Hey all, welcome to my Walkthrough on a game called Mega Man Battle Network 5: Double Team. I really hope that by the end of this process this walkthrough will be just as good, if not better, than anything else that you would have previously read. TABLE OF CONTENTS Section 1: Legal Section 2: Opening Section 3: Differences Section 4: Souls Section 5: Folder Building Section M: Mini Games Section 6: Walkthrough Section 7: Chip List Section 8: Secret Area Section 9: Bosses Section 10: Closing Section 1: LEGAL You may by no means what-so-ever copy this and claim this as your own. This includes but is not limited to copying and claiming as your own, selling it, hosting it on your own site without written permission, ect. You are allowed to copy it for personal use, but no selling. All folders that were contributed are credited beside the folder. All TradeMarks to their respective publishers. CopyRight 2007 EJR Section 2: OPENING MMBN5: DT is a great game, you can get it cheap practically at any good game store, and on top of that you are getting both games for the price of one. Now that doesn't mean that it's the best, but it still is a great deal in my opinion when a seperate GBA game is still worth that much and more. With that, you also have access to a bounty of features that many wouldn't normally be able to access. Having the stylus from the DS makes Menus that much easier to navigate, and you'll find after a bit that you wouldn't have it any other way. It can get allittle confusing at times, but with a bit of memorization you can get past that and more. One thing to note is that the DS game gives you access to hear the voices of the characters, only a couple, but it still is a nice bonus to those that like it. To me, it can get annoying, but that's my opinion. To each his own. DT also gives players the ability to fight a souped up form of Bass, as well as the Bass sould and Sun Soul. It really doesn't affect the game play that much, but it is nice. Also, some previously unabtainable chips in the previous game that could only be obtained by cheating are now aviable. So in recap, here's the extras that you'll be getting in the DS version ~More Chips ~More Souls ~Bass ~Both Games ~Easier Menus ~Voices ~Navi Transfer Section 3: DIFFERENCES Well, being that there are two games in this set, there are bound to be differences that could possibly spring up from each one to keep things fresh and for people to buy both games. I will describe each difference like so: Game Name Effect With this, please note that I am free to change it as I please. Also note that I will be descibing these things pretty quickly, so keep up :P. MAIN DIFFERENCES Game: Both Name: Chips Effect: Depending on your game, you will be recieving a set amount of different chips. Something very interesting to notice is the fact that although you may be getting the same chips in some places, the codes on those chips may be different. For example, in TC an Mark Cannon comes in the S code usually, while in TP it comes in the K code. Why they did this, I don't know. What I do know is that they did do this on purpose as if you had the ability to get seach chips that easily in the S code, it would be the perfect combo for an insane seach soul folder. Game: Both Name: Dark Chips Effect: Depending on your game, whether it be TP or TC, you may find defferent dark chips. Not may, will :P. The dark chips you find will depend upon the bosses you face, and will be directly effecting the souls that you have the ability to recieve. On that note, let's go into the next point. Game: Both Name: Souls Effect: Depending on the game you are playing, you will have the ability to obtain different souls. This is obviously the selling point of this game, as if you want to play as all of the souls you'll shell out the extra money to buy the other copy. This game changes that though, as you have both games on the same copy :P. That's what I like about double team; it's a cheap alternative to what others may expect. I personally found TP's souls to be better, as they just appealed more to me than anything else. It's still your choice though, I just prefer a more strategic approach to my battling. That's for another faq though :P. Game: TC Name: Bosses Effect: The following bosses are TC exclusive: Colonel, Numberman, Shadowman, Tomahawkman, Knightman, Roll. The weaker of the bunch in my opinion, as they just don't have the power of attacks to back themselves up. They are hard to use generally , and they just don't make for good combos. On a side note, Shadow Souls dark soul has a sick effect that's just plain out awesome. Game: TP Name: Bosses Effect: The following bosses are TP exclusive: Protoman, Meddy, Gyroman, Napalman, Searchman, Magnetman. All are much better than anything else. Searchman is broken as a soul, and the same goes for Napalm in just regular navi form if you are good enough. Game: Both Name: Bosses Effect: Depending on your game, you will be fighting different bosses. These bosses are generally your future team mates, and to be quiet honest it's really fun. Game: Both Name: Story Effect: Depending on your game, you may or may not get a better story. Particularly in TC's case, you get a better ending that goes to a much better extent when explaining things at the end. I personally found TP's people to be out of place at a lot of the areas, and it's a shame. Colonel is just a much better leader as a whole that definitely makes it much better in the end. Game: Both Name: Giga Chips Effect: Depending on your game once again, you will be getting a different set of Giga chips that will either make or break your folder. Well.........no, but