Rockman EXE 6 - Strategy Guide - Cybeast Gregar (Page 04)
Below are the cheat codes, hints and help for Rockman EXE 6 - Strategy Guide - Cybeast Gregar (Page 04).
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KILLERMAN.EXE
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HP: 800
Attacks:
*1) Killerman summons three shadowy ghosts to fly at you.
*2) Killer's Death Beam. He'll throw a target reticule out. If it hits you, you
get frozen and he'll fire.
*3) Charged shot. He'll come up and swipe at you with his scythe.
Strategy: The biggest pain is the Death Beam. The ghosts are annoying, but you
can shoot them to kill them. Honestly, Killerman's a much easier enemy than you'd
think, considering he touts himself as the cyber world's hitman. He's really a
pushover. All of his attacks are easily avoidable. To avoid the Death Beam, stay
in the middle front or middle center tiles. It goes around the outside.
You get {Killerman K} and can Link Navi with him after the battle. And, of course,
you get an e-mail about it shortly after.
Killer Cross is strange. Cursor-type chips get a power bonus, like heat chips
do for Heatman. Your charged shot is the Killer's Death Beam. It's nice, and
is as strong as Elec Cross' charge, but it's got a MASSIVE delay on it. It takes
a long time to use. Be careful when letting it fly.
Now head to the Seaside aquarium. In the second area, Kurogane-sensei is
loitering. Inspect the vending machine to get control over Chargeman. Now it's
time to get our final Cross!
Chargeman's special chip is Volcano Charge. It lobs burning chunks of coal or
something at random panels. His charged shot sends him and some phanton train
cars charging off to the right. It's a bit odd to get used to, and you can get
hit upon returning if you aren't careful.
Let's head for Ura Internet 2. Luckily, we get spit out there. Now we need
to find the Dennou Station. Head down the nearby ramp. There's a yellow
BBS-looking thing there. Inspect it and select yes to start a minigame. Avoid
the rocks, collect the Navis, and hold A to use your charge shot to bust THROUGH
rocks. If you miss a Program, that's one off your four hit point things. If you
hit a rock or Met, you lose one. Also, with each area you go through, your speed
increases. Still, it's really, really easy. You'll wind up in the Sky Area.
Before going further, head down to that burning gate. Chargeman can take it down.
Grab the {Django V2} behind it. Now, back to business. Inspect the yellow board
again to make another trip. This time, Mets will jump onto the track randomly! So
keep your charged shot going at all times - just be careful of the rocks. As long
as you make it with at least one Program left, you'll pass. If you fail, just retry.
Now we'll be in Central 3! Once more, inspect the board. You'll have to use your
charged shot twice near the end, so be aware of that.
And now we're in Seaside. End of the line! You'll plug-out. You know the drill.
Talk to Kunio to battle for your final Cross.
#############
CHARGEMAN.EXE
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HP: 1000
Attacks:
*1) Volcano Charge. He'll lob those firey spheres as he passes.
*2) Crazy locomotive - he'll charge up and, with his train cars, rapid charge you.
*3) Chargeman brings in a pair of train cars to travel along the rows he isn't on.
Strategy: Chargeman constantly charges you. Surprise surprise. If you break the
path, he'll be stuck, though. Think of it as fighting one of those viruses that
gave you Dash chips in previous games, only tougher. Attack 2 is tough to avoid.
If he shows up with his train cars, get ready to dodge up and down, as his speed
will dramatically increase. He's tricky, but not tough.
You'll get {Chargeman C} and, finally, you'll have your fifth Link Navi. Expect
the e-mail soon. Give the Cross a whirl, it's fun! You can charge heat chips up to
100. Re-read that. You can get up to a +100 damage bonus to heat chips! His
charge will send Rock flying forward.
________________________________________________
/ XIII: Home, Sweet Home - [Akiha] /
----------------------------------------------
Remember how I said we had four options for the Linear Bus? Take the fourth.
Go home, Netto.
Everyone is waiting for Netto by the Metroline station. In the park, Netto talks
about Kojirou to everyone. There's a 10-chip trader near the Higure-ya, which is
sadly closed at the moment. Higure seems to be vacationing. Now go around and
talk to everyone. Let 'em know you're back!
