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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter R » Rockman EXE 6 - Strategy Guide - Cybeast Gregar (Page 06)

Rockman EXE 6 - Strategy Guide - Cybeast Gregar (Page 06)

Below are the cheat codes, hints and help for Rockman EXE 6 - Strategy Guide - Cybeast Gregar (Page 06).

 ________________________________________________
/ III:  Immortal Zero Graveyard      - [Secrt] /
----------------------------------------------

There are two true secret areas and then there's Ura Internet Zero. I've mentioned
elsewhere in this guide that Forte is in Ura Zero. But he's only available via the
back entrance in Green Area 2. As I've said, head to the forest and investigate
the back of the largest tree to access Forte's area of Ura Zero. After maneuvering
around the path, you'll reach an obelisk. Forte will break free, not happy that
someone's disturbed his slumber. Get ready.

#####
Forte
#####

HP: 1800

Attacks
*1) Shooting Buster - he'll fire multiple, random shots on your side
*2) Hell's Rolling - two wheels come out and rush at you. Dodge at the last second.
*3) Forte will come up and use a sword (see below)
*4) Forte will bust out with a Golem Punch.

Strategy: You need some kind of barrier. Seriously. Forte doesn't have an aura
this time around, but then, he doesn't really need one. For the most part, he'll
use his Shooting Buster or Hell's Rolling. Sometimes he'll come up and use a
sword that has a two column range. Other times he'll use a Golem Punch. He didn't
bust out anything other than this when I fought him.

He'll vanish in a flash of light when you when, leaving behind the [Bat Key]

You should get an e-mail from a NO NAME. It'll contain the {Gigant Hook H} chip!
(Note that I fought him in the quest for a Timpani chip in the help board missions,
and thus my e-mail came between the mails from the board. I only got it after
beating Forte, though).

So what does this Bat Key open? One thing at a time. First, let's go and enter
Ura Zero properly. You may have wondered where that purple gates in Ura 1 and
2 do. Ura 1's is past that Rush Road. The password to that one is 729. The
password to Ura 2's gate (lower area, past the conveyors) is 012. Each area
has its own stuff. But I'll be treating both halves as a whole. Only Forte's
back door area got its own part above.

 ___________________
| Ura Internet Zero |
 -------------------
| BMD 1: Waraningyou F
| BMD 2: 5 Bug Frags

Via Ura 1's entrance, go and look at the map to see what's going on with Ura Zero.
Split right down the center, isn't it? On the Ura 2 side, Otenko-sama lies behind
a gate we can't open yet. You may also notice a bloody load of elemental gates
here. Annoying, aren't they?

On the right side, at the top of the ramp, is an orange Navi willing to give you
the "Soul Folder" as your Extra Folder. It's not really that great, but none of
the extra folders really are. Nearby is a reddish punk Navi. For 3000z, he'll
sell you the [WWW ID]. Very nice, yes? Here's a list of all the WWW Gates' goods.

Central Area 1: 5000z (We just got our investment back + 2000!)
Seaside Area 1: HP+200 NCP
Green Area 2: Holy Panel A
Akihara Area: HP+300 NCP

There really isn't a whole lot here, to be perfectly honest. Until we can free
Otenko-sama, anyway. Speaking of Bokura no Taiyou, we've got a date with the
Count.

Head to Underground 2. There's a purple gate in the northeast. If you've beaten
Forte, you'll have attained the Bat Key. That key opens this gate. Continue
forward and into...

 _______________
| Immortal Area |
 ---------------
| BMD 1: Air Wheel 3 T
| BMD 2: HP Memory
| BMD 3: Sanctuary Z

This is pretty much what the Graveyard looks like, too. Kinda gnarly, huh?

First of all, the area is gigantic. Map's on the eastern side of the 'center,'
which is marked with some conveyor paths.

Cut right and start making your way towards the northeast back part of the area.
When you get to the large, back platform, you'll get a cutscene. A dark hole,
like the one that gives access to Forte's area of Ura Zero, blocks the path.
The ground shakes, Rock hunches over, and out comes the Count! You've got no
chance to prepare - it's time to fight!