it still makes it much better in the long run for TC players in my opinion as they get the better BASS chip. Game: Both Name: Difficulty Effect: In my opinion, the bosses in TC are actually harder. I found Colonel to actually be much harder than Protoman, and the same holds true for many of the other bosses. Game: Both Name: Item Locations Effect: Both games hold different item locations and holdings as you go through the game. Both are decent, just scattered. Game: Both Name: Dealers Effect: The net dealers will hold different chips depending on your game, and I think that it really is important to keep this in mind when you are choosing this. Not only is one version better than the other in this respect, but they also hold better combos that take some of the chips in one version as opposed to another. Game: Both Name: Folder Building Effect: Well, this is probably the biggest thing in importance on this list, as if you like to build your folders you will definitely be watching out for this. TP has better access is my opinion, especially in terms of having more fun in the long run with your construction. MINISCUAL DIFFERENCES Game: Both Name: Asthetics Effect: Depending on your game, mega will look different in some poses as well as having different things happen. Also, items in Lan's room will be different, some being exactly the same as the other game aside from location. Game: Both Name: Friends Effect: Some small dialouge differences are present within the game, see if you can spot them ;). Section 4: SOULS Section 1: Overview While both games have the advantages and disadvantages, each one can truly shine as long as a good, sound basis is taken when you are battling. Above all else, a soul can't save you in battle. People have devloped strategies on ow to run your clock, and to that effect you can also counter them back as long as you have some special programs in your navi cust. In total, this game offers you 12 souls. Now, in each game you have access to 6. And no, you can't transfer either. Some say protos' better, and others say colonel's better, but it's mainly based on preference. I won't be going over everything that each soul will do, but I will give you a basic outlook. Some of the info was taken from the instruction manual, but it was just basic sould names. Team of Protos Proto Soul Type: Sword Type Charge Buster: Wide Sword Chip Charge: Step Strike Basically this soul is what it was last game, with some minor tweeks in my opinion. The little bit of lag that was in the last game was removed. Step Strike is risky, but it is extremely rewarding if you can get a groove on. Remember to use that awesome double damage that you'll get from the step strike in some key sword chips such as katana, moonblade, ect. Pas such as lifesword can't be doubled. Dark Chip: DarkSword This chip is your standard life sword, and to be quiet honest you can easiy win a battle if you abuse this. It has the same radious, same damage, and same basically everything as the renowned PA. XXXXXX XXMXMX=Positioning XXXXXX Magnet Soul Type: Electric Charge Buster: Magnet Pull Chip Charge: Thunder Ball Well, it gives double power to electric chips, and the pull back effect is nice when you think about it in the long run. It is an easy set up for some Pas as well. Make sure to abuse your sword chips with this, as to be quiet honest you can score some easy hits that you wouldn't be able to otherwise get. You also get the ability to walk on magnet panels freely thanks to this soul. With the handy magnet stage, you can really screw with your opponents. Dark Chip: Dark Thunder A standard slow moving thunder ball that does big damage. The paralyzing effect is brutal if used right. XXXXXX XXMEXX=Positioning XXXXXX Gyro Soul Type: Wind Charge Buster: Wind Funnel Chip Charge: Bomb Drop Basic soul that is great for walking on broken panels. On a side note, this soul is probably one of the better ones of this game due to the awesome buster charge. Depending on where you are positioned on the field, your wind funnel will either do more or less damage. I believe that the father you are from the enemy, it will do more damage. It can easily be broken though, as the it is stunning. Just watch that you don't miss, as if you do your stuck in the animation until it is finished. Dark Chip: Dark Tornado Kills on contact, although it really doesn't do that :P. It will do a ton of damage, normally enough to kill if you get in all of the hits. Make sure not to miss though, as your screwed if you do. XXXXXX XXMFFF=Positioning XXXXXX Napalm Soul Type: Fire Charge Buster: None Chip Charge: Napalm Bomb Well, the regular buster is absolutely insane in terms of usefulness, as it can easily do soo much damage at higher levels. I personally don't like the buster charge, but that's just me. The chip charge is slow and very hard to hit with, but with just the right positioning you could possibly do massive fire damage that can really smoke the opponents with a little bit of work. A blk bomb makes this a sure hit if you can land it. Grass doubles the damage. Dark Chip: Dark Bomb Same as the regular blk bomb. XXXXXX XXMXXX=Positioning XXXXXX Search Soul Type: Cursor Charge Buster: Seach Snipe Chip Charge: ? This soul is probably the best soul to ever come about in this game. Not only is it absolutely broken in terms of all out usefulness, but it also can massacre people who are hiding in invis. Definitely should be used if possible. The custom screen function is extremely useful due to it's ability to pull pas quickly, and I suggest that you use it fully every turn. This and number soul are probably the better Pa