard. The same goes for attacking him and using Beat Combos; only Dash + Y hits will be guaranteed to break through his defense. The solution here is to take advantage of something that #4 loves to do a lot - jumping around. When he is in the air, Hook cannot defend himself, so take full advantage and knock him out while he is in freefall, or activate your Beat Combo and use an Air Beat Combo to knock the stuffing out of him. Additionally, while he is on the ground, you should take this time to heal up whenever it is needed. As said before, he has some strong techniques, so you need to constantly heal up and stay at the top of your game. Finally, when looking for bullets to pull out against him, do not use attacks that instantly go for him; instead, use Bullets that take their time in getting to him, such as Rose Thorn (which only activates after being on the field for a few seconds) or Phoenix (which goes around diagonally before finally hitting its target). While he will defend sometimes, he will not always expect them, and when he does not, big time damage shall result. ---------- GRAPPER #5 ---------- Grapper #5 is aggressive. This time, I mean it when I say he is aggressive, as he is constantly attacking. While his attacks themselves are relatively tame (the standard up-slash and stab, along with his Beat Combo), you should watch out for his behaviour, and adapt to it. For the most part, take advantage of it and knock him up into the air when he goes too fast, then steal the moment and use it to beat him up further. He also utilizes three different bullets. One of them shoots out a projectile of energy. A second only shoots a blue energy wave, while the third bullet shoots out multiple red waves. In all cases, defend yourself if up close or guard otherwise. -=-=-=-=-=-=-=-=-=- FIGHTING STRATEGIES =-=-=-=-=-=-=-=-=-= [DFGST] As contributed by 'Zenofire' Earth Grappler - Daichi is slow so trapping your oppent is key. This definaletly works against all computers, including Zeke and is an easy way to lay a 300 - 400+ damage tech on them using Bullet 071 Rose Road. The timing isn't to tricky but for best results use it high in the air. The objective is to get the bush to land close to them if not next to them. If its close enough they should be blocking. No matter how close you get to them they'll continue to block cuz they know if they stop blocking the rose bush will get them. So, walk right up to them and use a grab to toss them to the thorns they fear so much. ^^ -------------------------------------------------------------------------------- GUY'S STORY -------------------------------------------------------------------------------- [WGUYS] 1. Walkthrough a. Stealth Airport [GWSA1] b. Inlet City [GWILC] c. Seaside City [GWSSC] d. Diver Coast [GWDVC] ae. Gun Valley [GWGVL] be. Oceana Spring [GWOCS] af. Gearbourg [GWGRB] bf. Aquapolis [GWAQP] g. Sand Yego [GWSYG] h. Alexandria [GWALX] i. Midway City [GWMWC] j. Thugger's Den [GWTHD] k. Newtown [GWNWT] al. Blingsville [GWBL1] -Tournament bl. Blingsville [GWBL2] -Rescue m. Citadel Ruins [GWCDR] an. Oakland [GWOAK] bn. Raiden [GWRID] o. Synesthesia [GWSN1] p. Maze Forest [GWMZF] q. Mad Company [GWMDC] r. Synesthesia [GWSN2] s. Stealth Airport [GWSA2] 2. Quests a. Lucky Rat [GQLCR] b. Price Gouging [GQPRG] 3. Fighting Strategies [GFGST] -=-=-=-=-=-=-=- STEALTH AIRPORT =-=-=-=-=-=-=-= [GWSA1] After a couple of scenes, you shall get into your first battle, with a Thugger. For the first bit, just attack with your X and Y buttons. For the second segment, add jumping using B and guarding with R to your arsenal. You will not necessarily have to use all of the commands, however, as each battle shall end after a set amount of damage. After, you will automatically go to Inlet City. -=-=-=-=-= INLET CITY =-=-=-=-=- [GWILC] At the start of town, head right a screen and enter the nearby G-Center. Talk to the lady at the right counter. Watch a couple of scenes, and you will be brought into a brief tutorial of fighting in Draglade. If you have already done any other character's story, skip these whole next two paragraphs, as it is the exact same thing as every other tutorial. You are technically supposed to use three light and three hard attacks, then block three times, and use three Bullets, but I have seen on the occasion that you can get away with less. For the fourth one, just tap the p Heal to switch it with your p Fire, and then activate it. For the fifth one, press and hold the L button, and hit the instructor with attacks in symphony with the beat. For the sixth, you will have to be more exact with your beats. After some more basics, you will need to fight the instructor. Given the basics so far, you should not have too difficult a fight. Spam your regular attacks for the most part, and use your beat combos when he leaves himself open. If the two of you are separated by a fair distance, you can get away with your p Fire. Also, if you get truly low on your MP, use p Heal, but make sure that the instructor is out of the way; if he is next to you, he will also be healed by the p Heal. Before leaving town, you can do optional sidequests by talking to the clerk at the left counter in the G-Center in town. Quest strategies are detailed in the quests section if you need them. You can also pick up preordained Beat Combos up here (and you can customize them as well). Meanwhile, on the opposite side of town is a bullet shop now open that will sell you new bullets (if you have done anybody else's story at all so far, however, your bullets from that story will cross over to here). Quest strategies can be found in the quests section. After you are done, leave town, and head to Seaside City on the overworld map. -=-=-=-=-=-= SEASIDE CITY =-=-=-=-=-=- [GWSSC] Watch a cutscene, and then a battle. ------ SHELLY ------ It must be noted that this battle is an optional win; you do NOT HAVE TO WIN. That being said, this strategy here is only for those who think they have the skills to pull out a win. Shelly is the first of the group of nine characters whom you can fight with in multiplayer and wireless mode that you shall battle in the actual story. This I must stress because it means that Shelly has in her arsenal more than just a pair of generic regular attacks. She can perform several moves, as well as her own unique Beat Combo. The most major note that should be made is that she uses a bow, which means to expect long-range attacks. She can shoot sideways, she can jump up into the air and shoot diagonally down, she can shoot diagonally up (this latter attack sending three arrows at once), and she can even shoot into the ground when standing still. What makes her more devastating is that nearly all her long-range attacks will cause a sheet of ice to appear wherever their end points are, or if they hit you. This means that even if you are out of the arrow's range, you can still get hit by the ice if you are only slightly behind the arrow, and if you get hit by the arrow, you get damaged to a further extent, and stunned by the ice. Obviously, you can try to defend, which will work, but you should also try maneuvering over some of the attacks (especially if you are in the air to begin with). Her attack directly into the ground will cause a pillar of ice to appear to either side of her. Beware, as Shelly can also do close-range attacks with her bow; these are usually of the slashing and sweeping up category, but she also can do her own Dash + Y combo up front, so do not expect to be able to defend when she comes in and being able to keep your guard. Finally, she has a lone Bullet that she can use, in which she tosses a ball of ice forward that expands into several icycles going up to either side of it once it hits the ground. You should also use the environment to your advantage; considering that the battlefield is very long across, if you are getting annoyed by Shelly's arrow attacks, run to the very opposite end, and use your p Heal Bullet until you are healed up/Shelly gets to you. Overall, at this very early stage in the game, you are looking at a difficult fight in taking down Shelly. For the most part, the best two things to have coming into this fight are a few level-ups from doing the two quests available in the previous city, and Bullets obtained from the stories of other characters in your Bullet arsenal. These two things can make life much easier. Watch the cutscene, and then you will automatically head off to the city. Watch the cutscene coming into Seaside City, then head right. For the most part, stay away from the bear variant, and instead shoot offensive bullet after bullet into him. Only move in close for the attack if you are confident that you can pull of a Dash+Y knockout move. If, for whatever reason you let the bear close enough to hit you, it can do things; either he will slash his claws at you, or (much more likely) he will curl up into a ball and roll straight forward at you, knocking you down. Thankfully, after the latter attack he will be dazed, so if the opportunity arises, use your Beat Combo relentlessly. Should you HAVE to go up close, use Guy's Jump + Left/Right + Y Attack, which causes him to soar through the sky and hit a target. Your X attack is also a very good attack to keep back the bear with, thanks to its decent distance. Unfortunately, after the battle, there is no reward for you, unlike in other After, there is not much remaining to do in town. About the only thing you can do in town is go to the Bullet Shop (which has some of the same stock as Melthea and some new), but after that is over, your only remaining destination is out of town. Once you have committed, proceed to Diver Coast. -=-=-=-=-=- DIVER COAST =-=-=-=-=-= [GWDVC] Head right from the entrance. One screen over, you shall enter another fight. -------- GIGABOLT -------- Gigabolt uses two attacks. The first attack is where it will start charging forward when triggered to do so (ie. when your character is in front of it). It will stop after a specified distance, like most bosses with rush-forward attacks in this game will do, and so long as you are in contact with it, harm shall come to you. Hence, the further away that you stand from its initial position, the less injured you will get if you do get in its way. The second attack, however, is where it all falls apart for Gigabolt. If you are far enough away from the robot, it will start rotating its arms about 180 degrees up and down, and then shoot them onto the ground (sometimes it will go into the air, and then start falling down). The arms then go to the opposite edge of the screen. They then come back, and if you are not aware of their return trajectory, you can get knocked over by it. The key section that you can exploit from the second attack is that the arms always go to the opposite edge of the screen before returning. Lure Gigabolt to one side of the screen, and make it shoot its robotic arms out. When it does this, jump to Gigabolt's back side, turn on your Beat combo, and hack away at it. When its arms finally come back, return to the front side and get far away enough from it that Gigabolt will choose to shoot out its arms instead of doing its short-range rush, and repeat. Eventually, you should be able to cause enough damage to it to destroy the mechanical robot. Once finished the battle, watch the cutscene, then head right a screen and talk to the lady at the right counter, who will direct you to the exam centers. Finish up in town at the bullet shop or do the lone quest offered in Diver Coast, then head out onto the world map. Now, Guy's story begins to branch into two separate paths here. You can head to the settlement of Aquapolis by way of Oceana Spring, or head to Gearbourg through Gun Valley. If you wish to refer to the table of contents offered at the beginning of the walkthrough for Guy's Story, Oceana Spring and Aquapolis will be referred to as ae and be, while Gun Valley and Gearbourg shall be sectioned under be and bf. The branches will converge after awhile back into one path. -=-=-=-=-= GUN VALLEY =-=-=-=-=- [GWGVL] •Monsters: Fire Mouse, Fire Wolf, Wind Butterfly For the most part, just travel right in Gun Valley until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. With the fight done, head on to Gearbourg. -=-=-=-=-=-=- OCEANA SPRING =-=-=-=-=-=-= [GWOCS] •Monsters: Water Mouse, Fire Wolf, Water Tortoise For the most part, just travel right in Oceana Spring until you hit the next screen. You should, however, stick around to fight every enemy you come across (of which there are only the two variety in this area) to get some quick levelling up now, of which will be imperative very soon (you cannot revisit areas until after you defeat the game, so you cannot expect to be able to farm out some experience). At the end, you shall fight a Snake boss. ----- SNAKE ----- The Snake offers four different attacks. The first one is a physical attack; when you get very close to it, it will turn around ever so slightly, and its tail will appear out in front of it. After a few seconds, it will then smack you with its tail, sending you reeling back. For the second attack, an orb of energy will start gathering around the snake, and shortly after, it will start breathing fire for a large amount of area in front of it. If it starts to do this latter attack, you would be well advised to run away. The Snake's final technique is to spit out three small fireballs, one heading straight left, the other two up-left and down-left at 45 degree angles (or right if facing the opposite way). Finally, the fourth attack is that it will leap into the air, and then land down where you are standing about five seconds later. To coutnerattack this last one, quickly dash to one side of the arena, then turn around and start dashing the other way to give yourself the maximum amount of space to dodge the landing. For fighting the good fight, there are two different approaches you can take to battling the Snake. The first is to be super-aggressive, and go forward and start ripping into the Snake. As basically all of its attacks require some downtime before it can perform them, you can pretty much cause some major damage before it has a chance to respond. Furthermore, both of its fire-based attacks can be interrupted by your mayhem, meaning that you can effectively just hack and slash away at it until it finally uses its tail attack. The alternative strategem is to stay back as far away as possible from the snake, and shoot bullets after it. As the snake will pretty much stay stable in one position for nearly the entire fight if it does not decide to leap up, there is absolutely nothing to stop you from keeping a safe distance and firing bullet after bullet at it. It is cheap, admittedly, but you are free to do whatever works for you. Once the battle is over, head off to Aquapolis. -=-=-=-=- GEARBOURG =-=-=-=-= [GWGRB] After the cutscene, get some new stuff at the Bullet Shop if you require it, then head right a few scenes until you get to the G-Center. Talk to the lady at the right counter to start your pair of fights. Be prepared for these two fights; in the Gearbourg battle arena, you have four pipes, two on each side of the screen. When the vacuum starts up, the pipes will suck you in; the bottom-left pipe will suck you in and shoot you out the top-left pipe, and vice versa. The same goes for the right side. While it may interrupt what was becoming a good combo for you, you can also use it to surprise opponents that are sticking to their guns, digging in their heels and defending for the entirety of the battle. ------------------ MIZ MAESTRO MUKURO ------------------ Probably the best thing about Mukuro is that he only has 650MP, and you can actually cause reasonable amounts of damage when you get an open strike on him (40-50MP apiece), so that this fight does not take longer than it should. In any case, Mukuro has five attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His first Bullet allows him to shoot a poison cloud at you across the screen. Guard against this or jump over it; if you get hit by it without your defense up, you will become poisoned, which can take a nasty chunk of MP away before the effects wear off. Mukuro's second Bullet sees him dropping a toxic mushroom onto the floor; coming into contact with the mushroom causes the same effect as the toxin cloud. His third bullet lets him send a wave of toxic water across the room. However, this last Bullet wears off after three cycles, so if you are a decent range away from Mukuro, you should not have to worry about it. The thing that is difficult about Mukuro is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Mukuro often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. When he is on the ground, jump up a platform, then do Down + B to drop down and change your drop into a swinging cut at Mukuro. The reverse is also true; if Mukuro is lured onto a platform, drop down a floor, then when he drops down, follow through with a combo attack to cause great harm while he is unable to guard (being in the air). ---------------- COBRA THE HELMET ---------------- There is not too much to say about Cobra the Helmet. For most of the battle, he will try to make use of his imposing presence and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He very rarely activates his Beat Combo, however. Lastly, if you jump into the air, he has a tendency to follow you. Near the end, he may tend to be a bit more aggressive, and will actually use his lone Bullet, which allows him to summon a trio of icyles and send them into the ground in front of him. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short-range Bullets to catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. After, go through a couple of cutscenes, then exit town and head on to the Sand Yego. -=-=-=-=- AQUAPOLIS =-=-=-=-= [GWAQP] Watch the scene. Head left to the Aquapolis Bullet Shop to pick up any new bullets that you may need, then proceed right of the entrance into the Major G-Center. Do the optional Fish Rumble quest if you wish, then talk to the lady at the right counter. Listen to her explanation, then take the first Major Exam. After a cheesy cutscene, you will end up taking on the first competitor of the exams. -------------------- RIVA THE BEAT SURFER -------------------- If you have done the Fish Rumble quest offered in Aquapolis, then Riva is basically more of the same, but with a much lower MP total at the start, making the battle easier. Said Grapper possesses two physical attacks. The first is where he will take really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down-chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Riva (The Beat Surfer) can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Finally, Riva can also use his own Bullets. f Water allows him to shoot a stream of water that loops forward three wavelengths and damages anything it touches, while p Heal allows him to heal himself. Should he use the former attack, if you are far enough away from him or behind him, take advantage of his lag from the attack to hit him with something hard. If he uses p Water, immediately go all-out on him to knock him away from the area of effect (Dash + Y will give him some time to heal, but will at least assuredly push him back). He can also use m Water, which simply spurts a geyser right in front of him for a few seconds. ---------------- RED THE HOT BEAT ---------------- Red (The Hot Beat) has two attacks, both of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that Red is fairly nimble on the ground, so expect some lighting-quick slashes. Additionally, because of Red's weapon of choice (a scythe-like Glade), he has a decent amount of range, so do not expect to get too close to him without being hit in return. Although he has a Beat Combo, he lacks any Bullets. Overall, if you have played any other story, then you shall have battled thuggers with the same movement and regular physical attack as Red. Even if you have not, Red is still typical fare, posing no real threat to your chances of taking home the first exam. After, go through a couple of cutscenes, then exit town and head on to the Sand Yego. -=-=-=-=- SAND YEGO =-=-=-=-= [GWSYG] •Box Bullets: Rock Vest, Anti-Toxin, Fire Vest •Monsters: Electric Butterfly, Fire Mouse, Wind Wolf, Earth Tortoise, Flower This is a pretty basic walk-through stage, with nothing special going on until the end. You will probably want to bring a Water or Wind Bullet to dispatch most of the enemies. I especially prefer p Water, as it allows you to shoot a straight stream of water that damages multiple times and goes through anything it hits, allowing you to slaughter several foes at once. Having anything that can hit two or more people at once will also be useful for later. At the end, watch a cutscene, and you shall fight a pair of Thuggers. -------- THUGGERS -------- There may be two Thuggers. But that is all that they have going for them. First of all, they are really slow on their feet, and when they do get in range of your character, often times they will take forever before deciding to finally attack. On top of that, they lack any sort of Bullet attack, and can only do a jab and an upward slash, both of which lack any real sort of power except for the jab being able to knock you off your feet. Worse yet for them, they BARELY even defend themselves. Additionally, both Thuggers lack a great amount of MP, so it does not take long before you can finish them off. However, because of the openness of the arena, and their tendency to just stay on the ground and run towards you, you can use multi-hit Bullets to attack them, just as I recommended to you early. After a bit, they will get smart and defend, but if you wait a few seconds and let them run towards you again, you can shoot another Bullet and catch them off-guard. After the battle, you will automatically cross over into Alexandria. -=-=-=-=-= ALEXANDRIA =-=-=-=-=- [GWALX] Head right once done with the initial cutscene two screens, and then watch another cutscene. Once inside the laboratory, you will obtain a Cleanse Bullet. Proceed all the way to the very end of the laboratory, and enter the last door in here. A great number of cutscenes later, exit Alexandria, and head off to Midway City. -=-=-=-=-=- MIDWAY CITY =-=-=-=-=-= [GWMWC] As soon as you come in, you shall have a rematch with the Thuggers from earlier. -------- THUGGERS -------- There really is not much to say about the Thuggers. They retain basically the same attacks as before with their jab and up-sweep slash, and so you should use the same strategies. About the only modification to their behaviour is that they will attack somewhat more aggressively, but not so much that you can handle them with ease using Bullets and regular strikes. And of course, they still have their pitiful MP, so dispatching them should again not be too much of a difficulty. Another scene, another boss. ------ GYAMON ------ Let me stress this: Gyamon does NOT NEED TO BE DEFEATED. Unlike fighting Zeke in other stories, Gyamon is very much high above you in sheer strength at this point in time, so you will really have to pull out all the stops to muster a win here. In any case, Gyamon is another of the main nine characters; as mentioned before, this set of nine has more moves than just the regular two attacks that every foe comes with. Gyamon in particular uses a claw that has almost as much reach as Kyle does, and it can be fairly deadly. For the most part, watch out for his quick dashes, as well as his air Down + Y attack. You should also watch for his Dash + Y technique, as he will use it fairly frequently, and with great ease. For the most part, if you have trouble hitting him, just keep your distance for a while and familiarize yourself with his movements and offensive techniques. His Beat Combo can also be fairly dangerous, devastating in this battle. Gyamon's bullets stick mainly to confusion-type attacks. His first bullet will be to shoot some white smog at you; if you get hit it by it, you will be confused for about five seconds, and your inputting left on the D-Pad will cause you to go right, and vice versa. Gyamon's second bullet is a variation of the first, except that it is larger and slower. He can also drop a mushroom on the floor which causes the same effects if you bump into it. Given the sheer difficulty of this battle, if it looks like you will have a close call if you try to jump over a cloud, guard instead. -=-=-=-=-=-=- THUGGER'S DEN =-=-=-=-=-=-= [GWTHD] •Monsters: Poison Mouse, Poison Tortoise, Thugger A, Thugger B, Thugger C You will start the area off by fighting the scythe-wielding Thugger alone. Once you have finished him off, take out a Poison Mouse, then continue on and dispose of the rapier-wielding Thugger. You will also run into some carbon clones of the scythe Thugger, as well as a new Thugger - a fist-fighting one. Once you get to the end, watch a cutscene, then a boss battle. ------ SHELLY ------ This time around, you should have levelled up sufficiently and gotten a few decent bullets enough to defeat Shelly. Shelly is the first of the group of nine characters whom you can fight with in multiplayer and wireless mode that you shall battle in the actual story. This I must stress because it means that Shelly has in her arsenal more than just a pair of generic regular attacks. She can perform several moves, as well as her own unique Beat Combo. The most major note that should be made is that she uses a bow, which means to expect long-range attacks. She can shoot sideways, she can jump up into the air and shoot diagonally down, she can shoot diagonally up (this latter attack sending three arrows at once), and she can even shoot into the ground when standing still. What makes her more devastating is that nearly all her long-range attacks will cause a sheet of ice to appear wherever their end points are, or if they hit you. This means that even if you are out of the arrow's range, you can still get hit by the ice if you are only slightly behind the arrow, and if you get hit by the arrow, you get damaged to a further extent, and stunned by the ice. Obviously, you can try to defend, which will work, but you should also try maneuvering over some of the attacks (especially if you are in the air to begin with). Her attack directly into the ground will cause a pillar of ice to appear to either side of her. Beware, as Shelly can also do close-range attacks with her bow; these are usually of the slashing and sweeping up category, but she also can do her own Dash + Y combo up front, so do not expect to be able to defend when she comes in and being able to keep your guard. Finally, she has a lone Bullet that she can use, in which she tosses a ball of ice forward that expands into several icycles going up to either side of it once it hits the ground. After the battle is over, watch a cutscene, and you will then be put out on the world map. Head to Newtown. -=-=-=- NEWTOWN =-=-=-= [GWNWT] Make your stop at the Bullet Shop as needed, and then head to the G- Center. Do the optional quest if you wish, then talk to the lady at the right counter in order to take the second exam. Unlike the first Exam (and every exam after this) there will be no traps operating in the G-Center in Newtown, so you do not need to alter standard strategy to account for field effects. Also, you shall fight three people instead of two this time around. -------- HAZY FAZ -------- Hazy Faz is just an upgrade of some of the Thuggers that you have already fought before. For most of the battle, Faz will try to make use of his large size and will stick to his common physical attacking, with a quick jab using his arm and a down-cut. He only occasionally activates his Beat Combo. Lastly, if you jump into the air, he has a tendency to follow into the air. Near the end, he may tend to be a bit more aggressive, and will actually use his two Bullets, the first allows him to send a thin beam of light energy across the screen, the second that lets him send an arc of electricity along the floor, making him probably one of the most dangerous generic Grappers you will fight in the game. To damage him, you can usually stick to a strategy of luring him and then hitting him at point-blank range with either long or short- range Bullets to catch him off-guard, or utilizing Beat Combos, and luring him into the electric traps. Overall, however, Hazy Faz is fairly small-time. ----- ZALGO ----- Probably the best thing about Zalgo is that he has a very weak defense, taking a lot more damage from your hits in comparison to other Grappers, so this fight does not take longer than it should. In any case, Zalgo has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. His first Bullet involves the use of a p Wind, where he summons a tornado that goes in the horizontal direction he is facing and up at the same time. He is also capable of using the Stun Gun, which basically lets him shoot static electricity into the area right in front of him. The thing that is difficult about Zalgo is that he loves to dash around, lots. And move around he will, onto the middle and top platforms, dropping down the platforms, and between the opposite ends of the fighting arena. Most usually, he will chase after you, and constantly harass you, giving you little opportunity to stay on the defensive. As such, you will be required to take the battle to him. As Zalgo often will be quick to put his guard up, you can perform the Dash + Y attack to knock him off balance. Mostly, however, take advantage of his love for motion. When he is on the ground, jump up a platform, then do Down + B to drop down and change your drop into a swinging cut at Zalgo. The reverse is also true; if Zalgo is lured onto a platform, drop down a floor, then when he drops down, follow through with a combo attack to cause great harm while he is unable to guard (being in the air). ------ DAICHI ------ Once again, I must stress the importance of the fact that Daichi is a titular character. This means that he has more techniques and attacks that he can use than the average Grapper, and also means that you are in for a long battle. Daichi in particular is probably the slowest of the main four. However, the strengths that he gets in tradeoff for this include an intense amount of offensive power, and a large hammer that can beat out Kyle's range with certain attacks. For the most part, keep your distance from Daichi. This is because of several of his regular attacks. The first one to watch out for his his ability to spin around in a circle, flailing his hammer around. When he is like this, it is nigh upon impossible to sneak in a hit without getting injured yourself, so it is simply better to take advantage of him with a Bullet here. He can also back you up into a corner and spam Beat Combo and this spin, so if you get into this situation, immediately either put up your guard or try dashing past him. Another thing that you should watch out for is that Daichi can do a sort of leap and then fall flat on his stomach, while hammering the ground in front of him. He can cover a surpising amount of distance in the setup for the attack, so keep your eyes open. The last thing is to not try to go in for a Dash + Y attack; Daichi can perform his own Dash + Y technique with ease, and he will do it as often as possible. Do not intensify the match by putting yourself at risk. Daichi's first bullet allows him to summon a pillar of rock in front of him, which then shoots out two boulders at different trajectories. Once the rocks hit the ground, they shall break on impact. His second one causes a rock spike to come out of the ground right in front of him. Fortunately, he does not use anything else, so there will not be any surprises. After the battle, you shall be given a G-Con Type 2, which lets you raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head off to Blingsville. At this point, it should be noted that in Blingsville, there are two separate things that you can do in Blingsville. The first thing is taking a tournament. The second event you can do is go through a forest area and fight a boss as part of a rescue effort. However, you can only do one section during your playthrough (but can revisit and do the other area after you beat the game). The tournament section will be the first Blingsville part, and the rescue section will be the second Blingsville part. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [GWBL1] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and then enter the nearby G-Center. Do the quest if you want, then talk to the girl at the right side to take part in the tournament. As no names are mentioned, all grappers are numbered instead of named here. ---------- GRAPPER #1 ---------- Grapper #1 is pretty much like the Thugger A that you have been fighting a bit of recently, and is a basic clone of Red The Hot Beat if you fought him in Aquapolis. Considering the amount of practice you should have had by now, #1 should be familiar to you. In any case, Grapper #1 has five attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that #1 is fairly nimble on the ground, so expect some lighting-quick slashes. Grapper #1 also uses three different bullets. His first one that he uses is m Water, which summons a geyser right in front of him. The second allows him to summon a spiked rock out on either side of him, while the third brings out a Bear Trap that will snap shut on you if you walk into it. Because all three Bullets are very much close-range attacks, if you stay away from Grapper #1 and pound him with longer-range attacks, he is nothing. Overall, having made practice out of Thugger A's before, Grapper #1 should be no problem to you. ---------- GRAPPER #2 ---------- If you fought Riva the Beat Surfer in Aquapolis, Grapper #2 is more of the same, except with less bullets. Said Grapper possesses two physical attacks. The first is where he will take really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down-chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Grapper #2 can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Finally, #2 has one bullet that he can use. It involves the use of a fireball attack, where he shoots out a straight bolt of fire that goes in the horizontal direction he is facing and expands into a circular sphere as it moves away. ---------- GRAPPER #3 ---------- Grapper #3 is aggressive. This time, I mean it when I say he is aggressive, as he is constantly attacking. While his attacks themselves are relatively tame (the standard up-slash and stab, along with his Beat Combo), you should watch out for his behaviour, and adapt to it. For the most part, take advantage of it and knock him up into the air when he goes too fast, then steal the moment and use it to beat him up further. Grapper #3 also has three bullets that he can use. His first involves a bunch of flowers planting themselves, and then the roots from the flowers go above the flowers and grabs everything within range. His second attack brings out a sort of brown boomerang-like object, which he then throws spinning right at you. His final attack causes three rock stalagmites to come out of the ground; if you jump over them, a pipe will come out of the stalagmites to hit you. ---- KYLE ---- And here is to another showdown with one of the other three main characters. As Kyle is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Kyle is someone who is you equal in that regard. Kyle also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave- like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna-Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. For the most part, if you need to attack Kyle up-front, you should resort to quick in-and-out attacks, wherein you dash and attack him, then move out of his range. This is because of Kyle's unusually long range - thanks to his trident, he can easily hit you even if you are out of the range of most attackers. His range applies to both land and air, as he can spin and swing around his spear, warding off any slow attacks. You should try sticking to staying far away and hitting him with long-range bullets, or laying traps for him when he comes in close. -------- MILL YUN -------- Despite his demeanour, Mill Yun actually is a step up above most of the competition that you shall have faced up to this point. His axe can deal quite a bit of damage, and he has some flexibility with his standard attacks. He can also come down from the air quite hard, and he can smash you up into the air, even with your guard up. Finally, when he becomes quite volatile, he also has a special attack in which he swings his hammer around him in a circle at super- speed, crushing anything in its path (and yes, it can break through your defense). And of course, he also his his Beat Combo. He also utilizes a few good bullets. Mill Yun's first bullet is a basic m Wall, which allows him to create a large wall of earth that will be hard for you to jump over, and can effectively trap you on one side of the field until it crumbles apart. His second bullet is a basic variation on the fireball bullet that Grapper #3 had, except that his fireball will curve down a bit, and then curve up. His final bullet allows him to summon a group of large icycles above hisself, and then throw them down into the ground, smashing whatever is in between. However, like nearly every other enemy in the game, Mill Yun can still be defeated by a simple divide and conquer strategy. Stick to just brainlessly beating him to a pulp when you are near him, and then back off and let him waste his breath trying to touch you, and leave traps and use offensive Bullets on him to slowly drain his MP and finally finish him off. After, you will be given the Vanish bullet by Bill Yun's butler. Exit and leave the town, then go to the Citadel Ruins. -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= [GWBL2] Head right from the entrance, and watch the cutscene. Pick up any bullets you might need from the Bullet Shop on the left side of the town, and do the quest in the G-Center if you want. When all of that is done, talk to the lady in the purple dress, and offer to find her kid. •Box Bullets: Speaker, Remix B, Tub Storm •Monsters: Wind Mouse, Flower, Fire Bear, Phoenix Walk through the regular stage per the usual. Same deal as always. At the end, you will finally take on a boss. ------- GORILLA ------- The main reason that you should fear the Gorilla is for its sheer attack power. Even if you are defending, it can still take off over 100 MP with a single hit. Combined with its sheer height, if you need to heal, do not bother staying on the ground for it; instead, double jump into the air and heal up there. In any case, the Gorilla only has one actual attack, in which it shall slap your character full-body with its hand, and send you flying if you are not guarding. The danger is in its quick attacking, as it can dash in before you can blink to send you reeling. The Gorilla also has a couple of defensive maneuvers that can actually harm you if you are in its path, but it shall not actively attack you with. The first of these two techniques involves it beating its chest, and increasing its attack power. Secondly, when it defends itself by putting its arms in front, get away if you cannot execute a Dash + Y - it will use the occasion to explode forward with some momentum once it gets out of its guard stance. To be sure, you do not want to be in the Gorilla's line of fire. The best way to bypass this is to stick with using long-range bullets, so as to not be in the Gorilla's range, and then jump over its head when it comes near you. After, you shall be returned to Blingsville, and will automatically obtain the Bullet Daze Mush. Now that we are basically done in Blingsville, head out to the exit, and go to the Citadel Ruins. -=-=-=-=-=-=- CITADEL RUINS =-=-=-=-=-=-= [GWCDR] •Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb, Boomwalker •Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric Zappers, Earth Statue, Wind Statue You have another fairly simple runthrough in Citadel Ruins - in fact, if you did the Temple Statues quest in Gearbourg, you should recognize the scenery, as it is in fact basically the exact same layout. Some things to watch out for are the high amount of boxes that you can break open (of which all of them can offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper. These guys are basically mini-pods that fly around and shoot electric bolts from underneath them at you. They are very fragile, but can often interfere when you do not desire any, so take care of them quick and then focus on the real threats. At the end of the level, you shall meet up with a Bat boss. --- BAT --- The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you see the bat charging up energy into its body, run away from the bat. Usually, it will summon a spinning tornado that will move towards you (if the bat is in the center of the screen, however, the tornado will not be able to make it all the way to the edge). However, it will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen. Usually, you cannot dodge this, so instead put your guard up against it. Your opponent will also sometimes disappear into the background, and you can see its shape (albeit smaller than up close) in the background. Wait until it momentarily disappears, and then dash away from your location, as the bat will slam onto that location in a few seconds after it disappears. Once it reappears, you can get a few hits worth on it. Afterwards, watch another cutscene. At this point, you will have another VERY SHORT branch path, as you can go to one of two different locales for the third Major Exam; Raiden or Oak Land. After you make your choice, head over there. -=-=-=-= OAK LAND =-=-=-=- [GWOAK] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. In Oak Land, the G-Hall traps involves boulders that fall down from the side of the screen and roll towards the center, eventually crumbling. Avoid getting hit from them. You can also corner your opponent and hope for a stray rock to distract him. ------------------ STEP THE BLUE BEAT ------------------ Step (The Blue Beat) has four attacks, two of them physical. The two physical ones involve him slashing his sword Glade from top to bottom in a half- circle attack, and is often coupled with him dashing forward. His second technique is to do a jump and combine it with an upward sweep, which will knock you off your feet if you do not defend yourself. It should be noted, however, that Step is fairly nimble on the ground, so expect some lighting-quick slashes. Additionally, because of Step's weapon of choice (a scythe-like Glade), he has a decent amount of range, so do not expect to get too close to him without being hit in return. Do not forget his Beat Combo. Step also has two VERY RARELY used water-elemental attacks. The first involves him summoning a bunch of ice droplets coming from the heavens above and falling to the Earth, which can damage anyone or anything that they hit. The second involves him raising his hand above his head, and then bringing forth a giant icycle, which he then throws forward. For either of these attacks, definitely just run out of the way quickly. Once again, Step is just a carbon copy of the Thugger B's that you have fought a lot of awhile back, so do not sweat it when fighting. ---- YUKI ---- Yuki has a great amount of flexibility in his moves. Probably the one that he loves to spam the most is an attack where he will jump into the air, and use his rapier from bottom to top in a half-moon swing. He also utilizes a technique where he dashes right at you, cutting a swathe of air when he does it, and harms you as soon as he connects. Additionally, being one of the noble nine characters that can be used in multiplayer, he has his own Dash + Y attack (so do not think you can defend all battle), and several other attacks up his arsenal. Probably the most dangerous thing that he has up his sleeve is his Beat Combo. Yuki borrows from a fencing style with his rapier when he brings out his Beat Combo, and he also has a long range using it, able to tap you from a long distance when he jabs his rapier out. His lone Bullet is the use of an m Cyclone, where he will raise his hand out, and summon a tornado that stays stable in one spot right in front of him. In the end, however, there is not much to say about Yuki. He has his own fighting style, but after a few minutes of battling, you should be able to note the weak points in his flashiness. If you have managed to fend off any other of the regular characters you have fought so far, Yuki is no problem. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-= RAIDEN =-=-=- [GWRID] Do whatever you need to do with the Bullets shop, then head over to the G-Center. Complete the quest here if required, and then talk to the lady to start your two-fight exam. For Raiden's exam, the traps in the hall involve three pillars that pods go up and down on. When two pods focus on each other, they will let out a beam of electricity between them, damaging anything in between. You can move the pods themselves by hitting them. ---------------- POWER ROCK DWARF ---------------- There is not all that much to say about Power Rock Dwarf. For most of the fight, he will try to use his size to his advantage and stick to his common physical attacking, with a quick jab using his arm and a down-cut. He also very rarely activates his Beat Combo. Lastly, if you jump into the air, he has a tendency to follow you. He will sometimes spam his two Bullets, both of when send white clouds out (they differ in size and speed) which, if they hit you unguarded, will confuse you for about five seconds (when pressing right or left with the D-Pad, the input will be the opposite of what your character will do). Near the end, he may tend to be a bit more aggressive. To damage him, you can usually stick to a tactic of luring him in and then hitting him at point-blank range with either long or short-range Bullets to catch him off- guard, or utilizing Beat Combos. Overall, he just happens to be a pushover. ----- ASUKA ----- Asuka, although not being one of the special four main characters, is one of another set of four characters who are programmed with several physical attacks as opposed to just a generic two-set. This means that there are a number of things you should watch out for; in particular, Asuka has a fairly decent range with her weapon, and can knock you out cold with a good number of them. She also can spin around, hitting anything that comes in her path; when she does this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B attack. Asuka also has four bullets in her repetoire for her use. The first allows her to shoot a small orb of energy that follows you around for about a third of the screen before fading out. The second will cause a pillar of Earth to spring up right underneath her (not in front or behind her, underneath her). It is supposed to be for you to either walk into or be hit into and be further damaged, but it fades away too fast to be truly a danger. The third allows her to sprout a bunch of roses. After a few seconds, thorns will grow about twice the length of the actual rose to either side of the flowers, so be sure to get away from the roses once Asuka summons them. Asuka's fourth and final bullet lets her send out a boomerang-like projectile straight across the screen that spins around, able to damage you multiple times, and then returns back to her, causing more damage. For the most part, you can beat her in up-front battle, as long as you press your advantage; Asuka has some nice attacks going on, but she lacks aggressiveness, and fails to protect herself with a guard most of the time. Lure her in as you will and unleash a bullet, and you can easily cause her a great amount of damage. You can also knock her up into the air (which is fairly easy for the most part) and let loose another bullet for her to hit on impact to greatly hurt her. After you have won against both of your opponents, leave town, and head to Synesthesia. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [GWSN1] Watch the initial cutscene in here. You can head to the G-Center and do the lone quest offered in town if you want, but you MUST go to the Bullet Shop - this will be the last time in some time that you will be able to buy new bullets, and as you do not get the chance to return to earlier places until after you beat the game, you may be hurting when you face off a certain boss. Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it - trust me, it will come in heal. After that is done, head to the center-north screen of town (it is the one that is flashing on your top screen). Here, watch another cutscene. After you are done in town, exit out and head to the Maze Forest. -=-=-=-=-=- MAZE FOREST =-=-=-=-=-= [GWMZF] •Box Bullets: Tub Storm, Petal Vest, m Toxin •Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse Not much to say about the actual area. Despite Dark Variants being built up throughout the storyline as tougher than regular Variants, they are actually MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it takes to finish off regular Variants. Near the end, you will face off against a boss. --- BAT --- Although you fought a boss much like this in the Citadel Ruins, there are a few key differences in the attacks that this Bat boss can use. The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you notice it charging up energy in its body, dash away from its location. It will let loose a burst of sonic energy that expands out in a circle. However, once you have seen the attack once and realized its range with the attack, you can take the advantage next time to hit it with a bullet while it is still in the middle of its sonic burst. It will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this, so instead put your guard up against it. Once you have whittled the Bat down to about half HP, it will start using its final attack, in which it disappears off-screen, then flies in a u shape across the screen, trying to knock you over. When it starts doing this, either jump above it, or guard. It will use this attack a lot more after this, so be sure to heal up when needed, and press the advantage when it is using its other two attacks. After, continue on to the Mad Company. SAVE YOUR GAME first. -=-=-=-=-=- MAD COMPANY =-=-=-=-=-= [GWMDC] •Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb, Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly, Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear The Mad Company level is easily the longest section in the game, as it is split up into three different runthrough sections, and five different boss fights. If you lose even one of the fights, you will have to restart. Thus, be very prepared. In any case, the first runthrough will introduce you to a few new enemies. Robot Guards are basic machines that run around the place; while they can cause you some harm, they are easy to destroy if you just keep attacking and do not give them a chance to respond. Mad Guards are upgraded versions of the scythe-wielding Thuggers you fought oh so long ago, and are not very difficult either aside from their surprising agility. Zappers you may remember from the Citadel Ruins; they are once again easy to kill, requiring only one or two hits to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy- handed hits and charging down the hallway, hitting anything in its path. When taking on one of these guys, be sure to focus all your attention on it, and do not get close to it unless you intend to go all out on attacking it. Eventually, you will come to your first boss fight. ----------------- DARK VARIANT #005 ----------------- As you already have Dark Mice, Bears, Wolves, and Butterflies, the next Dark Variant in line is #005, which is actually a fairly refreshing battle to fight against. #005 is a tall monster that most remembles a praying mantis, and has a couple of attacks to watch out for. The first is when it will stand up straight, and then slash both of its claws; this will send a wave of energy down the arena as high as #005 itself. If you can dodge it quick enough, jump, but otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its tail into the ground, and have an extension of its tail pop out of the ground. If you get knocked into this thing, it will damage you. Its final attack will involve Dark Variant #005 going to one of the edges of the screen, creating a minor shockwave in the ground, and then leaping diagonally down the screen at your current location. #005's first Bullet attack that it is capable of is a copy of the f Water bullet; in short, a wave of water crosses the floor, dying out after three frequencies. As long as you jump over it or stay far enough back, it will not even touch you. It is also capable of sending out a fairly large purple ball of toxin going straight forward - dodge it by jumping back or running the opposite direction. Overall, though, the fifth Dark Variant is a pushover. It simply almost never guards himself, and it is so often setting up for an attack or suffering lag from one it just did that you can bring in a Beat Combo and hack away at it. This is particularly useful for its final physical attack, when it leaps down; you can just guard and then quickly use a Beat Combo before it has time to react. After the battle, continue on through the next area. Watch out for Firebombs, which walk along the hallway and will explode on contact. You shall also face some new enemies in Heavy Mad Guards, which are basically underpowered clones of Grappers you have fought before, such as Turk McDirk, and without the Bullets as well. You will end up having to take on another opponent. ---- ZEKE ---- This time around, you will actually have to defeat Zeke. Fortunately, the same strategy applies from before. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a very good chance of needing to heal during the battle (unless you are during this for the umpteenth time), there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the m Heal as well. Thankfully, your HP total should have increased since the last battle to be on par with Zeke, and your Glading skills should also have improved. If you were close to or pulled out a win against Zeke in your last match at him in the Thugger's Den, then do not sweat it in your battle here. Once the battle is done, continue on through the next area. You will face some more token pockets of resistance from some Heavy Mad Guards and Robot Sentinels, but considering that you have made it this far, they should not present any sort of problem. Once you press your way through to the end, you shall face off against a third boss. ----------- PRESIDENT D ----------- D's first attack is a vicious once, which you should watch out for; when D slashes his sword at you, it will also let out a purple burst of energy that travels along the floor, which goes as high as approximately his midsection. Jump over it if you see it coming; otherwise, dodge if you lack the time to jump. His physical speed in moving from edge to edge of the screen is very very quick, within the blink of an eye, leaving you little time to guard against a surprise strike; his speed is comparable with Terabolt in Kyle's Story. D also has another weird attack up his sleeve; he can summon multiple odd eye-like orbs that are dispersed across the screen. Because they shall damage you and explode on contact, you will be forced to reroute all your jumps to go around these eyes as opposed to just straight through. He also has a variation of this, where he will summon a bunch of these eyes in front of him, and then disperse them manually, hitting you if you are in the path of one of them. President D is also capable of using an Attack Up Bullet, which temporarily powers up his offensive ability, as well as Defense Up, able to strengthen his defense. Another Bullet he can use is the Beckon bullet, which you cannot obtain until after you have completed the stories of all four main characters; a shadow will appear in the ground, and a hand will come out to try and grab you. If you see this shadow appear, MOVE AWAY. Most anything is preferably to this. Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I must stress this. Once President D drops to the 1700MP mark, he will unleash his ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars of shadow will appear next to each other wherever you are on the screen, suck you up and throw you around, and ultimately cause a great amount of damage. Even putting your guard up does nothing, as it will break through instantly and do the same. Whenever you see D stop and do the motion of slamming his sword into the ground, DASH AWAY. If you can move quickly enough, the attack will hit where you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you jump, it is far too slow than if you just move away. Thankfully, there are plenty of moments that you can exploit President D. He normally does not defend himself unless he is absolutely stationary, so while he is moving around, you can attack him without having to deal with his guard. If he does put his guard up while you are straight up using your weapon, use your Dash + Y weapon for some relief. Notably, however, he is also very vulnerable when using his attacks. The two that you should especially take advantage of are when he summons his eyeballs (which he takes his sweet time in doing), where you should use a long-range attack, and his latter shadow tornado attack, while he has his sword in the ground. The latter attack is especially good, as you will need some time to hit him without being in risk of his siccing the Shadow Tornado attack on you. In all, expect to lose the first time through, at a minimal. D is a godmoder, and he can easily take out 500MP+ at a time with only a couple of attacks, and usually gives you very little time to pull out a healing bullet without causing further damage to you. At some point in the battle, it comes down to skill, and that is something I simply cannot help you in. Another win, another battle after that... ---------- FINAL BOSS ---------- It is not exactly the final boss; however, storyline wise, this is the climax of the plot, and I could not really think of a name otherwise for him. Eh. The arena itself is fairly long, and not restricted to a single frame, so you can run around a bit. Final Boss has two arms to either side of his head, the head being the only vulnerable point on his entire body. The two arms can disform and reform, bringing with it a shadow bat or a shadow creature on the ground. The bats can additionally reform into a spike that throws itself at the ground, sacrificing itself in the process. With the shadow creatures, if you sense an impending attack is about to come from the FB, use a Dash + Y attack on the shadow creature; you will be invulnerable so long as you are in the attack's animation. The arms themselves are also capable of stabbing down at your position, so make sure to watch from every side to guard yourself against them. They can also do it both at once, and can move around flexibly. Thankfully, they do not knock you over, so you at least have that annoyance out of the way. Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE CENTER. This is because one of the shadow tornadoes from the previous fight will appear on either end of the screen, and you do NOT want to be knocked into either of those. Thankfully, they disappear after a short while. A single arm can also let out a single vortex of energy, which lets out a tornado that rolls across the screen. If you see this, DEFEND, and it will just push you back until it dies out. If you guard against this tornado, then it will not suck you up. The head itself also has a single attack up its (figurative) sleeve. When you see a purplish orb of energy emitting from its mouth, RUN AWAY from wherever you are, as the Final Boss shall launch a blast of energy that slowly expands outwards in a circular shape before imploding. Fortunately, the battle is easy if you know what to do. Despite only the head being vulnerable, it has no way of defending itself. This literally means that you can just jump up and down during the whole entire battle, constantly swatting at it. However, as some of the enemies will consistently try to hurt yo during the battle, you will want to stick to bullets. For some Bullets that home in on your target, such as Phoenix and Light Wing, double jump to the top of the screen (where nothing can touch you) and activate your Bullet up there to be floating in mid-air until you are finished summoning your Bullet. Others that need to go straight, you can still do the same trick, but you need to line up with the head and do it while there are no bat enemies around. Finally, whenever you need to heal, do it when there ARE NOT any shadow tornadoes to the side, and you should be good. With another win in your pocket, you shall be put into another underground area. Continue on and deal with all the Variants put into your path, and you should soon reach the final boss of this level. ---------- DARK CLONE ---------- Your clone, being controlled by a computer AI, can probably pull of some slicker moves than you can at times. Since you have controlled your character for a whole story segment, however, you should be well aware of the strengths and weaknesses of your opponent. Furthermore, you have two advantages over your opponent; first, you likely have more MP than he does, and second, he has no bullets. You have six. Because you are using Guy, expect quick attacks from your opponent that have a slow start-up time. Let your clone waste away his efforts on your guard, and then retaliate with your own movement while he has let his own guard down. You can also wait for him to go through the motions with his rapid-fire punch and then hit him with a quick bullet. In any case, he should go down easily enough, especially if you have weathered the likes of Zeke, President D, and the Final Boss, all in short order. After the battle, watch some cutscenes, and you will be taken back to Synesthesia automatically. -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= [GWSN2] Make your way to the G-Center, and then talk to the lady at the booth to finally be allowed to take on the fourth and last Major Exam. In Synesthesia's G-Hall, lava will momentarily burst out of select spots on the ground that you should be able to identify by their appearance. Lava can also fall down from the sky. ------ DAICHI ------ You first fought Daichi in Newtown, so much of the strategy is still the same. Once again, I must stress the importance of the fact that Daichi is a titular character. This means that he has more techniques and attacks that he can use than the average Grapper, and also means that you are in for a long battle. Daichi in particular is probably the slowest of the main four. However, the strengths that he gets in tradeoff for this include an intense amount of offensive power, and a large hammer that can beat out Kyle's range with certain attacks. For the most part, keep your distance from Daichi. This is because of several of his regular attacks. The first one to watch out for his his ability to spin around in a circle, flailing his hammer around. When he is like this, it is nigh upon impossible to sneak in a hit without getting injured yourself, so it is simply better to take advantage of him with a Bullet here. He can also back you up into a corner and spam Beat Combo and this spin, so if you get into this situation, immediately either put up your guard or try dashing past him. Another thing that you should watch out for is that Daichi can do a sort of leap and then fall flat on his stomach, while hammering the ground in front of him. He can cover a surpising amount of distance in the setup for the attack, so keep your eyes open. The last thing is to not try to go in for a Dash + Y attack; Daichi can perform his own Dash + Y technique with ease, and he will do it as often as possible. Do not intensify the match by putting yourself at risk. Daichi's first bullet allows him to summon a pillar of rock in front of him, which then shoots out two boulders at different trajectories. Once the rocks hit the ground, they shall break on impact. His second one causes a rock spike to come out of the ground right in front of him. Fortunately, he does not use anything else, so there will not be any surprises. ---- KYLE ---- And here is to another showdown with one of the other three main characters. As Kyle is a main character, this means that he can perform a much larger variety of moves than all the other NPCs in the games. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your opponents up to this point in having a wide variety of attacks is now negated, as Kyle is someone who is you equal in that regard. Kyle also uses a number of water-affiliated bullets. The first Bullet lets him throw a wave of water that crosses the floor of the arena in a wave- like motion, eventually dying out after three waves. This is VERY EASY to avoid, and can be done by just jumping back a bit (as it has a short distance that it can travel across before dying). Additionally, he can also use p Heal to heal himself. If he does this latter attack, quickly go and push him away from it, or at least try to take advantage of it yourself. His final bullet is Tuna-Tuna, which summons a fish that flops around, and slaps you if you get close. However, he uses this VERY rarely. For the most part, if you need to attack Kyle up-front, you should resort to quick in-and-out attacks, wherein you dash and attack him, then move out of his range. This is because of Kyle's unusually long range - thanks to his trident, he can easily hit you even if you are out of the range of most attackers. His range applies to both land and air, as he can spin and swing around his spear, warding off any slow attacks. You should try sticking to staying far away and hitting him with long-range bullets, or laying traps for him when he comes in close. ------ HIBITO ------ And it is the final showdown with other titular characters. As always, because of his main character status, you should view Hibito as a strong threat. He can jump up into the air and then stab his sword down. He can up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to break open your defense and knock you into the air, and then follow up with any other number of moves. In short, the advantage that you had over all your generic opponents up to this point in having a wide variety of attacks is now negated, as Hibito is someone who is you equal in that regard. Hibito also has three bullets that he can use. The first is an Attack Up bullet, allowing him to increase his strength for a short period of time. The second bullet lets him shoot a fireball, which sends a large burst of fire straight forward. His final attack allows him to send a wave of fire out of his hand that hits everything for about a quarter of the screen in front of it, and can damage multiple times. Overall, however, you should stick to exploiting what Hibito tends to; agression and speed. Hibito will use Beat Combos often, and will try to rush in often. Each of these times (or when he does both combined), he usually leaves himself open to attack. Spring something on him such as p Water or any kind of trip, and you can easily cause heavy damage to him. If he starts putting up his defense and does not give in, take the offensive, move after him, and start nailing him with your own Dash + Y attack to knock him around. Finally, try to stop Hibito's speed if you need to. You can use a Speed Up if you want to match Hibito's natural agility, and then knock him off his feet once Hibito tries to move in close. Lastly, remember that this arena uses fire traps, so Hibito will take very little damage from the lava if he gets hit. If you fall behind him in MP during the battle, knock him away from you for a bit and heal yourself. Hibito also tends to be very aggressive at this point in time, so hit him at point- blank range and from afar with any Water Bullets you may have equipped yourself with beforehand. After, you will get a G-Con Type 3. You will also have the ability to use the Phat Beat Combo in multiplayer or when repeating story scenarios. You are not quite done yet, however; head to the center of town and talk to Shelly twice to leave Synesthesia. -=-=-=-=-=-=-=- STEALTH AIRPORT =-=-=-=-=-=-=-= [GWSA2] A cutscene, and then the final battle. ------ GYAMON ------ Unlike the last time you fought Gyamon, in Midway City, this time around Gyamon must be defeated to effectively finish off this story. In any case, Gyamon is another of the main nine characters; as mentioned countless numbers of times, this set of nine characters have more moves than just the regular two attacks that every foe comes with. Gyamon in particular uses a claw that has almost as much reach as Kyle does, and it can be fairly deadly. For the most part, watch out for his quick dashes, as well as his air Down + Y attack. You should also watch for his Dash + Y technique, as he will use it fairly frequently, and with great ease. For the most part, if you have trouble hitting him, just keep your distance for a while and familiarize yourself with his movements and offensive techniques. His Beat Combo can also be fairly dangerous, devastating in this battle. Gyamon's bullets stick mainly to confusion-type attacks. His first bullet will be to shoot some white smog at you; if you get hit it by it, you will be confused for about five seconds, and your inputting left on the D-Pad will cause you to go right, and vice versa. Gyamon's second bullet is a variation of the first, except that it is larger and slower. He can also drop a mushroom on the floor which causes the same effects if you bump into it. However, in this battle in particular, he very rarely uses his bullets, so they will tend to be a non-issue. You can also try using the long battlefield to your advantage. Also, remember that you have just acquired the G-Con 3, which allows your BP to be charged up to 9. This means that you can use more Bullets at a time than before, so if you wish to, you can adopt a strategy of 'Bullets-Attack while recharging BP-Bullets', as it certainly can be more effective now with more BP. After, some more cutscenes, and the credit rolls. After, you will have the ability to use Gyamon in multiplayer battle, and also earn the title Elec Major. If you go into Guy's Story again, you can go to any location you have gone before and repeat the storyline during that location (with a few exceptions; if you visited a place twice during the storyline, such as Synesthesia, you CANNOT redo the first one) with your current level, G-Con and Bullets. However, you will have to start branch paths that you have not yet completed from their first location. If you want to completely restart the whole story, you will have to do it in the options button in the main menu. -=-=-=-=- LUCKY RAT =-=-=-=-= [GQLCR] •Location: Inlet City •Objective: Defeat the Lucky Rat •Reward: Air Slicer Bullet •Monsters: Fire Wolf, Flower, Wind Butterfly For the first little bit of the mission, you will face off against some regular enemies that you should fight off to gain EXP and level a bit (never mind that if you lose the mission and decide to repeat it, you can continue to farm out Experience points). Near the end, you will finally come to the golden mouse referred to in the quest name. Aside from its high MP, it is the same as other mice variant that you will come to fight. It can sting you with its tail when you get near, and it can curl up into a ball, and extend spikes from its body and roll into you. Using Guy, for physical attacks, you will probably want to stay with your X-attack, which allows you to perform a bunch of rapid-fire punches, and at a reasonable enough distance so as to avoid harm from the tail. You should also try to stay with using your bullets, as at this stage in the game, any offensive bullet you have is probably what will cause the most harm. -=-=-=-=-=-=- PRICE GOUGING =-=-=-=-=-=-= [GQPRG] •Location: Inlet City •Objective: Defeat your Opponent •Reward: m Heal Bullet You should give your opponent a healthy amount of fear, as he has both strength and size, and at this point in Guy's Story, you have a good chance of losing if you do not take your chances correctly. In any case, his two normal moves are to slash downwards and do an upward sweep. He also loves to move around a lot, jump up and down, along with defending whenever presented with an enemy taking the offensive against him. Be careful though, as he also has an (admittedly rarely-used) Beat Combo; if ever you get trapped between a solid place and his Beat Combo, and you cannot see anyway out of getting hit, DEFEND. He has a fairly strong physical attack, so it is imperative that you take as little damage as possible. This foe of yours also has three ice-elemental attacks up his sleeve. The first involves him summoning a bunch of ice droplets coming from the heavens above and falling to the Earth in front of him, which can damage anyone or anything that they hit. The second involves him raising his hand above his head, and then bringing forth a giant icycle, which he then throws forward. The last involves him throwing a chunk of ice forward in a trajectory path. When it lands, it will shapeshift into an icycle on the ground, which will then expand out either way for a bit. For any three of these attacks, definitely just run out of the way quickly. He will also charge up a ball of energy before doing any one of the attacks; if you can manage to hit him from behind during or before his bullet use, you can expose his backside for further damage. -=-=-=-=-=-=-=-=-=- FIGHTING STRATEGIES =-=-=-=-=-=-=-=-=-= [GFGST] As contributed by 'Zenofire' Lightning Grappler - Guy has the best, easy, multi hit attack. This is the BEST way to use Bullet 084 Speaker Z. At any time, near or far, use Speaker Z then pummle it with his lightning fast fists (heavy attack). This will send mounds of shockwaves that, if not blocked, do apx 50 damage a piece. This also leaves your oppnent stunned for a second so right when the speaker dissapears dash to them and unleash your best beat combo! note: for best results, try and confuse the computer by doing 3-6 light attacks on the speaker then switch to the lightning fist for max damage. -------------------------------------------------------------------------------- QUESTS -------------------------------------------------------------------------------- [2QSTS] Quests can be accessed by visiting the left counter in any G-Center. These are optional missions that you can do with varying objectives (but usually involving defeating a single opponent or a batch of foes) that will see you awarded with a bullet if you complete the quest successfully. In addition to the strategy for each quest, the settlement that you can find the quest at, your reward, and any miscellaneous notes are bulleted. NOTE: Each character has a couple of quests that is EXCLUSIVE to their section. Those quests are not located in this section; instead, they are found in the story section of each character. To quickly find them, first use the code given to you at the top for a character's story, then go to that section. Along with the walkthrough for each person, a list of their exclusive quests is also provided for convenience. a. Golden Beast [QGLDB] b. Fish Rumble [QFSHR] c. Temple Statues [QTMST] d. To El Dorado [QTLDR] e. Training [QTRNN] f. King of Gorillas [QKOGR] g. Terror in the Woods [QTITW] h. UMA [Q#UMA] i. Dark Shadow [QDRSH] -=-=-=-=-=-= GOLDEN BEAST =-=-=-=-=-=- [QGLDB] •Location: Diver Coast •Objective: Defeat your opponent •Reward: f Daze Bullet The Golden Wolf that this mission is named after relies mainly on trying to move around lots and being able to inflict massive amounts of damage. However, the wolf usually hesitates in every move that it does until it finally gets close to your character, at which point it will dive at you to try and cause damage. Restrain the wolf from harming you by attacking it with bullets every time it tries to get into point-blank range; there are several good and cheap multi-hit bullets such as p Water that can be used at this point in the game, along with several other stronger (but much more expensive) bullets such as Sam-3 or higher. Of course, the farther you are in the game by the time you finally get here, the better your arsenal. If the wolf DOES manage to get up close to you, you must put up your guard. This much I cannot stress enough; if it does manage to get an unguarded hit on you, it can easily take out as much as a third of your life depending on whose story you are playing. The minimalized damage you take is a much better alternative than trying to jump and risking coming to harm. If you are low on MP, make sure to get away from the wolf and use a Heal bullet. Should you really be in dire straits, you can also double jump into the air (where the wolf is unable to reach you), use your Heal, and try to get some of the effects while still in the air. Finally, it should also be noticed that (although rare), the Golden Wolf can spit out a fireball from its mouth. This usually occurs when it is at a long range distance, and it happens relatively quick, so be prepared at a moment's notice to press the R button to put up your guard, should the Golden Wolf decide not to go for a straight-up attack and instead go for a different tactic. -=-=-=-=-=- FISH RUMBLE =-=-=-=-=-= [QFSHR] •Location: Aquapolis •Objective: Defeat your opponent •Reward: Tuna-Tuna Bullet The pirate you fight in this quest will probably be the most difficult fight in the early game. Not only is he competent with his attacks, but he also uses his defense to a very annoying extent such that it is an arduous task to hurt him, as well as his insanely high HP count (2000). Said pirate Captain Hook possesses two physical attacks. The first is where he will take really quick dash forward (and by quick, I mean it), and slash at you. For the second attack, he will jump up into the air ever so slightly, and come back down brandishing his hookarm with the motion of a down- chop. Both techniques are fairly powerful, and so should be avoided under most circumstances. Captain Hook can also go into his own Beat Combo. When he does this, he tends to become more aggressive, and if he gets into your way, multiple slashes will come in quick repetition, followed by an ending blow to knock you off your feet. If you can, dodge this attack. You can get behind him and hit his back to knock him out of Beat Mode. Otherwise, just defend yourself to take less damage than the norm. Finally, Captain Hook can also use his own Bullets. f Water allows him to shoot a stream of water that loops forward three wavelengths and damages anything it touches, while p Heal allows him to heal himself. Should he use the former attack, if you are far enough away from him or behind him, take advantage of his lag from the attack to hit him with something hard. If he uses p Water, immediately go all-out on him to knock him away from the area of effect (Dash + Y will give him some time to heal, but will at least assuredly push him back). Of course, the frustrating part of the battle will come into play when you are forced to come up with something to bypass his technique. Very rarely will you be able to get a straight-up bullet past him, as he will constantly be on his guard. The same goes for attacking him and using Beat Combos; only Dash + Y hits will be guaranteed to break through his defense. The solution here is to take advantage of something that Captain Hook loves to do a lot - jumping around. When he is in the air, Hook cannot defend himself, so take full advantage and knock him out while he is in freefall, or activate your Beat Combo and use an Air Beat Combo to knock the stuffing out of him. Additionally, while he is on the ground, you should take this time to heal up whenever it is needed. As said before, he has some strong techniques, so you need to constantly heal up and stay at the top of your game. Finally, when looking for bullets to pull out against him, do not use attacks that instantly go for him; instead, use Bullets that take their time in getting to him, such as Rose Thorn (which only activates after being on the field for a few seconds) or Phoenix (which goes around diagonally before finally hitting its target). While he will defend sometimes, he will not always expect them, and when he does not, big time damage shall result. -=-=-=-=-=-=-= TEMPLE STATUES =-=-=-=-=-=-=- [QTMST] •Location: Gearbourg •Objective: Defeat all Temple Statues, Open the Treasure Chest •Reward: p Cyclone Bullet •Box Bullets: Gas Box, Petal Vest, m Wall •Monsters: Water Bear, Fire Statue, Water Statue, Earth Statue, Wind Statue, Light Statue For this mission, you must destroy all the statue enemies in the level. Statue enemies are fixed in one position, and can only attack from the front. You can tell when they will attack because they will pause in their rotating around, and their eyes will glow. Be sure to bring a bullet that has a really long range, and is not Water or Wind-affiliated. This is because although the statues do not move, they are still hard to approach from the front side (and take a long time to kill). There are only two statues that are in positions where you HAVE to kill them from the front side; one Water, one Wind. As such, you