#########
THE COUNT
#########

HP: 1500

Attacks:
*1) The Count lobs some fireballs at you. They'll hit the ground and the panels
    will burn for awhile.
*2) A number of bloody spikes will shoot up from the ground multiple times.
*3) The Count will use electricity to strike a +-shaped area.
*4) Towards the end, The Count will use attack 1 numerous times in a row.
*5) He'll raise his arms and cause a blood rain to come down on a 3x3 area.

Strategy: You cannot win. No, really. Nothing you do can damage him. Your goal
here is simply to stay alive for a set amount of time. Strangely enough, you
can actually get a counter hit on him. The battle will end after awhile and
another cutscene will occur.

The Count will raise his arms in preperation to strike you down... when in rides
Django, dealing severe damage to the Count and sending him running! Django will
mention Otenko-sama being imprisoned somewhere by the Count. You'll get the
[Solar Key] from him.

Now go back to Ura Zero (from Ura 2) and open the gate keeping Otenko-sama
captive. Go up and talk to him. He'll rush off to join Django, and that's exactly
what we should do. Head back to the Immortal Area! Once there, get back to the
large platform we fought the Count on.

Looks like even with their combined power, Django and Otenko-sama can't beat
him! Rock runs in at that point. Django starts to initiate the Piledriver on
the Count and tells Rock to weaken him. Now it's time to fight. The same
strategy as above applies here, except your attacks WILL hurt him now. He's
pretty easy, so just unload on him.

After you beat him, the Count once more raises his arms. Then Django appears
on the field. Rock unloads with his Buster as Django fires the Gun Del Sol at
the Count. This does the trick - The Count is destroyed. After this, Otenko-sama
and Django say their goodbyes and walk through the still-open portal. It closes
behind them, leaving the {Hakushaku H} chip behind. Now you can continue on
around. Head across the one-way tile in the back of the area and walk all the
way around the long path. Take the warp portal to get spit into the center of
the area. Grab {Sanctuary Z} from the BMD and head out. We're done here.

Now then, there's only one thing left to do - enter the Graveyard.

How? Go to Uranet 3. Where's that? Well, you need to go to the skull in Ura 2
and hang a left. The purple gate up there will only open if you have a Machine
Sword chip.

 ________________
| Ura Internet 3 |
 ----------------
| BMD 1: Rapid +1
| BMD 2: HP Memory
| BMD 3: Barrier 200 K
| PMD: Dream Aura U

Ura 3 is a slightly confusing area because of all the invisible paths. Now, we
need to get to the central platform - the one with the eerie, swirling vortex on
it. (Note: There will be a map here showing all the routes in Ura 3 for the
visual guide)

You'll need 100 Standard chips to open the portal, so you need to have that many,
at least, for the portal to appear. Go through it to enter...

 _____________
| Graveyard 1 |
 -------------
| BMD 1: HP+300
| BMD 2: 10 Bug Frags
| BMD 3: Count Bomb 3 L
| PMD:

NetDealer
---------
HP Memory        - 10000z, 16000z, 23000z, 30000z
Mega Boomerang W - 10000z
Noise Storm    M - 14600z
Blizzard Ball  T - 18400z
Delta Ray Edge Z - 30000z


Looks just like the Immortal Area, doesn't it?

Except for those creepy, glowing obelisks. Those are, apparently, tombstones for
all of the fallen Navis we've beaten over the past 5 1/2 games. Each one stands
for one EXE game's Navi cast. This area's a giant zigzag, tagged with lots of
elemental gates. Yes, you'll have to drag Link Navis into this creepy place to
open them. Have fun with that, by the way. And yes, you really can buy Delta Ray
Edge.

To continue to the next area, you need the 'Mark of M' - Or every Mega chip in
the game. For those of you counting, that's 45 chips. Here's your checklist:

01: Roll
02: Roll V2
03: Roll V3
04: Blues
05: Blues EX
06: Blues SP
07: Heatman
08: Heatman EX
09: Heatman SP
10: Elecman
11: Elecman EX
12: Elecman SP
13: Slashman
14: Slashman EX
15: Slashman SP
16: Killerman
17: Killerman EX
18: Killerman SP
19: Chargeman
20: Chargeman EX
21: Chargeman SP
22: Blastman
23: Blastman EX
24: Blastman SP
25: Diveman
26: Diveman EX
27: Diveman SP
28: Circusman
29: Circusman EX
30: Circusman SP
31: Judgeman
32: Judgeman EX
33: Judgeman SP
34: Elementman
35: Elementman EX
36: Elementman SP
37: Colonel
38: Colonel EX
39: Colonel SP
40: Hakushaku
41: Hakushaku EX
42: Hakushaku SP
43: Django
44: Django V2
45: Django V3

Basically, you have to nuke every Navi in the game. So where do we get all of
these? Well...