souls, as with them you can virtually pull things with a bit of luck. Be careful of the buster, as if you miss, you are stuck for the rest of the animation until he stops shooting. Dark Seach: Basically just puts some cross hairs up that you have to manually place, much like his chip. By row-locking you can really stop an opponent in his or her tracks. Making them an easy kill. Medi Soul Type: Recovery Charge Buster: Capsul Bomb Chip Charge: Effect Well, this soul is the basis for quiet a few folders, and I like it very much due to that. It does partially depend on luck though, so keep that in mind. Paralyze, stun, blind, ect. are some of the many effects that this soul will hold over time. The capsule bomb is very hard to place, much like that of Number soul, so good luck with that if you want quick damage. By putting effects on chips though you can really make people cry; especially with a meteors chip. Dark Chip: Dark Recover Simple enough to really play with your oppoenets. Without the bad effect, there are virtually no drawbacks to this chip. An easy 1000 hp to recover is quiet a large amount of HP for your oppenet to have to kill again. XXXXXX XXMXXB XXXXXX Team of Colonels Colonel Soul Type: Summon Charge Buster: Slash Cross Charge Chip: Obstacle Decent soul, I didn't use it much though. Make sure above all else to be very careful with the charge shot as it can be hard to place. One rule of thumb is to rely mainly on obstacles with this as well as a really good folder. I have yet to see a folder make use of this. Dark Chip: Dark Well, this can really be brutal under the right circumstances, still not good enough to feasibly use though. XXXBXX XXMXBX=Positioning XXXBXX Knight Soul Type: Break Charge Buster: Royal Wrecking Ball Chip Charge: Don't know how to descibe it :P. Well, it's iron defense is excellent for blocking damage, it's just that its buster really doesn't do that much for it in terms of usefulness. Still, it rocks if you want to stall. Be very careful with the starting swing time of the charge shot, as it can take a very long time. Also, piercing moves will hur if you don't practive caution in most of your propositions. A very good chip to use with this any stunning chips, as they can hold people in place while you wail away. You do move slower as well, so definitely watch out for that as it can hurt. On sand panals you basically are a slug. Dark Chip: Dark Crusher Well, still stinks, just like the buster. XXXXXX XXMBXX XXXXXX Shadow Soul Type: Invisible Charge Buster: Long Sword Chip Charge: Back Stab Great soul for quick damage, as long sword can catch people off guard who like to camp in the middle row, as well as that sweet back stab ability. Backstab can be used to your advantage with some aqua panals as it can slow them down while you take them out. If I were you, I'd work on fixing people quickly, as this soul isn't meant for more than a few rounds. Dark Chip: Dark Invis Possibly the mopst broken dark chip to ever hit this game, as it can virtually kill on contact. It puts you in beserk mode, so really take advantage of that when using this. XXXXXX XXMBBX XXXXXX Tomahawk Soul Type: Wood Charge Buster: Great Axe Charge Chip: Leaf Well, great axe is useless, as it's to slow to use. Still, the grass heal is nice. Watch out for that huge time wait when using the buster as you are practically a sitting duck for like 3 seconds. That is a ton of time when fighting, so please be careful. Grass heal won't save you when you keep getting killed. Really watch out for the bad fire type moves that will kill you in a hit if you are unlucky enough to be on the recieving end. Dark Chip: Dark Lance A suped up lance, great for getting people in range of your buster or other sword chips that you may want to use. XXXXXB XXMXXB XXXXXB Number Soul Type: Digital Plus Charge Buster: Dice Bomb Chip Charge: Plus Nice for the ability on the custom screen, just stinks in everything else under the sun. The dice bomb takes too long to explode, and the damage that it does is way to little to really make a difference. Remember, just use this for the custom screen and nothing else. On a posative note, you do have access to a nice attack boost. Dark Chip: Dark Plus Broken when used with the awesome might of supervulcan. 60+30+10+10 +12 hits=death. XXXXXX XXMXXB XXXXXX Toad Soul Type: Water Charge Buster: Musical Note Chip Charge: Auqua Ah, decent for fun. The stun is really nice to take into consideration as it can really hamper people and stop them from attacking for a bit. Make sure to avoid elec as it can really take you out quickly without some decent protection. Dark Chip: Dark Note Baiscally a weak musical note. Section 4: FOLDER BUILDING You can practically get through the game with practically anything as long as you practice a good amount of common sense. It's when the post game rolls in that you have a problem. I suggest that you just use a folder with the S code, as that's easy enough to mantian with a bit of work. If you have a folder that you'd like to have featured in this section, I'll start a thread on the board that you can post it in. You'll get credit if I accept it. B_Flizard Name: S-Crusher (not very imaginative, but hey. there's an S-Slasher, so why not S-Crusher?) Folder: CactBal2 S CactBal2 S CannBall * Sword S WideSwrd S LongSwrd S Katana1 S AirHoc S AirHoc S AirHoc S Boomer * Lance * BoyBomb1 S RockCube * PnlRetrn * Geddon1 * SloGauge * SloGauge * Attck+10 * ColorPt * FullCust * SerchMan S ShadeMan S ShadeManSP S (got from liberation, so only 140 dmg) LarkMan S (hard to aim but fun anyway) DeltaRay Z DarkInvis * DarkPlus * Souls: Colonel version: Tomahawk, Number, Colonel, Knight, NumberChaos, ShadowChaos Protoman version: Serch, Proto Description: a fun folder all-round. the only chip which can stall it at all is DeltaRay, really. and that doesn't matter because you can use the Atk+ chips with it. note that FullCust can be exchanged for JustcOne J because Knightsoul can charge it for double damage. that makes 560. ow. Xanoe_rules TP only Thunder * x3 Custvolt2 C x4 SpShake2 C x4 Silence * x2 Invis* x4 CrsShld2 C x4 Fastgauge* x1 (preset) AntiDmg C/* x3 CosmomanSP C x1 ColonelSP C x1 CloudmanSP C x11 CrossDiv C x1 DarkThnd M x1 (3 filler chips, preferably seaseed*) Souls: Protoman: Magnet Chaos souls: Magnet A magnet soul folder. Go into magnet soul as fast as possible and start charging elec chips. The defense is Invis, CrsShld2, AntiDamage, and Silence. Since Custvolt2 is at max power with about half of a gauge, fastgauge shouldn't hinder you. The Navi chips and Cross Divide are support damage. DarkThnd is for chaos unison. P.S. This folder was made for BCM, that's why there are only 3 Mega chips. If you're not in BCM you can add any two Mega chips if you want. P.P.S. For this folder to stay as is and stay a Magnet soul folder, it must be converted from a GBA cartridge of Colonel version. P.P.P.S. It is unconfirmed as of yet if Custvolt2's damage is doubled from charging it. I will check within a few days. Creator Name: Mercury_Wing's Folder Name: Firing Squad V3 Theme: Hide behind a constant defense. then wipe out the opponent with a souped-up Navi. Contents: -4 Invis * -4 Mark Cannon 1 S -3 Area Grab S -3 Fanfare * -3 Air Shot * -3 Barrier * -3 Navi +20 * -1 Fast Gauge * (preset) -1 Double Point * -1 Attack +30 -1 Search Man S -1 Search Man SP S -1 Full Custom * -1 Bass F Souls: Gyro, Search Overview: Look on the BN4 boards for the predeccessors of this folder, Machine Gun Squad and Machine Gun Squad V2. The aim of this folder is to camp on a Navi and some boosters. If Gyro Soul shows up and wants to double the power of Bass, even better. For defense, you have Invis, Barrier, and Fanfare. For speed, you have Fast Gauge, Full Custom, and the ever-popular Search Soul. As a result, surviving until you can pull off the combo shouldn't be a problem. Added to that, Search Man has a button command that lets you breaks the foe's chips (stop cursor with A+B instead of just A). But beware: since you can't count on getting Full Synch and you have limited boosters, you have no permission to miss with this folder. No pressure. Pros: -Search Man pierces Invis, breaks chips, multi-hits, stops time to let you aim...I wonder why he isn't more popular. -10 defense chips. You shouldn't take much damage. -Despite camping on chips, you have Fast Gauge, Full Custom, and Search Soul. Waiting isn't too big of a problem. Cons: -No permission to miss. -Breaking an Aura will take you forever. -Blinder is your absolute worst enemy. -Okay, I know why Search Man isn't more popular. Aiming Search Man SP isn't particularly easy and it takes practice. Uber_Forte Name: Uber_Forte Folder:Ssssssurprise 1Django SP D 1 Air Hoc S 1 Side Bubble 1 S 2 Area Grab S 1 Life Sync S 1 Super Vulcan S 1 Shademan S 1 Geddon3 V 1 Dark Sword Z 2 Air Shot * 2 Spreader * 1 Sea Seed * 1 Panel Return * Regular'd 1 Fast Gauge/Slow Gauge* (Depends on strategy) 2 Buster Up * 3 Invisible * 1 Shademan SP S 1 Anti Elec */Dark Thunder ?(Depends on Strategy) 4 Attack +10's 1 Color Point * 1 Full Custom * Prefered Soul: Search, Gyro Possible Soul: Magnet Chaos Soul: Chaos Proto Desciption: Strategy 1:(CHAOS PROTO ATTACK!!!!) One Area Grab, ONE LITTLE AREA GRAB! is all you need to kill the enemy, just have Chaos Proto Soul and Area grab, and your enemy is doomed. You could get atleast 1 charge shot in this, but this strategy needs Slow Gauge over Fast Gauge, and Slow Gauge should probably have multipuls (replaced by full cust and buster up), for better results. Strategy 2:(Silent Seacher) Take out Search Soul and an Invisible. While being invisible, snipe the enemy down. This strategy doesn't really need any Gauge chips, by the way, and just Search Snipe the enemy. Each time the custom screen comes up, use a Invis, also, if you want, replace Full Custom with an Invis. Strategy 3:(From Wind to crazy Shademan >>) So, get out the following chips in the following order with Gyro Soul, the turn after you Soul Unify with Gyro(both Area Grabs should be used with the turn the Unison was performed). Air Shot, Color Point, Shademan, Attack +10, Attack +10. I know, hard to get, but you can use Search Soul, then use Search Shuffle until you get the chips, and regular an Attack +10 to save you the trouble to get it. Anyways, hit the enemy with the Air Shot to get the propellers started. Then the color point, then use Shademan when your enemy is in range. Then booom! 440 Damage, and I know it's not a lot. Don't rub it in, meanies. >.