Megaman Star Force 3 Boss FAQ, by BlackSpyro_33. Version History: v1.3: Corrected a few spelling mistakes and the like. Added some more insight to Taurus Fire, Acid Ace, Dread Joker, Apollo Flame and Sirius. Also added a small few notes at the Boss V3 locations and Acid Ace BB/Dread Joker RR's triggering method. Till next time! V1.2: Added Acid Ace BB/Dread Joker RR's triggering method! Fully tested! V1.1: Fixed a few gimmicks and added Locations of Omega Bosses under their explanation. V1.0.: Just started. First version has every Boss' Ability and Ability listed, as well as their different versions' HP and Attack values. Added Locations and started the FAQ. Table of Contents. 1) Bosses. 1 Spade Magnes [Bo01] 2 Taurus Fire [Bo02] 3 Diamond Ice [Bo03] 4 Club Strong [Bo04] 5 Dark Phantom [Bo05] 6 Queen Virgo [Bo06] 7 Acid Ace [Bo07] 8 Rogue [Bo08] 9 Jack Corvus [Bo09] 10 Dread Joker [Bo10] 11 Crimson Dragon [Bo11] 12 Wolf Woods [Bo12] 13 Cygnus Wing [Bo13] 14 Moon Destroyer [Bo14] 15 Apollo Flame [Bo15] 16 Sirius [Bo16] 2) Boss Locations. 1 Boss Versions 2. [BV2] 2 Boss Versions 3. [BV3] 3 Boss Versions R. [BVR] 4 Boss Versions Special. [BVSP] 3) FAQ. 4) Contact Info & Closing Statements. Note: The format this guide presents is as follows: ---------------------------------------------------------------------- Boss Nš. Boss Name. (Silly Quote) [Search Header] HP: Amount of hit points for V1/V2/V3/R/Omega/BB/RR/Sigma. Abilities: Particular abilities the boss has, including brief descriptions if Ability is not common. Attacks: All the attacks the Boss has. Type of damage dealt by attack, Amount of damage dealt by V1/V2/V3/R/Omega/BB/RR/Sigma. Strategy: My strategy to fight the boss. ---------------------------------------------------------------------- With that in mind, hit Ctrl + F and input the Search Header of the Boss you want to read about. Example: Hit Ctrl + F and input [Bo07], then hit Enter to jump to Acid Ace. Note that for any boss that presents a dash (-) means that either it doesn't exist, or I have yet to encounter them behaving that way. Rogue for example has never used Rogue Break against me as V1. Additionally, since Acid Ace does not have a formal V2 you can 'choose' to fight, I'm replacing it with Acid Illegal or A.K.A. Acid Ace B, and thus his annotations will have a B next to them. Legend: BB: For Acid Ace BB. RR: For Dread Joker RR. S: For Sigma. Z: For Rogue Z. ZZ: For Rogue ZZ. SP: For Crimson Dragon SP. ---------------------------------------------------------------------- Section 1: Bosses. 1. Spade Magnes. (YUP!) [Bo01] HP: 400/800/1400/2000/2800 Abilities: Elec Body, Float Shoes, Air Shoes. Immune 'cept to Break when he's in Rocket form. Attacks: - Side Rockets: As Spade Magnes warps around, twin rockets appear from the enemy side on the column he's not on and travel down to MegaMan. Black Missiles leave a small Gravity Field which inflicts Gravity if you step on it. White ones deal Elec Damage, Black ones deal Elec damage with Gravity effect. 10/30/120/150/300 How to Avoid: Shield, Dodge or Destroy. - Rocket Launch: Spade Magnes goes Transformer and turns into a big rocket, propelling himself down the column he transformed on all the way down. Deals Elec and Break damage. 25/60/200/250/400 How to Avoid: Dodge. - Rocket Launch 2: After executing Rocket Launch, the panel where MegaMan is standing will flash red, and few moments afterwards Spade Magnes' rocket form will shoot through, cracking the panel if it hits. If not, the panel will become a hole. Deals Elec and Break damage. -/60/200/250/400 How to Avoid: Dodge. - Magnetic Slash: Spade Magnes warps in front of MegaMan and creates a strong magnetic field which inflicts Gravity on you. Shortly afterwards he slashes twice with his huge swords. It is possible to get hit only once if you're standing on either side if Magnes is in the middle. Deals Elec and Sword damage. 