Roll:       All versions attained from Meiru in some form or another.
Blues:      Enzan can be found near Netto's Akihara house after beating the game.
Heatman:    Hinoken's always in his office at school.
Elecman:    Madam Elec's at the heliport in Sky Town.
Slashman:   Faran's at her cooking station outside the courtroom in Green Town.
Killerman:  Kirisaki's in his office, which is next to Hinoken's.
Chargeman:  Kunio's in the aquarium's second area, near the vending machines.
Blastman:   [Pic here]
Diveman:    [Pic here]
Circusman:  [Pic here]
Judgeman:   [Pic here]
Elementman: [Pic here]
Colonel:    [Pic here]
Hakushaku:  [Pic here]
Django:     You can buy his V1, you'll find his V2 behind Sky Area 1's Fire Gate.
            His V3 is a Virus Battler prize.

Pretty hefty task, I know. But what would an EXE game be without something to
bring our forward momentum to a screeching halt? Crossover Battling will help
get the Django and Hakushaku chips, apparently. There's some kinda trader that'll
churn those kinda things out, it seems.

In any case, when you're ready, head on through.

 _____________
| Graveyard 2 |
 -------------
| BMD 1: HP Memory
| BMD 2: Charge +1
| BMD 3: 8000z
| BMD 4: Regular Up 2
| PMD 1: Poison Anubis 1
| PMD 2: HP+500

Okay, now things are getting kinda creepy. Those three tombstones? Heatman's,
Slashman's, Elecman's. In fact, all of EXE 6's Navis are apparently buried here.

You're going to need all of the Standard Class Chips to continue past a certain
point in here. Fun, I know. Abuse the chip traders, that's all I can recommend.
And, as I'm sure you've noticed, there are a friggin' lot of elemental gates in
here!

You may have noticed a large ramp over there on the northern part of the area.
I wouldn't go up it if I were you. ...You really want to? You like slopes? Well,
alright... It's your funeral. Why? Because, after you rudely disrupted his sleep,
Forte went off to find a new place to bed down for the night. And you've run in
on him again.

########
FORTE SP
########

HP: 2700

Attacks:
*1) Same as before
*2) Same as before
*3) Same as before
*4) Same as before
*5) Senshahou

Strategy: Why 2700? Why not 2800? Odd number. Anyway... Forte's basically the
same as last time, only a LOT faster. He does bust out with a Tank Cannon now
and again, but if that's all you're worried about, you're far better at dodging
than I.

Forte can sense the beastly power lurking within you. And that isn't a good
thing, folks. That is NOT a good thing. You don't want Forte to be scheming things
that involve your body.

In any case, Forte leaves behind the {Forte F} chip. Head southeast and make
your way around to the other exit. Where does it lead?

Back to Graveyard 1, of course! Follow the path around and hit the warp portal.
Before heading down the ramp, head NW to reach the Bug Beast Trader. It's
basically a BF Trader. For 10BFs a pop, you too can get random crap!

Down the ramp is a giant tombstone dedicated to Navis in offshoot games. Turboman,
Ring, Starman, Brightman, Needleman, Swordman, Gravityman, and Zero.

So what now? You've fought Forte twice, you've had to collect pretty much
everything in the game. Is there anything left? Yes. Yes there is. And it's
going to brutally kick your ass.

You know where Colonel's ghost data was located in Underground 2? Head back
there. For the love of all that is unholy, save or something before you head up
that ramp. Because you're in for something that will make Forte SP look like
Blastman.

When you get up to the top, Rock will say that he can feel the Dennoujuu's
power. The screen will flash... and Juuka-Rock will be standing before you.
A strange voice will fill the air, the screen will flash again, and Forte will
arrive behind Juuka-Rock. Prepare yourself!

##########
G-Beast SP
##########

HP: 1800

Attacks:
*1) Same as before
*2) Same as before
*3) Same as before
*4) Flame Breath - He'll hit the panel directly in front of himself and then
    the two columns after that.