< Strategy 2 does a lot better than this. Could also use Shademan SP. Strategy 4:(The Riskey Magnet) Go Magnet soul with Anti Elec (Search Soul before recommended, Anti Elec can be replaced by Dark Thunder in this Strategy), and get out a Sea Seed. Use the Magnet charge shot to completely kill your enemy on the front row. Sea Seed makes it faster, too. You gotta be really fast for this. If not, you're dead. You could win fast, but die fast too. Pros (Strategy 1) +Beat your enemy up bad with a Life Sword ranged attack. +Enjoy the good look. +400 Damage a pop, 1200 damage in 3 charges. And if your enemy's still alive, BOOM goes the buster. Cons +Winds mess this strategy good. +So do Fast Gauges and Full Customs +If you're row locked, pwnt. >> Pros(Strategy 2) +Only thing that can hurt you is Searchman and Shademan. Stay in the back row. >> OK? + No need to aim anymore! + Good Finisher Cons(Strategy 2) +If the enemy knows the key to Shademan SP/DS's paralyzing trick, you're done. +Not good to start with +Full Custom is mean to this strategy Pros(Strategy 3) +Full Custom finally helps. +Good damage if you know the confuse code for Shademan SP +Same except with Paralyze. +Use it at the last second and do it again without Air Shot if you used Shademan and have Shademan SP, Paralyze and Air Hoc. Cons(Strategy 3) +Only two turns to use it. >> +Not very strong +You're gambling if you don't use Search Soul. Pros(Strategy 4) +Use the paralyzing Magnet Soul effect to make it easier. >> +Killing people with this is fun. Would be funner with Dark Thunder. +Sea Seed slows the enemy down. Making it easier. Cons +I've never tried this with Dark Thunder. >> Dark Thunder should be used with Slow Gauges +I dunno, doesn't like wood? SECTION M: MINI GAMES Table of Contents Opening 100 Warrior Wacking Mini Game Cross Linking Games MMBN5 Navi Games Closing Legal There are quiet a few mini games when you are talking about a game of this calibar, and I think that it is important to go over them and help you get through them with the best point totals possible. Some of mini games require you to actually beat them to get past the game, but others will be taking a little bit less to get through. I suggest that you play through them at least once, just to get the feel of them at least, and then go for the score. If anything at all, don't get flustered when playing them, as if you do you'll be guaranteed to fail. Go into them with a level head, and then go from there. 100 WARRIOR WACKING MINI GAME If you've completed the game, probably the most remembered moment for you in terms of difficulty was not the final boss, but the mini game that took place at approximitaly half way through the game. You all know what I'm talking about, THE 100 WARRIOR WACKING MINI GAME! Yep, probably the most asked question on the message boards besides can you rate my folder is how to beat this mini game. It's a shame really, as most of the guides and walkthroughs really don't give any advice at all for this, and because of that people wander onto the boards creating spam that could otherwise be avoided. I'm here to finally end this problem once and for all, and hopefully by the end of this faq you will know how to beat this mini game without having to post the same darn message as every other person has posted on this board at one point or another. Please, if you are having problems with this mini game, take a moment to read this faq first before spamming up the boards. Since the game can be played on multiple systems and on multiple formats, the first obvious thing to try and tackle is the explain which system would prove most beneficial to your defeating of this mini game. TABLE OF CONTENTS Section 1: Explanation of the Mini Game Section 2: Pros and Cons of the Systems When Playing This Section 3: Controls Section 4: Strategy For GBA Systems Section 5: Strategy For DS Systems Section 6: Closing SECTION 1: EXPLANATION OF THE MINI GAME Well, the after hearing so many things relating to this as you go through the message boards, you're bound to have a feeling of dread when you finally get around to playing this game. Worst part is, you can't skip it either. It's a main event in the game that has to be accomplished if you want to clear the story. Anyway, this alone makes many people throw their systems out the window, so I'm going to try and prevent that :P. Getting back on subject, probably the first thing that I could say to you would be to get everything that you've heard about the mini game in the past out of your head. One of the worst things that you can possibly do to yourself is getting a mentality in your head that will make you preform horribly when it comes time to play it. I remember when I first started playing this game. I heard about it, and because I stupidly took in all of the threats and such that everyone was aying about this, I hoestly didn't preform well. On my first go, I spent a full TWO DARN HOURS FROM HECK trying to beat this, and to be quiet honest I regret every last minute of it. At the end of those two hours, I finally beat it, and I happily went on with this game. It wasn't until I got DT a couple of months ago did this darn mini game from heck pop up on my screen again. I freaked out, mainly because the thoughts of my failure on the first go around were looming on my concenious. Needless to say, after a wopping hour I finally got it done. It noteably didn't take me as long, but that was because I had already played it. Here's a short explanation of it: You(Lan) are placed on a cross shaped platform such as this: - - - ------L------ - - - As you can see, you are placed in the middle of it, and it's up to you to ward off 100 warriors as they come charging towards you. Problem is that the systems have a serious problem in the form of lag, and because of that you will be making obvious mistakes that you could have other wise not made if the lag wasn't there. This leads to a few questions in my head, mainly in the form of why the heck did they do this if they new that the lag was there? Did they bother to even play the darn game? Well, anyway, the warriors will come to you in waves of 10-30 depending on how far you have proceeded into the mini game. Often coming in groups of two or three, it's up to you to wack them away with a type of wooden sword. It will often look like this: - W W ----WWW-L--WWW---- - W W As you can see, it's really not in your favor in terms