Plug into the old house's doghouse for {3 Bug Frags} and a {Going Load *}
chip. Aww, the Program-kun in there gets all choked up if you talk to him.
A Sub-Chip Dealer is staring at some girl's butt near Yaito's.
Full Energy - 1000z
Enemy Search - 7000z
Untrap - 800z
Check Dekao's door for an {HP Memory}. After you talk with everyone, you get
another scene. After that, head to the park and plug-in to the squirrel.
______________
| Akihara's HP |
--------------
| BMD 1: Ice Seed *
| PMD: Variable Sword W
Roll is waiting. She's also missing one Program-kun. Urf. Well, let's go. It
figures that everyone is helpless when we're around, huh?
______________
| Akihara Area |
--------------
| BMD 1: Spin White
| BMD 2: HP+300
| PMD: Attack +30 *
NetDealer
---------
HP Memory - 4000z, 7500z, 10000z, 13000z
High Boomerang B - 5000z
Fuujin Racket F - 7200z
Magnum F - 8800z
Quick Gauge M - 12000z
No number? Nope. It's just one area. But check out the size. It's a pretty nice
little community. Head northwest and through the portal here. You'll wind up on
that secluded little platform with a gate on it. Unfortunately, the Program we're
looking for is BEHIND it. Seems someone pulled a prank on him or somesuch. He's
stuck, in any case.
Now let's find that prankster.
Uwaa. Check the shogi piece on Dekao's "homepage" (Man, they got shafted this year,
huh?) for the Akihara Key. Seems like Dekao and Kojirou really ARE alike. ~.~;
Go back and free that poor Program. We get an [Air Passport] for our troubles,
which mean we can now get to Akihara Area from Sky Area 2. Now go back and talk
to Roll.
Now head to Yaito's HP, the biggest one of the three. Gutsman and Glyde have
arrived! For old times' sake, Rock and Gutsman decide to have a friendly battle.
But before they can start, there's a flash of light and when it dissipates...
Blastman and Diveman stand between Rock and his friends! They kidnap Roll-tachi
and take them to Uranet 2, those dicks!
Head through the warp portal to access Sky 2. Head down the loooong staircase
to get to Central Area 3! You'll show your newly acquired Passport to the desk
Navi and you can pass on. Head up the long staircase here to get back to Sky.
When you get to Ura Internet 2 again, head for the map. Instead of taking the
left conveyor path, take the right one to get up onto the 'skull' part of the
map. You're gonna have to fight both Blastman and Diveman again...only this time,
it's their EX version. In EXE 6, the Navi power list goes Normal -> EX -> SP.
It's basically the same stuff, though. Blastman's toting 800HP. But he's a
friggin' pushover, anyway. They both have new attacks, though.
Blastman's new attack takes awhile to charge. And you'll know it's charging
because he'll hang in ONE spot for awhile and fire sparks will rain from the
'bove. Then a row of flames rains down on you.
You also do NOT get a break between the two fights.
Diveman's got 1000HP now, which would be slightly worrysome...if we didn't have
Elec Cross. Get ready to fry that submarine black. Elecman's charged shot normally
does a whopping 100 damage. It does twice that to thuddbutt here. If Diveman
gained a new attack, he never used it on me in the five minutes I sat and waited
for him to do something new.
Shortly after destroying those two... Circusman drops in...to try and absorb
Rock like he did with Faltzer! And he succeeds! Circusmas plugs out. Let's...
let's go back to Central now.
_______________________________________________
/ XIV: Revelations - [BrCol] /
----------------------------------------------
WWW members Kurohige, Kenji, Nyuudou, and Mach-sensei stand on Seaside's pier,
talking. But Mach-sensei doesn't seem to like what's going on and splits. But
then Chiroru comes in, bearing good news.
Return to your house and you'll get a call. It's Kojirou. And he bears good news,
too. For US. Head to Seaside! Gah! That isn't good! That's BAD! Rock's in a
Copyroid body and in Beast Out form! Netto runs in and tries snapping Rock back
to normal. The WWW four watch on from above, Chiroru confident that Netto's
arrival isn't anything to worry about.