do not want a bullet aligned with either element, or else it will take a lot longer to kill them. Other than that, most other statues you can simply jump to their back side and hack and slash away until they are destroyed, although this process can take a fairly long time (at least fifty slashes with your Glade weapon if going for physical attacking alone). There are a few tricky ones on top of platforms that may take a bit longer to kill, but if you just jump up constantly and hit them, it still is not that difficult. The only remaining thing to say is to HEAL OFTEN. There are two Water Bear Variants in this level, so you need to make sure you are at full health when you confront them, or else you could end up dying, making the process of having to repeat the quest rather tedious. However, they do offer a respite from the endless hacking and slashing, so have fun with the regular brawl. Lastly, when on the third screen, make sure to check the chests beforehand to see which ones rumble and which ones do not; the ones that move around you should hit from the back side so as to not be launched back. Finally, on the last screen, open the chest on the ground to end the quest. -=-=-=-=-=-= TO EL DORADO =-=-=-=-=-=- [QTLDR] •Location: Newtown •Objective: Defeat all Variants •Reward: f Blast Bullet •Monsters: Light Statue, Fire Tortoise, Fire Statue, Fire Bear, Fire Wolf There is not any special boss or anything to fight at the end of this level. Instead, you merely have to make your way throughout the stage, killing all enemies. However (aside from the Statues), all the enemies are somewhat powered up to how you may be used to, so it will take a while to take them out. You will also want to bring a couple of strong Water Bullets to deal with the foes that you shall meet in the process, particularly all the fire-aligned enemies. When taking on the wolf, try to lure him to the back side of the Statue, so you do not have to deal with any stray attacks from the statue. After, when you get to the end and de-Matterize the Fire Bear and Fire Statue, the mission ends. -=-=-=-= TRAINING =-=-=-=- [QTRNN] •Location: Blingsville •Objective: Defeat your opponent •Reward: f Water The first match is really, REALLY easy. Your opponent has two bullets available to use; p Water, which shoots a straight stream of water across the screen, and p Heal. If you see him raising his fingers, PUT UP YOUR GUARD, as this is indication that he shall use p Water. Other than that, the first bodyguard just happens to be a carbon-copy of earlier opponents, whose behaviour follows that of the constant follow and attack. Since he only has 700 MP, you can flatten him with a couple of big hits, comboed with the use of Bullets at opportune moments. If you so desire, you can also just hit him from afar with Bullets while he is running towards you. Do note, however, that he is capable of using a Beat Combo, so watch out for that. For the second round, you will want to change things up a little bit, as your opponent is burlier, tougher, and boasts three times the MP. Fortunately for you, he is also just an aggressive attacker, and his only Bullet is a SAM-3, which fires three small missiles straight forward. Keep him in check with several quick in-and-out attacks, and pound him with bullets when he least expects it. Do not drop your guard if he gets close, and you should be good. -=-=-=-=-=-=-=-= KING OF GORILLAS =-=-=-=-=-=-=-=- [QKOGR] •Location: Oak Land •Objective: Defeat the Gorilla •Reward: f Burn Bullet •Box Bullets: Ice Spikes •Monsters: Poison Bear, Electric Wolf, Earth Tortoise, Poison Butterfly For the regular run of the area, you should not have too much of a difficulty. Just kill everything you run across, and make sure that you have your MP up to a decent amount; near the end, you may get a nasty surprise when you have to face both a Poison Bear and Electric Wolf or two Electric Wolfs/Poison Bears and you do not have your MP up to a good level. After taking on that particular duo, the next screen has the Gorilla boss on it. ------- GORILLA ------- The main reason that you should fear the Gorilla is for its sheer attack power. Even if you are defending, it can still take off over 100 MP with a single hit. For this quest in particular, it also has a vast amount of MP - although there is no indicated total, it easily eclipses 5000MP. Combined with its sheer height, if you need to heal, do not bother staying on the ground for it; instead, double jump into the air and heal up there. In any case, the Gorilla only has one actual attack, in which it shall slap your character full-body with its hand, and send you flying if you are not guarding. The danger is in its quick attacking, as it can dash in before you can blink to send you reeling. The Gorilla also has a couple of defensive maneuvers that can actually harm you if you are in its path, but it shall not actively attack you with. The first of these two techniques involves it beating its chest, and increasing its attack power. Secondly, when it defends itself by putting its arms in front, get away if you cannot execute a Dash + Y - it will use the occasion to explode forward with some momentum once it gets out of its guard stance. To be sure, you do not want to be in the Gorilla's line of fire. The best way to bypass this is to stick with using long-range bullets, so as to not be in the Gorilla's range, and then jump over its head when it comes near you. -=-=-=-=-=-=-=-=-=- TERROR IN THE WOODS =-=-=-=-=-=-=-=-=-= [QTITW] •Location: Raiden •Objective: Defeat the Gorilla •Reward: f Bolt •Box Bullets: Boomrunner, f Toxin •Monsters: Dark Bear, Poison Wolf, Earth Tortoise For the regular run of the area, you should not have too much of a difficulty. Just kill everything you run across, and make sure that you have your MP up to a decent amount; near the end, you may get a nasty surprise when you have to face both a Dark Bear and Poison Wolf or two Poison Wolves and you do not have your MP up to a good level. After taking on that particular duo, the next screen has the Gorilla boss on it. ------- GORILLA ------- The main reason that you should fear the Gorilla is for its sheer attack power. Even if you are defending, it can still take off over 100 MP with a single hit. For this quest in particular, it also has a vast amount of MP - although there is no indicated total, it easily eclipses 5000MP. Combined with its sheer height, if you need to heal, do not bother staying on the ground for it; instead, double jump into the air and heal up there. In any case, the Gorilla only has one actual attack, in which it shall slap your character full-body with its hand, and send you flying if you are not guarding. The danger is in its quick attacking, as it can dash in before you can blink to send you reeling. The Gorilla also has a couple of defensive maneuvers that can actually harm you if you are in its path, but it shall not actively attack you with. The first of these two techniques involves it beating its chest, and increasing its attack power. Secondly, when it defends itself by putting its arms in front, get away if you cannot execute a Dash + Y - it will use the occasion to explode forward with some momentum once it gets out of its guard stance. To be sure, you do not want to be in the Gorilla's line of fire. The best way to bypass this is to stick with using long-range bullets, so as to not be in the Gorilla's range, and then jump over its head when it comes near you. -=- UMA =-= [Q#UMA] •Location: Synesthesia •Objective: Find the Mysterious Animal •Reward: f Earth •Monsters: Electric Bear, Electric Butterfly, Tortoise, Wind Wolf The first part of the mission is a standard run through a desert area. Fight off all the enemies, and keep your health up at good levels. Eventually, you will come to the UMA at the end of the level. --- BAT --- The bat for the most part will move left and right while hovering in the air all the time, making it somewhat painful to jump up and attack it. Its first attack involves it floating until it happens to be right above you; at this time, it will sink and hit the ground. If you get hit by its pincer, it will drain some of your MP, so make sure not to be. The real bonus is if you dodge it; sometimes, the bat-like boss will get stuck in the ground, and you can go and hack away at it (including using Beat Combos) until it frees itself. When you notice it charging up energy in its body, dash away from its location. It will let loose a burst of sonic energy that expands out in a circle. However, once you have seen the attack once and realized its range with the attack, you can take the advantage next time to hit it with a bullet while it is still in the middle of its sonic burst. It will sometimes let loose a bunch of flames around its body, which slowly expands outwards to the edge of the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this, so instead put your guard up against it. Once you have whittled the Bat down to about half MP (although there is no MP counter in this fight), it will start using its final attack, in which it disappears off-screen, then flies in a u shape across the screen, trying to knock you over. When it starts doing this, either jump above it, or guard. It will use this attack a lot more after this, so be sure to heal up when needed, and press the advantage when it is using its other two attacks. -=-=-=-=-=- DARK SHADOW =-=-=-=-=-= [QDRSH] •Location: Synesthesia •Objective: Defeat the Silver-Haired Man •Reward: Beckon Bullet ---- ZEKE ---- This is an exact repeat of all your battles with Zeke. The only difference is that Zeke has more HP than usual. Zeke loves to move all over the place. If you move away from him to the opposite end of the battlefield, often he will close that gap within seconds and start fighting you again. In addition to his normal jab and up-slash attack, he is also highly capable of jumping into the air and causing havoc if you try to come with an airborne assault. He also tends to be very aggressive, and can easily break through your guard, so watch out. Zeke also will put up his defense in an instant if you even think about striking him, and then counterattack when you leave yourself open, so do not even think for a moment to hack away at him until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo - it is VERY hard to break through, and at one point he actually spins around, wielding his two swords like a lethal tornado. When he does this, get FAR away from him, and counterattack with a long-range bullet, or else just get out of his way and guard from the other side. Zeke also has three Bullet attacks up his sleeve. Whenever he begins to use any of the three, he will temporarily charge up before letting loose. The first one is the reason why you should ALWAYS put up your guard as soon as Zeke starts charging; he will let forth a beam of light that projects itself straight across the screen. It will stay up for quite the long time, it will cause you damage multiple times, and it will hurt. If you can guard, however, the total amount of MP lost is usually reduced to less than 100. His second bullet involves him throwing a ball of ice which lands on the ground. This ice will then expand into an icycle, which then makes two icycles to either side of it. This one is a fairly short-range attack, and you can either take the chance and hit Zeke while he is in the middle of this attack, or run to the back end and heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his sleeve is called Vanish, and you will not be getting it personally for quite a while. In any case, Vanish allows Zeke to turn invisible temporarily, letting him set up for a sneak attack (as soon as he makes his movement for attacking, he will reappear). However, his shadow will still appear on the arena floor, so if he performs this move, quickly get away from the shadow, and wait it out until he runs out of time and reverts to normal, or shoot a long-range attack and try to hit him (which will make him visible again). In order to defeat Zeke, you will have to abandon any amateur attack styles that you use (usually of the "go all-out and hope to kill the enemy quick" variety). Instead, you shall have to innovate using your bullets and regular attacks. For one, Zeke usually will only be fooled by Bullets and take damage from them once before getting smart and defending himself; after, you will have to catch him with his guard down when he is dashing or walking towards you to have a chance at harming him with a Bullet again. You can try jumping into the air and then smashing down on him again. Do not use this too often, as while you may succeed some times, other times he will have your head on a platter. Also, whenever you have a good amount of MP, use your Dash + Y attack to knock him off his feet after inflicting a decent amount of damage, and then follow it up with something to cause him damage once he hits the ground, such as m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range attacks such as Up + Y/X to your advantage; Zeke does not have as long a range as you, and may not be expecting it if you hit him with the tip of your trident. Since you have a very good chance of needing to heal during the battle (unless you are during this for the umpteenth time), there are a few things that you can do if Zeke constantly backs you into a wall and then attacks you while you are summoning your Bullet. The first is to double jump into the air and then use your Bullet, while hoping Zeke is unable to hit you (he has the range to do so, but that does not mean he always will). Another way to do this is to actually use your p Heal, then quickly use an attack that will push him back if he is too close to you such that he cannot get the effects of the m Heal as well. -------------------------------------------------------------------------------- BULLETS -------------------------------------------------------------------------------- [3BLLT] The location of each bullet describes where it can be found, the BP is how many Beat Points it takes to use said bullet, and the description describes how the bullet works. #001 - p Fire Location: Dropped by Fire Wolf Variant, Automatically Obtained At Start, Diver Coast, Gearbourg Bullet Shops (50¢) BP: 1 Description: Shoots a fireball straight forward in the horizontal direction the character is facing #002 - Attack Up Location: Dropped by Fire Mouse Variant, Seaside City, Melthea, Selbuy City Bullet Shops (500¢) BP: 2 Description: Temporarily increases the attack strength of your character #003 - p Blast Location: Melthea, Newtown Bullet Shops (450¢) BP: 2 Description: Shoots out a fireball that slowly expands into a large ring of fire going across the screen #004 - p Heal Location: Diver Coast, Aquapolis, Gearbourg, Newtown, Blingsville, Melthea, Oak Land, Raiden, Synesthesia, Selbuy City, Inlet City, Plainsville Bullet Shops (200¢), Automaticall Obtained At Start BP: 2 Description: The character will summon a rainstorm-like apparition above their head, which heals everything within range. Any enemy that comes within range is also healed #005 - Cleanse Location: Obtained in Alexandria (Story-Line) BP: 3 Description: Cures any ailment that your character has been afflicted with #006 - p Toxin Location: Dropped by Poison Mouse Variant BP: 2 Description: Shoots forth a small cloud of toxin that moves fairly quickly. If a foe gets hit by this and is not guarding itself, it will be poisoned #007 - Ice Spikes Location: Foothill Bullet Shop (7500¢) BP: 4 Description: Causes two giant icycles to come out of the ground about halfways across the screen from your character #008 - p Wall Location: Aquapolis Bullet Shop (100¢) BP: 2 Description: Causes a small rock wall as tall as your character to come out of the ground. No damage is caused - it is merely an obstacle #009 - Armor Up Location: Seaside City, Inlet City Bullet Shops (500¢) BP: 2 Description: Temporarily increases the defense of your character #010 - p Bolt Location: Inlet City, Aquapolis Bullet Shops (1100¢) BP: 2 Description: Causes a beam of discharged energy to be shot across the entire screen #011 - m Bolt Location: Raiden Bullet Shop (2200¢) BP: 3 Description: Causes a beam of discharged energy to be shot across the entire screen. The beam has a larger height than p Bolt, and