of victory, so it will be in your best bet to pick off the ones that are coming towards you in the most important matter as possible. Strategy is for later, now is time for explaining. By warding off 100 of these things, you pass and can proceed. Each round takes about 2 minutes to complete depending on how often you lose or what-not. It can take a long time if you keep getting into the 80s and lossing. There are several waves of each of these things, and they'll be marked by the color of their jackets as they are passing you. Honestly, the later you are in the game, they fater they'll be coming towards you. It's basic common practice to preform an order of importance check. They normally come in waves of 3-4 at a time in the end, and if you score a hit with the MIDDLE of your stick, you can take out several at a time. SECTION 2: PROS AND CONS OF SYSTEMS Being that there are several systems that this game can be played on, I decided to go over a short section that will go over the pros and cons of each system that you will be playing. Ranging from the DS to the old GBA, I'll be slowly going over them. GBA PROS: Best lag free controls, best buttons. Cons: Dark Screen Well, this is honestly the best system to play the mini game on, mainly because of the buttons and the control pad. After experimenting with each system, ths is the best hands down. The only real problem is the screen as it may be dark and make you miss one. Playing in a well lit area fixes this. GBA SP PROS: Light screen Cons: Somewhat difficult lag to deal with, hard control stick. The screen is the only good part of this system, the buttons are hideous in terms of quality in this game. DS PROS: Decent Buttons, Good Screen Cons: Hideous Control Pad Stay away from this system when playing this game, as it really is horrible with almost everything. Use the lite if you're playing double team. DS LITE PROS: Decent Buttons, Excellent Screen Cons: Horrible Control Stick Well, the screen is the best you are going to get if you are playing this, so take advantage of that and use it. SECTION 3: CONTROLS Here are the controls for the MINI GAME A: Wack B: Nothing +: Move Lan around in a directional motion. Start: Nothing L+R: Nothing ------------------------ - R-Nothing Nothing-L- - Nothing-B - - Wacking Button-A -======GBA - - - - --- Control - ------------------------ SECTION 4: GBA STRATEGY Get a regular GBA and prepare to tackle this. After many hours, here is what I came up with for strategies for GBA systems. STRAT 1 Okay, your first order of bussiness is going to be to align yourself with the first dummy that is coming around. Get a hang of hitting them with the middle of the stick this way they bounce. If you mess up , this is the place to do it as you still haven't placed a large amount of time yet into it. Once you get a hang of hitting them with the middle of the stick, it's time to start letting the increase in speed. I say that because it's imperative that you take the time to learn their movements, whether it be restarting on purpose this way you can learn to get the middle of the stick, or just plain out wanting to retry. Starting to learn these things now is important as if you don't learn how to get a hang of it on the slowest enemies, then you won't want to do it later. Once you get a hang of it, it's time to start getting your tactics in place. I suggest you run a three-four scheme in terms of getting yourself in place, as it really works. EXAMPLE - - -___________This is the area to watch out for. - -----L----- -___________This is the area to watch out for. - - - Those two points that I mapped out are probably the worst points of the bunch as they have a tendancy of speeding up at the last second, and that can really mess you up. Your first impression would be to get Lan facing towards the nearest enemy, well you'd be wrong if you did that. Your main thing to do would be to make Lan face towards the two problem areas the most, as the lag that can occur will make you miss those areas. Once an enemy gets to close, whack it away. If you followed the advice I gave to you in the first paragraph, you'd see that it is in your best interest to face the opposite directions. With practice, you can make him turn at the most proficient angle this way he gets them on the middle of the stick. That's important, if you get them at the middle of the stick you can take out several at once; that's beneficial to us if you know what I mean. Once they start getting faster, it will be more important to get yourself in position a little bit ealier. Towards the high 80s, it becomes important to prioritize your moves. EXAMPLE W W W - ---WWL-WW-- - W W W Now you may think that that is impossible, but it's not. You see that one that has the Ws closest to Lan? That's the one you have to hit first. Hit it with thye middle of the blade! This is probably the one biggest choke point of the challenge, as if you get past this it's clear sailing. You see those three sets? Turn at the precise angle OF THE TOP ONE. Hit it with the middle of the blade and immediately move to the back. If you did it right, you'll arrive just in time to hit them with the middle of the blade. This wouldn't be possible if you didn't bother to use the top one, as the + pad moves better to the bottom. Because of that, you can nail it. So many have failed at that one choke point, so don't mess up like I did hundreds of times. STRAT 2 This strat will be for people using an SP, as this is the harder one to exicute if you can't feasibly do the first one. In this strat, you will be employing a certain measure of prediction when you are playing as that is what this