Juuka-Rock roars, the screen flashes... Apparently, Iris has selective THE WORLD
powers, because Juuka-Rock is frozen in place. She encourages Netto, who resumes
trying to get Rock to remember him. Juuka-Rock rears back and screams again. The
screen then goes white again and...the Copyroid is vacated! But Rock still isn't
with us.
Iris apologizes. The people nearby talk. Then Cain and the cloaked figure come
in. Cain calls Juuka-Rock a monster, so Netto goes over to gripe at him. He goes
in for a punch or something, but the cloaked jerk steps in-between. A girl walks
in, talks to Cain, and all three take off. You then get e-mail...from Mach-sensei!
He says they need to talk. He's waiting for you in Sky Town.
Head up top and around the giant satellite dish at the top. He's waiting on that
area we jumped from earlier.
Mach: Netto... I'm sorry.
Netto: Eh? For what?
Mach: Your Navi friend's abduction... and Rockman's violence is... is because
of me.
Netto: Wh...what are you saying, Sensei? That isn't funny. Hahaha...
Mach: I'm Blastman's operator. Your changing schools, Kojirou's tricks... the
manipulation of the deathbots... it was all my doing.
Netto: N...no way... You've gotta be kidding, sensei...
Mach: [Something I can't quite get]. Right now, Rockman is underground.
Netto: What?! Sensei, you know where Rockman is?!
Mach: [Something about Central 3's giant hole and jumping in >_>]
Netto: Sensei... So it was a lie, about being Blastman's operator... because
you're worried for Rockman now...
Mach: You're wrong, Hikari Netto. [Blar.] I'm truly a bad person. [Something
about forgiveness of some sort]
Anyway, some manager-type calls out and interrupts the conversation. Mach is
already by the door when it cuts back. He then drops the bomb that Barrel is
around, something Netto still apparently didn't know.
Before he leaves, he says one final thing: Sarabada, watashi no oshiego yo...
"Farewell, my student..."
We need...to get to Central Area 3.
Well, lesse. We used Heatman to revive Rock. We used Slashman to save Rock. We're
in Sky Town already, so let's use Elecman to rescue Rock! Talk to Madam Elec and
examine the panel to gain control over Elecman. Sakusen kaishi! ><
Talk to the Net Policeman by the spot Circusman awakened the beasts. We have
to plug-out for now. Head for the school. Head into the office and into the
door at the back. Go around and talk to the securitybot. But it won't let you
in. Damn robots. Go down to the lobby and talk to Kojirou. He's gonna create
us a distraction. He plugs-in to the main monitor there and starts screwin'
with stuff. The robot from above zooms down and, in an instance, Kojirou's
surrounded. Head upstairs!
Ah, I see. That dick Cain is the principal. So why's Kurohige talking to him?!
God dammit, is the whole school affiliated with the World Three? We then get a
story. Either Greiga is related to Gospel, or Gospel is related to Greiga. Either
way, bug frags of mass proportions are involved. The people couldn't stop Greiga,
so one man created something that could - Faltzer. Dadadada, they threw them in
a big f-off hole. And if I read that right, Cain was Faltzer's creator.
Cain and Kurohige close in. Then the cloaked figure walks in. Looks like Cain's
bodyguard wasn't working for him after all. Copyroid Net Police enter! If you
haven't figured out who that guy is yet...you aren't very good at observing.
Enzan has arrived! Cain and Kurohige get hauled off. Enzan then explains the plot
to anyone who hasn't worked out what's happening and what's GOING to happen. And
I pray I'm right here, because Enzan ends on "...Hikari, youjin shiro yo." ...
Which, if I'm reading it right, means "...Hikari, you're important to me."
Insert your own Netto x Enzan jokes here.
Anyway, commandeer the Navi of your choice and get back to Central 3. The old
Net Policeman is down and another one is nearby. Head out for where Circusman
inhaled Faltzer. In we go! ...Crap, Colonel shows up.
_______________
| Underground 1 |
---------------
| PMD: Circle Gun P
Downed Navi. ...Oh lord, it's SOUL WEAPON time again!