lasts slightly longer #012 - f Bolt Location: Terror in the Woods Quest Reward BP: 4 Description: Causes a beam of discharged energy to be shot across the entire screen. The beam has a larger height than f Bolt, and lasts slightly longer. #013 - Speed Up Location: Seaside City, Plainsville Bullet Shops (500¢) BP: 2 Description: Temporarily increases the movement speed of your character #014 - p Wind Location: Dropped by Wind Wolf Variant, Inlet City, Aquapolis, Newtown, Selbuy City Bullet Shops (450¢) BP: 2 Description: Sends a small tornado forward, which then curves upwards in a parabolic path #015 - Phoenix Location: Phoenix Flock Quest Reward [KYLE EXCLUSIVE] BP: 4 Description: Summons a Phoenix bird, which then zig-zags across the field to home in on an enemy much like a projectile #016 - SAM-1 Location: Newtown Bullet Shop (5000¢) BP: 2 Description: Launches four missiles that curve upwards in a trajectory before drastically falling downwards #017 - Ice Drop Location: Dropped by Heavy Mad Guards, Ice Butterfly, Inlet City, Diver Coast Bullet Shops (3500¢) BP: 3 Description: Three large icycles appear in the sky with the points facing downwards, which then throw themselves into the ground in front of the icycles #018 - p Rock Location: Plainsville, Diver Coast Bullet Shops (150¢) BP: 2 Description: Launches a boulder into the sky, which follows a typical trajectory path as it falls down with little horizontal motion #019 - p Earth Location: Gearbourg Bullet Shop (950¢) BP: 2 Description: Causes a rock stalagmite to come out of the ground in front of your character #20 - p Elec Location: Seaside City, Inlet City Bullet Shops (150¢) BP: 2 Description: Sends a bolt of electricity coursing along the ground. It can damage multiple times in contact with an opponent #021 - Stun Gun Location: Dropped by Zappers BP: 2 Description: Creates a short-range field right in front of the character that shoots out electricity for about five seconds #022 - p Nut Location: Plainsville, Selbuy City, Seaside City Bullet Shops (200¢) BP: 2 Description: Drops a nut on the ground. Any opponent who runs into this will be damaged by it. Crumbles apart after approximately five seconds. You can hit the Nut to send it flying into your opponent #023 - p Daze Location: Diver Coast, Gearbourg, Inlet City Bullet Shops (800¢) BP: 3 Description: Shoots forth a small white cloud that moves fairly quickly. If a foe gets hit by this and is not guarding itself, it will be confused #024 - Bear Trap Location: Dropped by Dark Wolf Variant, Melthea Bullet Shop (250¢) BP: 3 Description: Drops a bear trap on the ground. If an opponent gets within range (but not necessarily on it - it can be standing next to it, where it will not be harmed), the bear trap will snap shut. Snaps shut on its own after a few seconds #025 - Air Slicer Location: Dropped by Wind Tortoise, Melthea, Plainsville, Aquapolis, Newtown Bullet Shops (550¢) BP: 2 Description: Lets your character jet through about half the screen at breakneck speed. Any opponents in your way who do not have their guard up will be tackled #026 - m Fire Location: Blingsville Bullet Shop (1200¢) BP: 2 Description: Launches a fireball that will home in on its target #027 - f Fire Location: Synesthesia Bullet Shop (3500¢) BP: 3 Description: Sends forth a fireball as tall as your character straight across the screen #028 - m Blast Location: Dropped by Phoenix Variant, Blingsville Bullet Shop (2800¢) BP: 3 Description: Shoots out a fireball that slowly expands into a large ring of fire going across the screen. The circle of fire has a larger radius than p Blast and larger fireballs inside the circle #029 - f Blast Location: Aquapolis Bullet Shop (5000¢) BP: 4 Description: Shoots out a fireball that slowly expands into a large ring of fire going across the screen. The circle of fire has a larger radius than m Blast and larger fireballs inside the circle #030 - p Burn Location: Dropped by Snake boss, Melthea, Gearbourg Bullet Shops (950¢) BP: 2 Description: Lets your character shoot out flames in the area in front of him, much like an actual flamethrower #031 - m Burn Location: Dropped by Fire Bear Variant, Foothill, Blingsville Bullet Shops (2200¢) BP: 3 Description: Lets your character shoot out flames in the area in front of him, much like an actual flamethrower. Has a larger range and larger flames than p Burn #032 - f Burn Location: King of Gorillas Quest Reward BP: 4 Description: Lets your character shoot out flames in the area in front of him, much like an actual flamethrower. Has larger flames than m Burn #033 - Fire Vest Location: Dropped by Flower Variant, Raiden Bullet Shop (700¢) BP: 2 Description: Temporarily increases your character's resistance to fire attribute attacks #034 - m Heal Location: Blingsville, Synesthesia Bullet Shops (4000¢) BP: 4 Description: The character will summon a rainstorm-like apparition above their head, which heals everything within range. Any enemy that comes within range is also healed. #035 - Anti-Toxin Location: Dropped by Thugger A, Water Bear Variant, Aquapolis Bullet Shop (350¢) BP: 1 Description: Cures your character of poison if he has it #036 - Anti-Daze Location: Dropped by Thugger B, Aquapolis Bullet Shop (550¢) BP: 1 Description: Cures your character of confusion if he has it #037 - Aqua Vest Location: Oak Land Bullet Shop (700¢) BP: 2 Description: Temporarily increases your character's resistance to water attribute attacks #038 - m Rock Location: Oak Land Bullet Shop (1200¢) BP: 3 Description: Launches two boulders into the sky, which follows a typical trajectory path as it falls down with little horizontal motion. One boulder goes up high, while the second goes out at about a 45 degree angle #039 - f Rock Location: Synesthesia Bullet Shop (3500¢) BP: 4 Description: Launches a very large boulder into the sky, which follows a typical trajectory path as it falls down with little horizontal motion. Once the boulder hits the ground, it will roll for a bit before ultimately crumbling apart #040 - m Earth Location: Oak Land Bullet Shop (2200¢) BP: 3 Description: Causes a rock stalagmite to come out of the ground both in front of and behind your character #041 - f Earth Location: UMA Quest Reward BP: 4 Description: Causes a very large rock stalagmite to come out of the ground in front of your character. Has a very large range #042 - m Wall Location: Dropped by Earth Bear Variant, Box Bullet in Temple Statues Quest BP: 3 Description: Causes a rock wall about a size and a half over your character to come out of the ground. No damage is caused - it is merely an obstacle #043 - f Wall Location: Oak Land Bullet Shop (3000¢) BP: 4 Description: Causes a rock wall about twice the height of your character to come out of the ground. No damage is caused - it is merely an obstacle #044 - Rock Vest Location: Dropped by Earth Statue Variant, Oak Land Bullet Shop (700¢) BP: 2 Description: Temporarily increases your character's resistance to earth attribute attacks #045 - m Elec Location: Dropped by Electric Butterfly Variant, Raiden Bullet Shop (1200¢) BP: 3 Description: Sends a bolt of electricity coursing along the ground on both the front and back side of your character. It can damage multiple times in contact with an opponent #046 - Bolt Vest Location: Dropped by Ice Statue Variant, Raiden Bullet Shop (700¢) BP: 2 Description: Temporarily increases your character's resistance to electric attribute attacks #047 - m Spark Location: Raiden Bullet Shop (1800¢) BP: 4 Description: Makes your character emit electricity in a very small area around his body for a few seconds #048 - m Water Location: Beat the Bear in Seaside City with Kyle BP: 2 Description: A geyser of water spurts out of the ground in front of your character, damaging anything that comes into touch with it #049 - f Water Location: Phoenix Flock Box Bullet [KYLE EXCLUSIVE], Training Quest Reward BP: 3 Description: Causes a wave of water to go across the ground for the value of three wavelengths before fading out #050 - Light Wing Location: Synesthesia Bullet Shop (5000¢) BP: 5 Description: Summons a Light Wing bird, which then zig-zags across the field to home in on an enemy much like a projectile #051 - Dark Flash Location: Foothill Bullet Shop (9999¢) *ONLY OBTAINABLE AFTER BEATING HIBITO'S STORY BP: 5 Description: Sends a dark bolt of energy to move forward at a slow pace; can damage an enemy it comes into multiple times. Very powerful #052 - Wind Vest Location: Dropped by Wind Statue Variant, Luther Woods Box Bullet BP: 2 Description: Temporarily increases your character's resistance to wind attribute attacks #053 - m Wind Location: Dropped by Wind Mouse Variant, Mad Guard, Raiden Bullet Shop (3500¢) BP: 3 Description: Sends two tornadoes, one on top of another forward which then curve up #054 - p Cyclone Location: Temple Statues Quest Reward BP: 3 Description: Summons a large gale of wind to appear that stretches across the entire height of the screen #055 - m Cyclone Location: Gearbourg Bullet Shop (5000¢) BP: 4 Description: Summons a large gale of wind to appear that stretches across the entire height of the screen. You can manually move it by pressing left or right on the D-Pad #056 - Whoops! Location: Plainsville, Blingsville Bullet Shops (3500¢) BP: 2 Description: Causes your character to lie flat on the ground for a couple of seconds #057 - Gas Jump Location: Synesthesia Bullet Shop (9500¢) BP: 3 Description: Gives your character a boosted jump that goes in a parabolic path. You can combo together two Gas Jumps to have a second higher jump #058 - Swarm Location: Dropped by Dark Bear Variant BP: 2 Description: Causes bugs to automatically swarm over your opponent. You can use Swarm multiple times for the effect to pile up on your opponent #059 - ? Box Location: Win Blingsville Tournament with Hibito BP: 2 Description: Brings down a box that has a random item in it; these items can include a lower and higher-end HP recovery, Attack Up, Defense Up, or Speed Up #060 - Ice Vest Location: Dropped by Ice Mouse Variant BP: 2 Description: Temporarily increases your character's resistance to ice attribute attacks #061 - m Toxin Location: Box Bullet in the Maze Forest BP: 3 Description: Causes a wave of toxic water to go across the ground for the value of three wavelengths before fading out. If your opponent is hit by it without having his guard up, s/he will be poisoned #062 - f Toxin Location: Seaside City Bullet Shop (1500¢) BP: 4 Description: Shoots forth a large cloud of toxin that moves somewhat quick. If a foe gets hit by this and is not guarding itself, it will be poisoned. While the cloud is larger than that of p Toxin, it moves at a slower pace #063 - Toxin Mush Location: Dropped by Thugger C, Electric Wolf Variant BP: 3 Description: Drops a toxic mushroom onto the ground. If an opponent runs into it, s/he will be poisoned #064 - m Daze Location: Dropped by Poison Tortoise Variant BP: 3 Description: Shoots forth a large white cloud that moves somewhat quick. If a foe gets hit by this and is not guarding itself, it will be confused. While the cloud is larger than that of p Daze, it moves at a slower pace #065 - f Daze Location: Golden Beast Quest Reward BP: 4 Description: Shoots forth a very large white cloud that moves slowly. If a foe gets hit by this and is not guarding itself, it will be confused. While the cloud is larger than that of m Daze, it moves at a much slower pace #066 - Daze Mush Location: Dropped by Poison Butterfly Variant BP: 3 Description: Drops a mushroom onto the ground. If an opponent runs into it, s/he will be confused #067 - Toxin Vest Location: Dropped by Poison Statue Variant BP: 2 Description: Temporarily increases your character's resistance to poison attribute attacks #068 - m Nut Location: Synesthesia Bullet Shop (2000¢) BP: 3 Description: Drops two nuts on the ground. Any opponent who runs into these will be damaged by it. Crumble apart after approximately five seconds. You can hit the Nuts to send it flying into your opponent #069 - f Nut Location: Beat Festa Quest Reward [DAICHI EXCLUSIVE] BP: 4 Description: Drops a very large nut on the ground. Any opponent who runs into this will be damaged by it. You can also hit it to send it flying into your opponent. Once it breaks apart, it will send a thorn going both left and right from where it disintegrates. #070 - Petal Vest Location: Box Bullet in the Maze Forest, Box Bullet in the Temple Statues Quest BP: 2 Description: Temporarily increases your character's resistance to flower attribute attacks #071 - Rose Road Location: Rescue the Kid in Blingsville with Daichi BP: 3 Description: Roses will sprout on the ground. After about five seconds, vines will sprout on either side of the roses, damaging any opponent in range #072 - Bamboo Location: Plainsville, Seaside City Bullet Shops (850¢) BP: 1 Description: Causes a small rock to appear in the ground. An opponent who comes within range of this rock or jumps over the rock will be attacked by a bamboo sprout that instantly grows up from the rock in response to movement #073 - Bam-Bamboo Location: Rescue the Kid in Blingsville with Hibito BP: 3 Description: Causes a trio of small rocks to appear in the ground. An opponent who comes within range of these rocks or jumps over the rocks will be attacked by bamboo sprouts that instantly grow up from the rocks in response to movement #74 - SAM-3 Location: Seaside City, Raiden Bullet Shops (5000¢) BP: 3 Description: Launches three missiles straight forward #075 - SAM-10 Location: Dropped by Robot Sentinels, Foothill, Oak Land, Synesthesia Bullet Shops (5000¢) BP: 4 Description: Launches a giant missile that homes in on the enemy #076 - Bomb Location: Dropped by Dark Mouse Variant, Inlet City, Gearbourg Bullet Shops (400¢) BP: 2 Description: Summons an immobile bomb that explodes in contact with your foe, or else detonates after a given length of time. No damage is dealt to your character #077 - Boomwalker Location: Dropped by Dark Butterfly Variant BP: 3 Description: Summons a bomb that walks forward slowly #078 - Big Bomb Location: Synesthesia Bullet Shop (3000¢) BP: 4 Description: Summons an immobile bomb that explodes in contact with your foe, or else detonates after a given length of time. No damage is dealt to your character #079 - Beat Crack Location: Oak Land Bullet Shop (3500¢) BP: 5 Description: Sends out a wave of energy that disrupts your opponent's active Beat Combo. Only works if the foe is unguarded against the attack #080 - Remix A Location: Selbuy City, Diver Coast Bullet Shops (3500¢) BP: 3 Description: Changes BC tone in the foe's Beat Combo to A tone #081 - Remix B Location: Box Bullet in Rescue the Kid in Blingsville BP: 3 Description: Changes A tone in the foe's Beat Combo to BC tone #082 - Sonar Location: Gearbourg Bullet Shop (3500¢) BP: 2 Description: Sends a wave of energy across the screen #083 - Speaker Location: Melthea Bullet Shop (3500¢) BP: 3 Description: Produces a speaker that gives off a sound wave when hit #084 - Speaker Z Location: Foothill Bullet Shop (6000¢) BP: 4 Description: Produces a speaker that gives off a sound wave when hit. The wave of energy produced is larger than that of Speaker. #085 - Frost Bomb Location: Dropped by Ice Bear Variant, Newtown Bullet Shop (1200¢) BP: 3 Description: Launches a ball of ice into the air. Once the ball hits the ground, it shall split and create several icycles across the ground #086 - Vanish Location: Win Blingsville Tournament with Guy BP: 4 Description: Allows you to become invisible; however, a shadow still appears on the floor #087 - Taunt Location: Blingsville Bullet Shop (9500¢) BP: 3 Description: Your characters dash becomes approximately twice as fast, and shall raise all of your regular stats (credits to Zenofire on this one). #088 - Tub Drop Location: Win Blingsville Tournament with Kyle BP: 2 Description: A tub falls on your opponent from the top of the screen. If s/he gets hit, s/he will become confused #089 - Ice Rink Location: Selbuy City, Blingsville Bullet Shops (1200¢) BP: 2 Description: Creates an ice floor on top of a small section of the regular ground. Any foe walking on or landing on the ice will be damaged #090 - Boomerang Location: Plainsville, Newtown Bullet Shops (1300¢) BP: 4 Description: A boomerang will circle around your character