15/30/100/150/200 How to Avoid: Dodge (If possible) or Shield. Strategy: This is one of the easiest bosses you will ever encounter in the game. Why? He's almost painfully easy to counter. Simply dodge his Missiles for a while (Guarding takes up your time to move), after warping twice, he'll use Rocket Charge, and as he's transforming into a rocket you can score a sweet Counter, stun him and get a sweet battle card to add to the round. Repeat this all along until he's down, and make sure you guard when he uses Magnetic Slash. Additionally, his Rockets can be destroyed, but if your Wizard Equiment's Attack statistic sucks, I suggest you stick to dodging. 2. Taurus Fire. (Mmmrrrgh!) [Bo02] HP: 600/1000/2500/3200/3800 Abilities: Fire Body, Super Armor. Attacks: - Fire Breath: Taurus Fire stands a couple panels away from MegaMan and covers the field in flames. Deals Fire damage. 20/40/150/250/300 How to Avoid: Shield. - Ground Pummel: Taurus Fire stands in front of MegaMan, charges his punch up and slams his fist onto the floor. Deals Break damage. 25/50/200/300/350 How to Avoid: Dodge. - Taurus Tackle: Taurus Fire prepares to charge from a few panels away and then slams himself down the column he's standing on. Deals Fire and Break damage. 25/50/200/300/350 How to Avoid: Dodge. - Anger Eruption: Taurus Fire flashes red and goes into a Ground Pummel frenzy, slamming at everywhere in the field randomly, one panel per warp and creating a pillar of fire to shoot up where he hits. This lasts for a while so be careful and keep on the move constantly. Deals Fire and Break damage. -/80/250/300/350 How to Avoid: Dodge or Stun him. Strategy: Another easy boss until he gains Anger Eruption. He can easily be countered in the midst of any of his attacks except for the desperado one. Just stay on the offencive, and make burgers out of him. Additionally, using a Divide Line completely cuts off Taurus Fire's arsenal. Fire Breath drops into the holes, Ground Pummel hits nothing, Taurus Tackle stops at the edges and Anger Eruption suffers from the same as Ground Pummel. Also... Wide Waves are your friends! 3. Diamond Ice. (With this body... *Flash*) [Bo03] HP: 700/1100/1800/2500/3000 Abilities: Water Body. Moving Diamond Shields. Attacks: - Diamond Rush: Two large ice blocks that constantly hover around the field are at Diamond Ice's command, and she will send them down the columns to hit MegaMan. They also provide cover for her, and will only shatter if you use a Break-attributed Card. Deals Water damage. 20/40/150/180/250 How to Avoid: Dodge or Shield. - Diamond Swipe: Same as Diamond Rush, but the ice blocks swipe horizontally. Deals Water damage. 20/40/150/180/250 How to Avoid: Dodge or Destroy. - Diamond Dust: Diamond Ice copycats Shiva and summons a snowstorm that covers an area of aproximately this shape: 30/60/180/200/300    It turns all of the affected panels into Ice Panels. Deals Water damage. How to Avoid: Dodge or Shield. - Ice Hammer: Diamond Ice appears one panel away from MegaMan (Always if MegaMan becomes frozen) and swings down an enormous hammer that deals high damage. Deals Break damage. 