Knife x 4
Sword x 6
Axe x 4
Gun x 6
Head downstairs and go around to where that cloud is in the southwest. The Navi
there babbles button commands at you. Make your way to the map. See the blue
spirit nearby? Shoot him in the back. Head SE. There's a line of four there;
three blues, one yellow. Gun the first blue in the back. Go around to the yellow
one and Axe, then Knife. Then Sword the blues in the back.
Go through to this new, big area. Go up to the blue/red/red combo and Axe them.
Sword the yellows, then Axe them. Sword the blue/yellow duo in the back. Sword
the yellow/red.
Now go down to the yellow and the 3 blues in a triangle. Gun all three blues in
the back, then go around and Knife the yellow.
Only a few left. Go east. Gun the lone red from behind. Sword the blue one from
behind and Knife the red. DING! You'll get {3 Bug Frags} for this area.
For anyone who cares, the Navi is just leftover data that keeps repeating
the following: A R L A L A L LAB.
Anyway! Head onward.
_______________
| Underground 2 |
---------------
| BMD 1: HP Memory
| BMD 2: Sub Memory
| PMD: Super Vulcan V
Refill your Soul Weapons.
Knife x 3
Sword x 4
Axe x 5
Gun x 3
At first look, it seems there are more evil spirits than you have ammo for.
Head around the only way you can, until you reach a blue/red/red. Axe the center,
leave the yellow. Go around until you see a blue near two one-way tiles. Go around
behind him and Knife. Go down and Gun that lone yellow we just left behind in
the back.
Go all the way around until you reach a yellow/blue/yellow inverted L-shaped
block. Axe the yellow/blue pair. Go across the SE panels, turn around, and Sword
the yellow in the back.
Now go all the way back around and to the red/yellow/red L-shaped set. Sword
the red/yellow two in the back, then Knife the red.
There are only two clusters left, both T-shaped. One's to the west, one to the
east. Head to the eastern one. Go across the one-way tile and Gun the yellow
in the blue/yellow/red trio in the back. Now go to where it was and Sword the
yellow/blue duo in the back. Go down and Axe so that you catch the blue and
red that remain.
One cluster remains, so head for it. As you head for it, gun the blue facing
away from you in the back. Knife the lone red so that you just have the
yellow/red/blue trio left. Go up to the red and Axe, then Sword the remaining
red. You'll get {1 Bug Frag} for winning.
Head on through and go up the ramp. It's Rock...who... begs to be deleted!
He then enters Juuka-Rock form. And then, since we have no choice... we fight.
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G-Beast Rockman
###############
HP: 900
Attacks:
*1) He'll slash twice - Long Sword range, then Wide.
*2) Beast Buster - he'll machinegun your face in.
*3) Juuka-Rock will launch a Thunderball at you.
Strategy: He's fast. He can also float over broken panels. His slashes paralyzed
me. If he hits with his slash, chances are he'll launch into the Beast Buster.
The best way to do is wait on your front column. When Rock launches at you to
slash, dodge and let go of your charged shot. Aside from that, try to luck out
and land a chip hit or two. Juuka-Rock will not be kind to you, so don't be kind
to him.
After the battle, Rock reverts to normal and collapses. But he's alright. We got
to him in time. But then that DAMNED CLOWN arrives to complicate things. Circusman
starts to do his creepy dance... but then that mysterious, cloaked Navi arrives
and stops him!
And if you haven't guessed who THIS is after Enzan revealed himself, I'm-a come
over to your house and punch you in the kidneys.
Blues throws his cloak away and stares Circusman down. The clown scrams. Blues
uses some deus ex machina to heal Rock. Everyone senses some bad voodoo and look
to the southeast. Then Blues yells for Rock and [Link Navi] to hurry and plug-out.
They hesitate... and [Link Navi] gets struck by Colonel's sword. Your Link Navi
choice will then plug-out.
And now, Barrel finally reveals himself to Netto and Enzan. Blues tells Rock to
leave this to him. But Rock refuses, instead choosing to try and talk reason to
Colonel. Colonel charges! Blues takes the hit! Even then, Netto and Rock don't
want to leave. And so it comes to pass that we must fight Colonel.
#######
COLONEL
#######
HP: 1200
Attacks:
*1) Missile rain - Colonel fires into the air and they come down randomly
*2) Colonel will slash in one of those <, >, /, or \ shaped attacks.