Strategy: Yes, it's Rockman vs Juuka-Rockman! Not only that, it's his SP form!
Most of his attacks are the same as the first time. And, in reality, it's not
that tough when you actually can use Rock to his full potential.

But see...the problem isn't fighting G-Beast SP. The problem is that Forte has
absorbed what remained of Faltzer!

########
FORTE BX
########

HP: 3400

Attacks:
*1) Faltzer Breath - Just like with Gospel, Forte pulls out Faltzer's head and
    sends a tornado-type attack onto your side of the field. It goes clear down
    the middle row and all up the back column.

Strategy: Forte BX is blazingly fast. His attacks are relentless and equally
sped-up. Almost of his attacks are the same as the previous versions. The only
new attack is the one I've listed. Forte enjoys absorbing giant monstrosities,
doesn't he? His pattern is pretty much Shooting Buster -> Hell's Rolling ->
Faltzer Breath. He'll still use his other attacks, of course. It's just that
this seems to be his favorite pattern. Fortunately, the fact that he does fall
into patterns so easily means one thing - you only have to worry about his
Shooting Buster once your reflexes get used to his speed.

After you win - IF you win - go up and collect what's probably going to be the
final chip you get - {Colonel Force Q}.

Congratulations. Now you can truly say you've beaten the game. Which isn't to say
there isn't stuff still left - it's just that it's pretty much all ass-kickery.

 ________________________________________________
/ IV:   Blues, RVs, and Uber-Beasts  - [Fight] /
-----------------------------------------------

So you may have seen Enzan loitering near Netto's old house in Akihara. Sure,
you can fight him. Note that, if you have trouble at this point, breaking-type
chips (Golem Punch, Iron Shell, etc) will be super-effective against him. And
load up them damn Anti-Sword chips best ya can.

#####
BLUES
#####

HP: 1800

Attacks:
*1) Blues will slash along one row.
*2) Alternately, Blues will slash one column.
*3) Blues will target a +-shaped area on your side and do this crazy-ass ballet
    move.
*4) Alternately, he'll do 1, then 2 in quick succession.
*5) Blues will act like Colonel and hit a \-shaped area.

Strategy: Blues... is nothing but predictable patterns. All you need to do is
not get goddamn jumpy when facing him and you'll be fine. Pack a buncha Reflect
Mets then turtle in the back-center. Blues will eventually target you somehow.
Just raise up your shield and it'll go back at him and you'll get a counter. Then
you can run up and kick him in the grundies or something. His only impressive
move here is his +-shaped one, and it looks cooler than it really is.

To fight Blues SP (He has no EX version - he has an FZ version, though the only
way to fight that is via cheats, apparently) you need to do the following:

Clear the help board -> Examine the help board -> Check your rank -> Fight.
Blues starts using his shield to great effect in SP form. And he gets to be an
even bigger pain in the ass. The difference is very apparent between forms.

Now then, the RV Navis. You'll have needed to have beaten Forte SP for this.
Once you have, head back to Graveyard 2. You'll notice some of the tombstones
are actually GLOWING. Inspect them and you'll get into a fight with the WWW Navis'
RV forms. Changes listed as follows:

Blastman: 2000HP; 3000z for winning. Nothing added aside from slightly quicker
          movement.
Diveman: 1900HP; 3000z for winning. No new attacks, nothing really different from
         his SP version.
Judgeman: 1900HP; 3000z for winning. Nothing added aside from the monster books
          moving faster.
Elementman: 2000HP; 3000z for winning.
Circusman: 2100HP; 3000z for winning. Attacks come MUCH faster than his SP version,
           The circus tent coming down and pounding the hell out of you will also
           BLIND you now. 5 lions jump through hoops rather than 3.
Colonel: 2600HP; 3000z for winning. More than one Colonel's Army drone summoned.
         He'll do the same thing his EX/SP forms does - throws some blue thing at
         you. If it hits, you're in for DEEP pain. He also shoots out more
         missiles here.