basically is. This is probably the longer of the two methods as well, mainly because you have to deal with the stupid fact of memorizing the patterns of which they'll be coming. It took me approximately and hour to get it down, and it will take you almost the same. I'm not sure if it's true for every game, but from what I saw they basically followed the same pattern over and over again. I can't say from memory what they wer exactly, but here's a rough diagram of the toughest parts of each set. FIRST SET EXAMPLE - W W - - WW-----L-W-----W- - - W - In my opinion, that's the toughest you'll have to deal with on the first set, as it just keeps coming and coming. The second set that you'll be facing is a little more difficult, but still pretty slow. One thing to watch out for is the lunging of the bottom one that I'l' mark. SECOND SET EXAMPLE W - - --W---L-W---W W----------------BIG IMPORTANCE - W That's the one right there that will be probably the worst of your concerns, mainly because you'll be too busy playing with the other one. If possible, hit it with the middle of the stick to get the one behind it right dead on. The other point of interest are the three spots on the ends. They all look the same, but the one on the top is the one to pick off first. Then take the eastern one, then finally the South one. The third round is categorized by a big increase in speed, mainly towards the eastern and western parts of the stadium. THIRD SET EXAMPLE - W - WWW---L--WWW- W - - You see that one right to the top? That one may not look like much of a problem, but it lunges. Take out the bottom one, and head directly to that one. You seriously won't regret it. The next order of importance is the one tot e right. It will come first, so your one chance of hitting it and getting a combo is really important. If you miss it, your done. There's absolutely no way in heaven you're going to make it out of that in one peace if you miss that. Score a combo and wait for the next set to break out. FOURTH SET EXAMPLE W W - --WWW-L----WW - W W This is the killer. They aren't the fastest, but they are the worst of the bunch. You have to get a combo on the first one in the western set. I can't tell you enough that if you hit that, then the first part of your worries is up. Take the one ON THE BOTTOM next, as they will lunge quicker than the other ones. You again have to score a combo to keep your self alive. The top ones are next, followed by a followed by a quick beat down of the last two on the east. FIFTH SET EXAMPLE - W W WWW---L---WWW W W - This is it, if you beat these then you beat them. You HAVE TO SCORE COMBOS ON THIS ONE. The other ones could still be beaten if you had enough speed in your fingers. This one doesn't. You have to get them on the middle of your bat. The first two on the north and south are probably the worst of the bunch, but they all are bad. You get a SLIGHT break in between their two hits, so please pay attention to that and smack 'em while you can. The final two on the sides should be taken out with combos. SECTION 6: STRATEGY FOR DS SYSTEM Double team players will have a problem with the lack of quality button presses and the fact that lag is killer to you. You have to kill them quickly and effectively. Follow STRAT 2 with the DS, or take this method that I'm about to show you. STRAT ONE Okay, this strat is a little different because it entails you using your DS in a wierd manner. You have to slightly tilt it in the palm of your hand to get the effect that I am about to tell you. If you notice on most lights and few regualr Ds', there is a litle bit of space in your control pad. By tilting your system, you can seriously make the controls a bit easier to handle. EXAMPLE ---------------- - - - - ---------------- (15% TILT) - - - - ---------------- Once that is done, the lag that is in the contol pad will cease, and you can effectively follow the plans that I told you before. The one big problem with this is that you have to get used to the angle in which you are holding your DS, so please take some time to just sit with it. Proceed as before. CLOSING Well, I hoped you learned a bunch off of what I taught you, and this will hopefully solve your problems. I put a ton of time and work into this, so please, appreciate it :P. CROSS LINKING GAMES With the inclusion of the 100 warrior wacking mini game, there is an off shoot of it that can take place if you do something important first Honestly, these games are of the same root of the aformentioned game, and it should be played similiarly to them at best. The Warrior game will be explained in the next section, but in this section I will hopefully be going over some other strategies that will help you get through it. TABLE OF CONTENTS SECTION 1: Opening SECTION 2: Controls SECTION 3: Strategies Section 4: Closing SECTION 1: OPENING If any of you have ever played a Solar Boy Dianjo game, then you know that it is mainly based on vampire killing and such. Since it is from the same developer, it was only natural that they'd include it. Capcom is known for their long running ideas of including roots from previous games in order to push other games and treat fans, so in my eyes it's always a nice treat that many can enjoy. This game follows in their roots, making Lan hit bats instead of dummies. There are a total of roughly 1000, and depending on how many you wack you'll recieve a certain number of points that can ultimately help you buy extra chips that follow in the roots of the Dianjo games. Here is a list of the chips to the best of my knowledge: Dianjo Otenko Solar Gun Those chips are powered more in the sun light, but since the game