*3) Colonel's army - a goon pops up and fires at you.
Strategy: Colonel isn't hard at all. He rarely combos his attacks and when he
does, it's following up attack 3 with attack 2. He's easy to hit and stands still
for a good while during attack 3. Catch him with a Number Ball when your HP ends
in 90 and you'll REALLY put the hurt on him. I stuck with Elec Cross because of
its charged shot's reach.
You'll get 6000z for winning.
Barrel speaks of fate, Netto says fate is bullpuckey. That the Barrel he knew
believed in his OWN path. Barrel says it's been a long time since he thought
that way or something. But he still won't leave the WWW. Barrel zips back and
fades into nothingness.
Chiroru, Kenji, and Nyuudou talk at the piers. Annnd Wily laughs maniacally - aww,
he thinks he's gonna wiiiin.
________________________________________________________
/ XV: The End, The Beggining, and The Future - [Raito] /
------------------------------------------------------
At school, Netto basically fills Kojirou and Asuta in. Then a weird noise sounds
and...the three WWW members appear at the front of the class! Chiroru calls their
group the... uh... Chiroru Lovelies. Which isn't as dirty as it sounds. Kenji wants
it to be the Justice Club. Nyuudou calls them the Cloudy Bombers. ...What the name
of goblin hell just happened here? Who knows, but they argue about the name.
They want Netto to tell them where his girlfriend is. In other words - Iris.
Kenji calls on Judgeman. And in come the Green Town deathbots! Christ, just call
them the Keystone Kops and get it over with. Netto insists he doesn't know where
she is, so he gets shocked by one of the bots.
And there she is. Iris appears at the back of the class. Chiroru orders the robots
around her... but Iris has deus ex machina powers like Blues and asks the robots
to step aside, which they do.
When Netto awakens, Iris is gone. Netto asks about the WWW, but Kojirou says they
were too cowardly to try stopping them. Asuta explains stuff and we regain control.
We need to head to the Ura Internet's BBS.
But before we do that - remember way back, when I mentioned how you can get
crap from the masters of the Net Cafes? Let's go cash in. Bring a couple hundred
zenny and a port-a-john, because Rock's gonna be laced with java by the time we
get through. Just keep buying coffee until you get Rock's "Item Get" pose.
Central Net Cafe: Bug Stopper NCP
Green Net Cafe: Shirahadori *
Sky Net Cafe: HP Memory
You may notice them mention lotto numbers - the masters will just hand over
random tidbits of info as you become regulars to their Cafes. That Shirahadori *
is gonna be useful after we beat the game, too.
Head for the Ura Internet. You have new HP E-mail from Meiru, Yaito, and Dekao.
Mostly apologizing for what happened. Oh well. When you get to Ura 1 and are on
your way to Ura 2, you'll run across a punk Navi. You'll have to get in a virus
battle to beat him. You'll have to face another one after going across the one-way
tiles nearby.
In Ura 2, you'll face one of them just after climbing the first slope. There's
another en route to the map. Take the eastern of the two conveyors and you'll
face a third before the ramp up to the skull.
Once on the skull, head over and check the BBS that's on the right. Check the
top message (It has 'WWW' as a part of it) and we can plug-out for now. Head out
and go to Sky Town. Once you get there, head towards the heliport.
Seems the rest of the WWW aren't too happy with Barrel, ya? Iris is still with
them, too. Netto will run in and demand that they let Iris and Barrel go. Nyuudou
and Kenji go to lob Barrel in the sea. Netto cries out for someone to help... and
in drops Mach-sensei! In a flash, he drops Nyuudou and Kenji. The WWW members make
their escape, leaving both Barrel and Iris behind.
Mach talks for awhile about some daughter of his or...something. Long-ass speech.
Afterwards, you end up back in class with Kojirou, Asuta, and Iris. The boys leave
and Netto probably could've gotten to first base with Iris if they hadn't called
for him to hurry up. Head out to the bird statue area outside the school. They
talk a bit, then four Copyroid Navis wander in! They just seem to be talking
amongst themselves, though, heading down the road.