If you beat all the RV Navis, you can go back over to where we fought Forte SP
earlier to fight him again. There's no REAL point to all of this, aside from
having all the WWW Navis and Forte gathered in one place. Once you beat an RV
Navi, his tombstone will go silent again. Plug-out and plug-in again to re-fight
the RV Navis. Note that only Rock can take part in the Forte SP rematch. If you're
using a Link Navi, beat all the RV Navis, and go up the ramp expecting to try
punking the Black Shadow with Killerman or something, you're outta luck. After
beating Forte BX, you'll get HIM as a random encounter in Graveyard 2, though
(with G-Beast SP in Graveyard 1) so just wander a bit and you might get (un)lucky.

Now then. The last 'new' fight you can do... is Greiga SP. And to get to him, you
need: All chips. All PAs. And Forte SP owned. After all of that, go back to where
you usually face him.

Greiga SP has a whopping 4000HP. He jumps around MUCH faster than regular-flavor
Greiga does, making him even HARDER to hit. The tail cannon doesn't just stick
to the middle column - that thing'll hit ALL your columns. His double-claw/
floating head attack destroys chips and negates any PAs you may have lined up
and ready to use. He isn't affected by Poison Seed's poison panels, either, for
some reason. If I may - Carry some Black Bombs. With Heat Cross active, that's
300 damage a pop. And you can load three into your folder. So that's almost a
fourth of his total HP right there.

For beating Greiga SP, you get something special added after the ending footage.
You'll see Cross and his Link Navi friends dash and cross each other, first
showing the normal Cross, then the Cross Beast forms. You then see Rock with
Greiga behind him, fusing into G-Beast form. Juuka-Rock is joined by the five
Cross Beasts and you get the words "Thank You For Playing!!" along with a cool
set of poses.

 ________________________________________________
/ V:    Virus Battler                - [VBatl] /
----------------------------------------------

Sorry this is at the end of the post-game stuff, all. But honestly, I never really
liked the Virus Battler, thought it was a tedious pain in the ass to collect
viruses, etc etc etc.

Anyway... The Virus Battler is what it sounds like - it lets you fight viruses
against OTHER viruses. The catch here is that to USE a virus, you first must
COLLECT a virus. Here, I'll explain.

In classroom 1-2 at school, a Navi will sell you the [Battler Card] for 2000z.
After this, you'll start running into specialized groups of viruses. Say, just
for example, you'll run into two normal colored Metools, then a third, differently
colored one. All these special viruses seem to have 'Rare' in their names. There's
also a 'Rare [virus] 2' that shows up - basically just for the third version of
chips and stuff.

Anyway. Once you run afoul of these special virus groups - and they're random...
and about as rare as you'd imagine - you 'get' the virus for use in the Virus
Battler games.

Each virus on your Battle Card comes with HP, AT, and MB listings. HP is obvious -
the virus' hit points. AT is its attack power. And MB is how much space it takes
up. You can only load 50MB of data per battle. So if you load a 30MB virus (they
come in 10MB, 20MB, 30MB, and 40MB flavors) you cannot load a second 30MB virus -
only 10MB and 20MB ones. Got it? You can only load two viruses total, however.
It doesn't matter if both only are 10MB viruses - you can't have more than that.

You'll want to find viruses with both good HP and AT. Your viruses' HP will be
tallied together, as will the enemies'. Your job is to strategically position
YOUR viruses so that they can do the max damage to the enemies while keeping out
of trouble themselves. It sounds a LOT easier than it is. Obviously, you'll want
to sit around more dangerous areas, hoping to find the best viruses for your
cause.

You can get into actual battles by going to five spots. There are five levels of
Virus Battling. The first is in the robotic dog outside of Asuta Land. Head NE
after plugging in to find a cool, colored Program-kun. Talk to him to get started.
Once you select your viruses, you must place them - this is important due to
how the viruses all behave. After you finish placing, the battle begins. And you
just sorta watch on as things unfold. Note that the Custom Gauge is once again
a timer of sorts. You can Draw.