doesn't have any kind of solar sensor like that of the Dianjo games, you have to be outside in order for them to activate and work to their maximum potential. I think that they do have their weaknesses, and because of that you have to be very careful. As said before, the games work much like that of the other game, and because of that it plays like it. Problem is that there is a much more fluent role of them in it, upwards of 1,000. If you wish to actually complete it, you will have to follow the strategy that I am laying out meticulously. SECTION 2: CONTROLS A: Wack B: Nothing Start: Pause Select: Nothing L+R: Nothing Control Pad: Move Land -------------------- -R L- - - - B - - A - - - - Start - -------------------- SECTION 3: STRATEGY There are two strategies when playing this game, and it revolves around a good amount of luck, as once you start getting into the higher numbers fatigue sets in and you really have to be careful not to lose your attention. Here is what I'd do. First, look at this area: - - - ------L------ - - - There are a good amount of tiles that can make these bats come in, and since they do move pretty fast, you really have to be careful not to mess up when it starts to wear on you. I like to think of it as a fast mooving tile board that can slowly close in on you as it gets toward the end. It's in your main interest to slowly pick off the opposition, much like that of the original game that you played during the main game. Follow the strategy for the warrior game and you'll be golden. SECTION 4: Navi Games In the end of your area, you'll eventually get a computer that will hold the other navis. In that computer, you can get them. It's not really that much of a game, but it really can be fun with the different navi tyles that pop up. I made up a game that you can play for fun, and it goes like this. TABLE OF CONTENTS OPENING EXAMPLES ON GAMES EXAMPLE --------------- - - - NAVI 1 - - - - - --------------- --------------- - - - NAVI 2 - - - - - --------------- Now the main goal of this game is much like that of a much anticipated guessing game, and you and a friend can slowly take turns picking a navi and having the other person guess what it is. You cover the top screen, and make the other person guess. After that, if you continue to keep missing them, you can then ask your friend to give you a couple of clues. Once you get it right, you can then pick another navi. This can actually become a fun game if you have enough people guessing continuously in a rioting session. Also, it's normally fun to then take those navis and fight with them against a certain type of virus. You can have the same chip folder as the other person, and the first guy to kill in the least amount of time wins. As a handy cap, here are the rules. RULES NO PAs NO NAVI CHIPS JUST A FOLDER Once you do that, find a tough virus that you think you and your friend will have a tough time fighting. Once you fight it, see who has the faster time! FINAL SECTION CLOSING Well, hoped this helped, and I hoped you all liked my desciptions :P. Section 5: Walkthrough Part 1 Well, you start the game as usual in Lan's house. Pick up the PET from his stand and head down stairs. It seems as though your mom needs you to give something to someone. You know what to do. Go to your comp and jack in with the button on the screen. It's easy enough to do that throughout the game. You'll hear them talk, and you'll appear on the net as Mega. Fight the three tutorial battles . If you need help with them, trade the game back right now. After that's finished, go to the net and start picking up some of the data that's around. Green mystery data isn't that rare, and you normally won't get much from it until the later parts of the game. Blue mystery data is better, and will on occasion contain some nice items for your pleasure. Hp memories are extremely important, as they will be of help later on. Purple mystery data requires an unlocker to open, which can be purchased basically anywhere. The items are generally much better in them. Continue to go about the net until you get to the navi in ACDC 2 if I remember correctly. Give it the item, then jack out. It seems as though your father wants you and your friends to come to SCILAB for a surprise. Gather your friends, first finding Mayl in her house, Yia in the big mansion, and Dex towards the North Eastern part of the map. Once they say there peace, it's time for you to go to the lab. Your father starts speaking, and it seems as though you need some sort of item to get into his comp. Go to the side of his desk in the outcropping of the room, and get it. A cutscene will occur that leaves your friends without navis and your father stolen. You wake up in your house, and fortunately for you you remained untouched. A problem occurs in SCILAB, and you must go to quell it. Make you way over to scilab, and head into the building. Once inside, jack into the first comp over to your left as you walk in. Inside a mystery data will reside for your takings. Go up the steps and jack into the big computer. You are now in the SciLab security system, an easy dungeon that you should be able to easily get through. If you are reading this though, you obviously need a bit of help. Go around the path until you reach your first letter grid. Solve it by placing the letters in the correct order. The helpful NPC close to the puzzle will give you a clue as to the final outcome of it. Basically, there are a bunch of letters in order from left to right. They are obviously mixed up, and it's up to you to find the correct order. You have a certain amount of tries before you fail and have to fight a virus.