Head for home. Haruka isn't home. We get an e-mail. That night, thar be funky
noises. The next day, we start in class. Now we must find and talk to Kojirou,
Asuta, Iris, and Enzan. And then invite everyone from Akihara. Kojirou's at his
normal spot in class. Iris is down in the lobby. Asuta's in Asuta Land, in front
of the counter.
Go home and plug-in. Check your HP E-mail. You'll have e-mail from Mariko-sensei!
Now head for the Akihara Area. Blues is just SW of the warp portal on the mainland.
Talk to him. Now go to Meiru's HP and talk to Roll, Dekao's and talk to Gutsman,
and Yaito's and talk to Glyde. Plug-out when you're done and go to bed.
Meiru, Yaito, and Dekao sneak in the following morning to scare Netto awake.
Head downstairs and talk to Haruka. Then head outside and to the bird statue.
The group of five talk amongst themselves for awhile. Netto comes in with Iris,
so all we're missing is Enzan. Head for the western point in town. That spot
behing Asuta Land is now open, so head through!
An aqua Copyroid Navi greets you. He then points out all the pavillions to your
group. Seaside's, Green Town's, Sky Town's, and Central Town's. He gives us a
[Stamp Card]. The boys all decide where they want to go, leaving Netto with the
girls. Then they all depart. Before you go anywhere, plug-in to that statue of
the Copyroids and grab the {Mega Cannon *} chip and {Regular Up 1} from the BMDs
within.
Now we need to get stamps from the various pavillions. Head for Seaside Town's
first. There's a "Stamp Rally" booth in the eastern corner. Inspect for your
first one. Then go inspect the fountain Kojirou's standing at for a {Regular
Up 2}. Head out and go to Green Town's area. The stamp booth is right near
the entrance. Sky Town's booth is way up at the top, near Weather-kun. Head
outside to continue. The group heads off into Central's pavillion.
Chiroru, Kenji, and Nyuudou watch on.
So many Copyroids. Iris seems to sense something bad about to happen. We've learned
that we should trust Iris' instincts, as she's always right. And sure enough, in
saunters Dr. Wily himself! He calls out Iris, then every Copyroid in the pavillion
is taken over by punk Navis! The screen goes black and Netto's friends get carted
off.
But then a light flashes and in comes Copyroid Blues, slashing down all the punk
Navis! Enzan enters after him. Enzan pulls Blues from the Copyroid and he and
Netto take off. They get chased out of the building by an army of punk Navis.
Maybe it would've been wise to keep Blues in Copyroid form awhile longer?
The punk Navis are searching the town. Netto and Enzan escape to the school for
the time being. Mach-sensei saves them when a trio of punk Navis enter. He's
about to explain stuff when more punks head their way. Mach and Enzan head off.
We should too. Head for the lobby. They start to head for the principal's office,
but another trio of punks arrive. Enzan stays behind this time.
Head past the two punks in the office and make your way upstairs. When you get
to the principal's office, inspect that suspicious, yellow book. Pulling at it
causes a secret passage to appear.
Elsewhere, the group minus Iris are still trapped by Copyroids. Head into the
secret passage when it comes back to you. You'll be in the Seaside pavillion!
Chiroru and Nyuudou stand nearby. Kenji's off messin' with a panel. He screws
up the animal pathway so we can't follow. Oh yeah? We'll fix THAT.
________________
| Pavillion PC 1 |
----------------
| BMD 1: Recovery 200 Z
| BMD 2: Spread Gun 3 *
Aa. Water tanks! Looks like we'll hafta collect Programs and escape sharks once
again, huh? Head down the ramp and go east and across the yellow bridge. Grab
the first BMD and continue north to reach the first Program. As you may have
guessed from the paths, you'll have to duck into the little alcoves when
escorting your fishy Program friend back to safety.
When you get back to the tanks, drop him in the first and... hey, that's not a
fish!
Head back out into the troubled waters, making your way south this time. Get the
second BMD and continue south to reach our next Program. Drop him in the third
tank when you get back. This one IS a fish.
One left! Head southwest. He's pretty far out there. Be sure to head up onto
the yellow safety platforms if you need to, because you'll probably have to use
one this time. Drop him in tank 2, the only empty one, and the gate forward will
open. Go over and flip the switch to reset the animal pathway.