==============
Virus Battle 1
==============
Location: Robo Dog Outside Asuta Land

Fight 1: Metool + Gunner     = 100HP
Fight 2: Chanpuru + Darusuto = 140HP
Fight 3: Metool + Darusuto   = 120HP

Prize 1: Air Wheel 1 F
Prize 2: 2 Bug Frags
Prize 3: 500z

==============
Virus Battle 2
==============
Location: Those cyllinder vending machine things near the statue at Seaside Town

Fight 1: Aaboruboui (2)      = 140HP
Fight 2: Quaker + Senbon     = 160HP
Fight 3: Senbon + Onifutode  = 140HP
Fight 4: Aaboruboui + Quaker = 150HP
Fight 5: Senbon + Onifutode  = 140HP

Prize 1: Kawarimi R
Prize 2: 4 Bug Frags
Prize 3: 700z

==============
Virus Battle 3
==============
Location: Electric chair in Green Town's jail

Fight 1: Hanihou + Arman     = 230HP
Fight 2: Hanihou + Morikyuu  = 230HP
Fight 3: Bomb Corn (2)       = 280HP
Fight 4: Hanihou + Bomb Corn = 270HP
Fight 5: Bomb Corn + Arman   = 240HP

Prize 1: Deathmatch L
Prize 2: 6 Bug Frags
Prize 3: 1500z

==============
Virus Battle 4
==============
Location: The air tanks inside the building at Sky Town.

Fight 1: Zeropurein + Paruforon = 260HP
Fight 2: Kyatakku + Paruforon   = 250HP
Fight 3: Kyatakku (2)           = 260HP
Fight 4: Zeropurein (2)         = 280HP
Fight 5: Paruforon (2)          = 240HP
Fight 6: Kyatakku (2)           = 260HP
Fight 7: Zeropurein + Kyatakku  = 270HP
Fight 8: Kyatakku (2)           = 280HP
Fight 9: Zeropurein + Paruforon = 260HP
Fight 10: Paruforon (2)         = 240HP

Prize 1: Fuujin Racket *
Prize 2: 8 Bug Frags
Prize 3: 2000z

==============
Virus Battle 5
==============
Location: Central Area 1, the floating platform (Betcha wondered what that thing
was used for, huh?)

Fight 1: Swordin + Sunaamu         = 220HP
Fight 2: Metool + Nightmare        = 140HP
Fight 3: Asashinmeka + Killers Eye = 280HP
Fight 4: Kyatakku + Tsuboryuu      = 330HP
Fight 5: Paruforon + Hanihou       = 250HP
Fight 6: Arman + Zeopurein         = 240HP
Fight 7: Dorudaara + Darubaana     = 230HP
Fight 8: Gurasan + Quaker          = 180HP
Fight 9: Chanpuru + Aabaruboui     = 130HP
Fight 10: Metool + Blastman        = 440HP

Prize 1: Django V3
Prize 2: 10 Bug Frags
Prize 3: 3000z

Now for some selective notes: Wander Green 2 until you get the Arman set. Those
are the viruses that give you the Iron Shell battle chips. Those things are VERY
good to have, as they have a fair invincibility period. If you're fighting Hanihou
viruses, for instance, and this is the setup:

[_][_][_][_][_][V] <-- V for Vict-- er...Virus

[_][_][A][_][_][V] <-- Stick Arman there

It won't completely avoid the bees, but you won't take hardly anything from 'em,
so it's a moot point. If, for some reason, your Arman can't reach a Hanihou due
to broken panels, make your two attackers go after the other virus exclusively.
Hanihou tends not to attack if you leave it the hell alone. This goes for a
number of things - it's sometimes easier to focus your attack on just one of
the two enemies - their HP is combined, remember - you only need to attack one
to lower the total. You don't have to try and 'delete' the viruses. Play around
with the viruses, see which ones you like. Personally, I like them dang Air Raid
viruses a fair amount, too. Senbon's pretty useful at times.

Thanks go to Aegean Knight on the TUS forums for providing me with the HP info
for the 4th and 5th Rounds. I have to admit not being quite good enough to get
past the early 4th set. Stupid Pulse virus things.

================================================
= Section 05: Chip Library           - [Chips] =
================================================