a bit before being launched at your opponent, causing multiple amounts of damage, and then returning back to your own icon #091 - Tub Storm Location: Foothill Bullet Shop (9500¢) BP: 4 Description: Three tubs fall on your opponent from the top of the screen. If s/he gets hit by even one, s/he will become confused #092 - Beckon Location: Dark Shadow Quest Reward BP: 4 Description: A shadowy hand appears from a hole in the ground behind your opponent and attacks him #093 - Gravel Location: Dropped by Earth Mouse BP: 2 Description: Your player character gathers a bunch of small rocks and pebbles around him, and then dispels them all from 0RCS to 180RCS #094 - Boomrunner Location: Box Bullet in the Terror in the Woods Quest BP: 4 Description: Summons a bomb that runs forward at a quick pace #095 - Rose Upper Location: Newtown Bullet Shop (950¢) BP: 3 Description: Roses will sprout on the ground. After about five seconds, vines will sprout from the flowers going up, and knock up any opponents standing nearby #096 - Rose Thorn Location: Box Bullet in the Phoenix Flock Quest BP: 3 Description: Roses will sprout on the ground. After about five seconds, the roses will spit out five thorns; one going left and right, one going straight up, and one going up-left and up-right #097 - Ice Rain Location: Dropped by Ice Turtle Variant BP: 2 Description: Causes a bunch of pebbles of ice to fall from the sky over your opponent, damaging him on contact #098 - Ice Star Location: Dropped by Ice Bear Variant BP: 3 Description: Puts three ice stars in the air. Acts as an obstacle to damage any opponent who runs into them #099 - p Water Location: Dropped by Water Mouse Variant, Melthea, Selbuy City, Diver Coast Bullet Shops (250¢) BP: 2 Description: Causes a stream of water to be shot straight across the screen #100 - Tuna-Tuna Location: Reward for Fish Rumble quest in Aquapolis BP: 3 Description: Summons a fish that flops around, and slaps any opponent that gets near -------------------------------------------------------------------------------- SHOP LIST -------------------------------------------------------------------------------- [4SHLS] It should be noted beforehand that the first five Shops listed are each exclusive to a certain character story. This means that you CANNOT access that shop in any of the other stories. Currency is also not interchangeable between stories (although bullets and beat combos are), so if you need to buy something from a story-exclusive shop, make sure you have the sufficient funds. -=-=-=-= FOOTHILL - FIRE CHARACTER ONLY =-=-=-=- ------- BULLETS ------- •p Heal 200 •m Burn 2200 •f Blast 5000 •SAM-10 5000 •Speaker Z 6000 •Ice Spikes 7500 •Tub Storm 9500 •Dark Flash* 9999 *(Dark Flash is only accessible after beating Fire Character's Story once) -=-=-=- MELTHEA - FIRE CHARACTER ONLY =-=-=-= ------- BULLETS ------- •p Heal - 200¢ •p Water - 250¢ •Bear Trap - 250¢ •p Blast - 450¢ •Attack Up - 500¢ •Air Slicer - 550¢ •p Burn - 950¢ •Speaker - 3500¢ ----------- BEAT COMBOS ----------- •Starfish - 100¢ •Jumpstyle - 100¢ •Eternal - 100¢ -=-=-=-=-=- SELBUY CITY - WATER CHARACTER ONLY =-=-=-=-=-= ------- BULLETS ------- •p Heal - 200¢ •p Nut - 200¢ •p Water - 250¢ •p Wind - 450¢ •Bomb - 400¢ •Attack Up - 500¢ •Ice Rink - 1200¢ •Remix A - 3500¢ ----------- BEAT COMBOS ----------- •Regimented Fun - 100¢ •Radiation Vibe - 100¢ •Huh? Huh? - 100¢ -=-=-=-=-= INLET CITY - LIGHTNING CHARACTER ONLY =-=-=-=-=- ------- BULLETS ------- •p Elec - 150¢ •p Heal - 200¢ •Bomb - 400¢ •p Wind - 450¢ •Armor Up - 500¢ •p Daze - 800¢ •p Bolt - 1100¢ •Ice Drop - 3500¢ Plainsville p Rock 150¢ p Heal 200¢ p Nut 200¢ Speed Up 500¢ Air Slicer 550¢ Bamboo 850¢ Boomerang 1300¢ Whoops! 3500¢ -=-=-=-=-=-= SEASIDE CITY =-=-=-=-=-=- ------- BULLETS ------- •p Elec - 150¢ •p Heal - 200¢ •Attack Up - 500¢ •Armor Up - 500¢ •Speed Up - 500¢ •Bamboo - 850¢ •f Toxin - 1500¢ •Sam-3 - 5000¢ -=-=-=-=-=- DIVER COAST =-=-=-=-=-= ------- BULLETS ------- •p Fire - 50¢ •p Rock - 150¢ •p Heal - 200¢ •p Nut - 200 ¢ •p Water - 250¢ •p Daze - 800¢ •Remix A - 3500¢ •Ice Drop - 3500¢ ----------- BEAT COMBOS ----------- •AC Record - 100¢ •Below the Willow - 100¢ •Basement Diary - 100¢ -=-=-=-=- AQUAPOLIS =-=-=-=-= ------- BULLETS ------- •p Wall - 100¢ •p Heal - 200¢ •Anti-Toxin - 350¢ •p Wind - 450¢ •Air Slicer - 550¢ •Anti-Daze - 550¢ •p Bolt - 1100¢ •f Blast - 5000¢ -=-=-=-=- GEARBOURG =-=-=-=-= ------- BULLETS ------- •p Fire - 50¢ •p Heal - 200¢ •Bomb - 400¢ •p Daze - 800¢ •p Burn - 950¢ •p Earth - 950¢ •Sonar - 3500¢ •m Cyclone - 5000¢ -=-=-=- NEWTOWN =-=-=-= ------- BULLETS ------- •p Heal - 200¢ •p Blast - 450¢ •p Wind - 450¢ •Air Slicer - 550¢ •Rose Upper - 950¢ •Frost Bomb - 1200¢ •Boomerang - 1300¢ •SAM-1 - 5000¢ -=-=-=-=-=- BLINGSVILLE =-=-=-=-=-= ------- BULLETS ------- •p Heal - 200¢ •Ice Rink - 1200¢ •m Fire - 1200¢ •m Blast - 1800¢ •m Burn - 2200¢ •Whoops! - 3500¢ •m Heal - 4000¢ •Taunt - 9500¢ -=-=-=-= OAK LAND =-=-=-=- ------- BULLETS ------- •p Heal - 200¢ •Aqua Vest - 700¢ •Rock Vest - 700¢ •m Rock - 1200¢ •m Earth - 2200¢ •f Wall - 3000¢ •Beat Crack - 3500¢ •SAM-10 - 5000¢ -=-=-= RAIDEN =-=-=- ------- BULLETS ------- •p Heal - 200¢ •Fire Vest - 700¢ •Bolt Vest - 700¢ •m Elec - 1200¢ •m Spark - 1800¢ •m Bolt - 2200¢ •m Wind - 3500¢ •SAM-3 - 5000¢ -=-=-=-=-=- SYNESTHESIA =-=-=-=-=-= ------- BULLETS ------- •p Heal - 200¢ •m Nut - 2000¢ •Big Bomb - 3000¢ •f Fire - 3500¢ •f Rock - 3500¢ •m Heal - 4000¢ •SAM-10 - 5000¢ •Gas Jump - 9500¢ •Light Wing - 9999¢ -------------------------------------------------------------------------------- BATTLE BASICS -------------------------------------------------------------------------------- [MBBS] Fighting (referred to in-game as "Grapping") is fairly simple in its core form; your character can walk around, dash, jump up into the air, guard against enemy strikes, and perform their own basic attacks. -> ATTACKING Your attacks in a battle are separated in Y attacks (light attacks) and X attacks (hard attacks), with the former causing less damage but taking up less lag time afterwards, and the latter doing more damage but requiring more cool- down time after a strike. You can string together the up and down buttons with X and Y to perform up-strikes or down-strikes. Down-attacks will also function differently in the air. Finally, you can also do a special automatic attack when you dash at a character and press your Y button. -> DASHING For the most part, your character will walk at a sluggish pace. In order to get him or her to dash (although you cannot actually physically run in the literal sense of the word), you need to double-tap the left or right D-Pad button twice to do so. Doing so can allow you to deliver quick attacks, or even perform an automatic special attack that breaks through the opponent's defense and deals heavy damage (through the use of Dash + Y button). -> GUARDING This is a pretty function. Pressing the R button causes your character do defend him or herself against enemy attacks, reducing the damage taken to a very small amount. However, if the opposite character has a Dash + Y attack, s/he can break your defense with it (only the noble nine characters have these). -> CROUCHING By pressing the down button on your D-Pad while on the ground, your character can crouch, and can also defend him/herself at the same time. However, as soon as you attack someone else, you will automatically go out of the crouch position. -> BEAT COMBOS By pressing the L button, you can go into Beat Mode. When in Beat Mode, a bar will appear in the lower right hand corner of the top-screen with a bunch of notes. By attacking the enemy in synch with the play of the notes, you can cause more damage than you usually would. You can customize your Beat Combos from the Dragon Sequencer screen to strategically design it, or can also just make a copy of a favorite song tune for the Draglade world. When using your Beat Combo, you will also take up Beat Points, represented on the lower left hand corner of the top screen. Once your BP hits zero, if you are in the middle of a Beat Combo, it shall stop automatically. -> BULLETS Throughout the game, you can collect 100 unique Bullets. Bullets are basically techniques that you can use to activate special uses, ranging from several types of attacks to special effects such as increasing your defense, healing yourself, or granting you invisibility. In order to first use a Bullet, you have to find it, and customize it into one of your six slots in the Dragon Sequencer. Bullets also take up Beat Points every time you use them; when you lack sufficient BP, your Bullet icon on the bottom screen will be temporarily blacked out until you have enough BP. -------------------------------------------------------------------------------- A.I. EXPLOITS -------------------------------------------------------------------------------- [MAIE] This is a section dedicated to detailing A.I. flaws that you can take advantage of to seal (albeit cheap) wins when fighting. Probably the most annoying function of other Grappers is that they will begin to constantly guard after the first few attacks, requiring you to do a Dash + Y attack to break open the defense. However, they will only guard if you actually 'focus your intent' on them. In short terms, it means that if you are facing them, they will guard against your attack. If you are NOT facing them, they will NOT guard. For example, if you turn your back to an opponent and use a two-way attack such as m Elec, or lay down two way bullets such as a Rose Thorn, the side that travels towards your foe will hit him and he will NOT defend against it. This works against literally every Grapper that you will face in the game, and only on the VERY RARE occasion will he actually defend (and usually these are against homing attacks, such as Phoenix or SAM-10). So remember; you need to have _YOUR BACK TO YOUR OPPONENT_ in order for this to work. GameFAQs user Shadow Wolf also had the following to say; "They also will not guard if you are a certain distance away from them. You can start up a combo from that distance and get the free hit. Great for fighting turtles if you don't feel like spamming throws on 'em. Usually they won't guard if there's another mob in front of them fighting you, either. If you're off- screen and fire a bullet that reaches them that isn't a beam, they won't guard. If it is a beam, they'll guard most of the time. If you lay down a trap bullet they'll almost always get hit by it, unless it's Rose Road, which they'll guard." -------------------------------------------------------------------------------- TITLES -------------------------------------------------------------------------------- [MTLE] Below is a list of all 37 titles (that is correct, 37 - one of them is an extra that has no space for it on the titles screen) that can be obtained in Draglade, and how to get them. Many thanks go out to WanderingPencil/Ryuto from the GameFAQs message boards for the entire list. Please note that some of the requirements number-wise are vague, but the overall quality required to get them IS listed. No. 01 - Fire Major - Beat the game with Fire Hero No. 02 - Aqua Major - Beat the game with Water Hero No. 03 - Rock Major - Beat the game with Earth Hero No. 04 - Elec Major - Beat the game with Lightning Hero No. 05 - Moneybags - Your character must be holding 10,000¢ or more No. 06 - Quester - Cleared all quests in the game; this includes co-op quests No. 07 - Adventurer - Opened all chests in every regular game quest and area No. 08 - Attacker - Rushed enemy with quick attacks No. 09 - Rusher - Performed a big combo No. 10 - Tough Guy - Withstood an enemy's attack No. 11 - Berserker - Drained enemy's MP quickly No. 12 - Matterhorn - Beat many enemies No. 13 - Speed Star - Won a match quickly 10 times No. 14 - Perfection - Won without taking damage 10 times No. 15 - Gladiator - Won with low MP 10 times No. 16 - Artist - Used Beat Combo a lot No. 17 - Beater - Did COOL Beat Combos No. 18 - Ph Artist - Used Phat Beat Combo a lot No. 19 - Ph Beater - Did COOL Phat Beat Combos No. 20 - Fire G - Used a Fire Bullet 100 times No. 21 - Aqua G - Used a Water Bullet 100 times No. 22 - Rock G - Used an Earth Bullet 100 times No. 23 - Elec G - Used an Electric Bullet 100 times No. 24 - Toxin G - Used a Toxin Bullet 100 times No. 25 - Ice G - Used an Ice Bullet 100 times No. 26 - Petal G - Used a Flower Bullet 100 times No. 27 - Wind G - Used a Wind Bullet 100 times No. 28 - Music G - Used a Music Bullet 100 times No. 29 - Void G - Used a Void Bullet 100 times No. 30 - Bulleteer - Collected all 100 Bullets No. 31 - VS G - Grapped with a friend 300 times No. 32 - VS King - Won many matches over a friend No. 33 - NWC G - Grapped on Nintendo WFC No. 34 - NWC King - Won many matches on Nintendo WFC No. 35 - B Trader - Traded Several Bullets No. 36 - S Trader - Traded Several Beat Scores No. 37 - Cool Major - Made it to into the Top 100* *#37 is not mandatory to fill up your Titles list. By Top 100, it means Top 100 of all WiFi Players. -------------------------------------------------------------------------------- FAQ -------------------------------------------------------------------------------- [MFAQ] Q: Who are the noble nine that are constantly made reference to in the game? A: The Noble Nine are the nine main characters that you can play in multiplayer and WiFi (the four main story characters, Yuki, Shelly, Gyamon, Asuka, and Zeke). They are distinct in-story because, unlike generic grappers, they come with large move-sets, as well as all being able to use Dash + Y specia attacks. Q: How do I recruit Zeke? A: First off, you must have finished every regular quest in the game at least ONCE on any character's story. Once you are done, you can go to Synesthesia and do the "Dark Shadow" quest, which basically involves refighting Zeke again with a higher MP total. After, you must also have done every one of the eight character-unique quests before you can finally obtain him. Q: How do I customize my characters for multiplayer? A: Go to the Dragon Sequencer on the main screen, and just choose the character whom you want to customize to do it. Q: Who can I use in WiFi? A: Unfortunately, only the four main characters are capable of being used online. Q: How do I erase my game? A: Access option from the game's title screen and choose to erase data. Need help with something that's not in this FAQ? Got a comment to make? Find something wrong in this FAQ, or else just want to contribute something extra? Email me at darkstar.ripclaw AT gmail DOT com if you need any of these things. Just a warning note; if I recognize a question as something being asked in this FAQ, it's not getting answered. If you are a WiFi player and wish to submit a character analysis for any of the nine playable characters as far as multiplayer goes, make your English coherent. I can edit grammar and spelling as required to fix it up and put in this FAQ, but I also need to be able to understand the basic message in order to do so. Please also leave your WiFi username and any alternative handles you wish to use so that I may credit your strategy. CREDITS The first contributor I would like to thank (this credits section being, for the moment, in chronological order) is nat60 off of the GameFAQs Draglade message board for pointing out that I had made an error in my walkthrough for the tutorial in the initial G-Center, wherein I had put that you get p Water as one of your bullets, when it is in fact p Heal. Next on the line is Prota (also going by the GameFAQs username Killago0mba), who supplied the list of all the bullet shops. Much thanks go out to him, as it saved me a good deal of time. Ryuto/WanderingPencil from the GameFAQs boards should also be given their credit, as they provided me with a complete list of the titles, along with how to obtain them. Very much thanks to them. Zenofire for contributing information on what Taunt actually does, along with some general fighting strategies for each of the main four characters. I would also like to give props to PHEONIXWINGS07, again from the Draglade board on GameFAQs, for first noting a number of errors with Zeke's final bullet attack (Vanish, not Beckon, and he turns invisible, not moves into the floor). 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