Go along the newly reset path and through the exit. You'll wind up in the Green
Town pavillion this time. This time, Judgeman stays behind and knocks a tree in
front of the exit over. Run over and plug-in.
________________
| Pavillion PC 2 |
----------------
| BMD 1: Regular Up 2
| BMD 2: Gun Del Sol 2 E
Yup, this one's modelled after Green Town's main 'net. Head forward and towards
the first button puzzle. Here, take this route - G is the gate, S is your
starting point:
[G]
[>][>][^][_]
[^][v][<][<]
[^][<][>][^]
[S]
Head up and when you get to the split path, head left. There's nothing in that
loop. Take a look (Remember - use L to look around) at the next button puzzle,
then follow this diagram:
[G]
[>][^][v][<][<]
[^] [v] [^]
[^][<][<][_][^]
[_] [_] [^]
[_][_][>][>][^]
[S]
Head through to the next one. Look around, then, again, follow this diagram.
By the way, I'll go back during my second pass and do these diagrams for the
real Green Town scenario. It's much easier. This one's REALLY easy, though.
You shouldn't need a diagram, but I'm a nice guy and I kinda like making these,
so there ya go.
[>][G]
[_][_][^]
[>][>][>][>][^]
[^][<][<][<]
[S]
Head up and around the path. The next one's pretty easy, too.
[>][G]
[>][^]
[^]
[>][^][v][<][<]
[^] [v] [^][S]
[^][<][<][_][_]
Now continue around and save. You've got a skull gate, so you've got a boss fight
ahead. Judgeman EX has 1100HP. And as far as I saw, he has no new tricks up his
sleeve. I used Elec Cross here because A) it's my favorite and B) the charged
shot can hit him even if you're holed up on your back column. After smiting him,
Rock will run up and fix the tree, allowing you access to the next area.
Yup, you guessed it - Sky Town pavillion's next. Nyuudou's plugged into Weather-kun
and has Elementman mess up the cloud path overhead. He uses his awful ninja skills
to appear up with his WWW chums. I betcha we're gonna be invoking Rainbow Power
again.
________________
| Pavillion PC 3 |
----------------
| BMD 1: Attack +1 NCP
| BMD 2: HP Memory
Sure enough, it's a stormy day in the neighborhood! You know what to do here -
get on your magical cloud and collect the seven pieces of the rainbow. Then do
donuts around the typhoon viruses that're rampaging all over tarnation. Be sure
to grab and install that Attack+1 into your NCP while you're here. There's only
two typhoon viruses, but they move a fair bit, so be careful. Save when you
clear them both and get ready to fight Elementman EX. He's got 1300HP this time
around. He also seems to jump around a lot faster. I saw no new attacks... but
then, he had a fair amount to begin with. He doesn't really NEED any more.
Rock will run up and fix the clouds. Head on up and go through. You're now in
Central's pavillion, where Wily was. Chiroru is waiting. She and Circusman set
up an electric barrier, preventing us from getting further.
________________
| Pavillion PC 4 |
----------------
| BMD 1: Long Blade B
| BMD 2: 6000z
Run up and talk to the Program. This area is just like Blastman's. Remember that?
Man, it seems like forever since we did that. At least to me it does. Anyway,
we need to kill some evil spirits. Head SE from the Program's platform
and take the first SW path. Go SE from there until you reach the end, then turn
SE again. Go around the corner and head NW to almost the end. You'll see a blue
evil spirit nearby! But... we don't have any Soul Weapons here! Oh well. Run up
and talk to it to initiate battle. You'll face a couple of grey Mets and a
dragon-lookin' virus that snakes onto your side of the field. Aqua chips, anyone?
I'll be giving directions to the next one from the main platform, so head back
that way. Head SE off it and take the first NE path out - directly opposite the
one we just came from. Make your way SE and around the corner to reach a yellow
evil spirit. You'll fight one of those Machine Sword chip enemies and a pair of
those yellow sand dragon things. Head back to the starting platform and head
straight southeast.