Standard Class Chips
====================

001: Cannon
002: High Cannon
003: Mega Cannon
004: Air Shot
005: Vulcan 1
006: Vulcan 2
007: Vulcan 3
008: Super Vulcan
009: Spread Gun 1
010: Spread Gun 2
011: Spread Gun 3
012: Senshahou 1
013: Senshahou 2
014: Senshahou 3
015: Gun Del Sol 1
016: Gun Del Sol 2
017: Gun Del Sol 3
018: Yoyo
019: Hell's Burner 1
020: Hell's Burner 2
021: Hell's Burner 3
022: Wide Shot
023: Train Arrow 1
024: Train Arrow 2
025: Train Arrow 3
026: Bubble Star 1
027: Bubble Star 2
028: Bubble Star 3
029: Thunderball
030: Doll Thunder 1
031: Doll Thunder 2
032: Doll Thunder 3
033: Elec Pulse 1
034: Elec Pulse 2
035: Elec Pulse 3
036: Corn Shot 1
037: Corn Shot 2
038: Corn Shot 3
039: Risky Honey 1
040: Risky Honey 2
041: Risky Honey 3
042: Rolling Log 1
043: Rolling Log 2
044: Rolling Log 3
045: Iron Shell 1
046: Iron Shell 2
047: Iron Shell 3
048: Aura Head 1
049: Aura Head 2
050: Aura Head 3
051: Air Hockey
052: Drill Arm
053: Tornado
054: Noise Storm
055: Machinegun 1
056: Machinegun 2
057: Machinegun 3
058: Minibomb
059: Big Bomb
060: Energy Bomb
061: Mega Energy Bomb
062: Flash Bomb 1
063: Flash Bomb 2
064: Flash Bomb 3
065: Black Bomb
066: Bug Bomb
067: Grass Seed
068: Ice Seed
069: Poison Seed
070: Sword
071: Wide Sword
072: Long Sword
073: Wide Blade
074: Long Blade
075: Flame Sword
076: Aqua Sword
077: Elec Sword
078: Bamboo Sword
079: Fuujin Racket
080: Fumikomizan
081: Variable Sword
082: Neo Variable
083: Engetsu Kunai
084: Murasama Blade
085: Machine Sword
086: Element Sword
087: Assassin Sword
088: Crack Shoot
089: Double Shoot
090: Triple Shoot
091: Reflect Met 1
092: Reflect Met 2
093: Reflect Met 3
094: Wave Arm 1
095: Wave Arm 2
096: Wave Arm 3
097: Sand Warm 1
098: Sand Warm 2
099: Sand Warm 3
100: Summon Black 1
101: Summon Black 2
102: Summon Black 3
103: Common Snake
104: Number Ball
105: Fire Punch 1
106: Fire Punch 2
107: Fire Punch 3
108: Burn Square 1
109: Burn Square 2
110: Burn Square 3
111: Ryuuseigun
112: Aqua Needle 1
113: Aqua Needle 2
114: Aqua Needle 3
115: Blizzard Ball
116: Killer Sensor 1
117: Killer Sensor 2
118: Killer Sensor 3
119: Boomerang
120: High Boomerang
121: Mega Boomerang
122: Bamboo Lance
123: Heat Dragon
124: Elec Dragon
125: Aqua Dragon
126: Wood Dragon
127: Golem Punch 1
128: Golem Punch 2
129: Golem Punch 3
130: Justice One
131: Air Wheel 1
132: Air Wheel 2
133: Air Wheel 3
134: Toppuu
135: Suikomi
136: Magnum
137: Circle Gun
138: Stone Cube
139: Little Boiler 1
140: Little Boiler 2
141: Little Boiler 3
142: Air Raid 1
143: Air Raid 2
144: Air Raid 3
145: Count Bomb 1
146: Count Bomb 2
147: Count Bomb 3
148: Stealth Mine
149: Ouenka
150: Discord
151: Tinpani
152: Silence
153: Waraningyou
154: Guardian
155: Poison Anubis
156: Recovery +10
157: Recovery +30
158: Recovery +50
159: Recovery +80
160: Recovery +120
161: Recovery +150
162: Recovery +200
163: Recovery +300
164: Panel Steal
165: Area Steal
166: Steal Banish
167: Steal Revenge
168: Panel Return
169: Deathmatch
170: Holy Panel
171: Sanctuary
172: Coming Load
173: Going Load
174: Heavy Gauge
175: Quick Gauge
176: Full Custom
177: Buster Up
178: Bug Shuusei
179: Invisible
180: Barrier
181: Barrier 100
182: Barrier 200
183: Bubble Wrap
184: Dream Aura
185: Magne Coil
186: Colonel Army
187: Element Wrap
188: Navi Scout
189: Kawarimi
190: Shirahadori
191: Bad Medicine
192: White Capsule
193: Uninstall
194: Copy Damage
195: Life Synchro
196: Attack +10
197: Attack +30
198: Navi +20
199: Color Point
200: Double Point

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