Head all the way SE, then hang to the SW. At the end is a red evil spirit. You'll
fight a flame sword enemy, a grey met, and a candle ghost thing. The candle ghost
will set a 2x2 chunk of your field ablaze regularly. When you finish off the evil
spirit, the path to that infernal clown will be opened. You'll definitely want to
save before fighting Circusman EX. He's got 1200HP and is as quick and evil as
ever. He doesn't have any new attacks... but he doesn't NEED any. He's faster
than before and his attacks come quicker, as well. I used Elec Cross here due to
the charge being quick and having good range. If you can attack him when he's
about to launch something, it'll stop the attack. His third attack, the one where
he turns into a top thing, will come down about three times in a row, so keep
moving.
After the battle, Rock will run up and turn off the laser barrier. Netto runs up
to where the WWW three are. Chiroru hides behind the men, who advance on Netto.
Just then, an aqua Navi and a swarm of punk Navis appear. Roll, Glyde, and Gutsman,
all in Copyroid form, appear and blow up them guys real good. Meiru, Yaito, and
Dekao are above, too!
Seems Wily has Iris. Asuta and Kojirou's Navis are down below dealing with the
punk Navis there. Or they would be if they didn't suck so much. It's a good thing
Blues wasn't busy. Our collected group corners Chiroru, Nyuudou, and Kenji.
Chiroru tries sweet-talking her way out of things. Fat lot of good that'll do
with Enzan around. So she runs and leaps off the southwest ledge! Nyuudou and
Kenji follow suit. Well crap.
Netto's friends wish him luck and head off, presumably after the WWW members. But
then Barrel comes wobbling up the ramp! Seems Barrel wants to do things his way
again. Netto steps aside to allow him access. The final battle lies ahead. Save
your game here.
Now those are some bigass Copyroids. It seems Wily's plan was to put the Dennoujuu
into Copyroid form. He needed some monsterously large Copyroids for it, obviously.
Seems like Wily created Colonel. And I believe Wily raised Barrel, too. Something
like that. They're familiar. Wily prattles on for awhile and then the screen
shakes. Iris then enters and stands by Wily's side. Turns out, Iris is a Navi and
Colonel's little sister.
Iris stands before one of the massive Copyroids and calls forth Faltzer.
Gah!
Iris then leaves the Copyroid and enters Faltzer.
Barrel tries plugging Colonel in, but his energy finally leaves him and he
collapses.
Rock starts screaming. The power can't be contained and the second Copyroid gets
taken over by Greiga.
All over Saiba City, things are going haywire.
From inside Faltzer, Iris calls out to Netto, apologizing. She talks for awhile,
asking Colonel to defeat her. Rock asks you to plug-into Greiga. Colonel takes
care of Faltzer, we take care of Greiga.
Final plug-in.
_____________
| Copyroid PC |
-------------
Make your way forward and around the path. Greiga awaits.
Next to you, Iris and Colonel are taking care of Faltzer.
######
GREIGA
######
HP: 2500
Attacks:
*1) Greiga jumps up. Each time he lands, 2 bits of debris falls onto random panels.
*2) Greiga charges up and fires an electrical beam forward.
*3) Greiga uses a Heat Breath attack. It hits the middle of your rightmost
column and engulfs both back columns completely.
*4) Greiga whips his tail overhead and fires the tip along one column repeatedly.
*5) Greiga launches offscreen. A panel will flash and his claws, then his head
come flying in to attack. Sorta like Beastman on steroids. The claws will
hit a 3x3 block and the head targets a single panel.
*6) When he comes down on the final jump of attack 1, sometimes a LOT of rubble
will fall from overhead. Seems to only affect one column.
*7) Towards the end, Greiga will roar and fly forward along one row in a charge.
Strategy: This is it. Final boss time. Greiga is possibly the most mobile of all
the final bosses in EXE history, being able to leap off screen and all. Greiga
will jump around constantly. When he stops, he likes to immediately to into
attack 2. Avoiding his attacks really isn't the problem. The problem is finding
a time to friggin' ATTACK him. If you're feeling brave, equip Slash Cross and
hang around the front column. Use your charged shot when he lands from his jumps,
and dodge up/down when he prepares for attack 3. Staying in the front column is
actually the safest place to be, oddly enough. You want to be close enough to
both attack and avoid HIS attacks. Towards the end, he'll start adding attack 6
to the end of the 1st.
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