50/80/150/200/300 How to Avoid: Dodge. Strategy: Careful when Mega-Attacking her, since the annoying dancing ice blocks tend to get on your way and thus hit you before you can strike, not to mention they can stop ranged attacks as they also get in the way. A good strategy is to bring in Plasma Guns or Elec Swords (If you have them) to paralyze and deal double damage to her at the same time. Tip: As she begins to dance to execute Diamond Rush/Swipe, she's completely open to Counter attacks. Make use of those chances, but don't forget to shield to avoid the ice-blocks from hitting you! Also, remember that after Diamond Dust, any water attack, including the aforementioned ones, will freeze you if you're stepping on the ice panels, and that means she'll rush to smash you with her hammer! Just keep on the offencive, as always, and kick her frosty butt. 4. Club Strong. (He's a Strong Wizard!) [Bo04] HP: 1000/1400/2400/3000/3600 Abilities: Wood Body (Recovers HP when stepping on Grass Panels), Super Armor. Grass Panel format with movement. (Wood Tower) Attacks: - Wood Tower: If you loved WoodMan from the BN series, you'll absolutely love this one, or maybe hate him. As Club Strong jumps around, thick wood spikes will surge from the ground and go down the columns (They don't turn to MegaMan's direction) where Club Strong landed. Additionally, if the grass panels around Club Strong were burned or anything, there's a chance that upon landing, more grass panels will appear under him. Deals Grass damage. 30/50/150/180/250 How to Avoid: Dodge or Shield. - Club Smash: That's right. Club Strong raises his enormous club like a caveman and proceeds to smash in front of MegaMan. This can happen in front or a panel away from MegaMan. Deals Grass and Break damage. 50/100/200/300/400 How to Avoid: Dodge. - Strong Swing: Club Strong warps in front of MegaMan and begins a flurry of Club Smashes in front of him. The pattern is a simple  and , so you can easily predict how to avoid it. Deals Grass and Break damage. 50/100/200/300/400 How to Avoid: Dodge. - Swing Storm: Club Strong rears back and then swings his club, creating three tornados that travel down on each column. If they are created on Grass panels they are twice the size of the white tornados and they are green colored. White Tornados deal Wind damage. 40/60/180/250/350 Green Tornados deal Wind and Grass damage. 70/90/250/350/450 How to Avoid: Dodge or Shield. - Leeching Seeds: Club Storm stands on the middle panel all the way back to his area and begins spitting bouncing seeds towards you. You can destroy them, but be careful if they touch you, as vines will come out of them and start absorbing HP for Club Strong. Deals 4 Grass damage hits. 10/20/30/40/60 How to Avoid: Dodge or Destroy. Strategy: His pattern is to Wood Tower -> Rest -> Wood Tower -> Rest -> Club Smash. When he Club Smashes, he's perfectly open for a sweet counter. There isn't any science in fighting this big guy, just bring quick-hitting cards like BuzzSaws or Bushidos and you'll hand this guy's butt on a plate in no time! Fire Slash will make short work of him if you have it, too. 5. Dark Phantom. (Why won't you follow my script?!) [Bo05] HP: 900/1400/1700/2100/2700 Abilities: Vanish (While warping, he slowly dematerializes), Float Shoes, Air Shoes. Attacks: - Ground Claw: Independant from Dark Phantom, a purple hole will sometimes appear on the ground in front of MegaMan and try to take a swipe at him. 50/120/200/220/300 How to Avoid: Dodge or Shield. - Shadow Stick: Dark Phantom warps in front of MegaMan and smashes downwards with his lame stick. 40/90/180/220/250 How to Avoid: Dodge or Shield. - Phantom Claw: Dark Phantom floats a few panels away from MegaMan and releases a huge dark claw that comes out from his mid-section all the way down the column. Pierces Invisible. 50/120/200/220/300 How to Avoid: Dodge or Shield. - Black Tempest: Dark Phantom warps in the middle panel just in front of MegaMan's area and begins spinning, deals 5 hits. 15/25/35/50/100 How to Avoid: Shield. Strategy: Dark Phantom's a pushover. Nearly all of his attacks are easily predictable much like his previous version in Star Force 2. All you gotta do is to wait until he attempts to Shadow Stick you or Black Tempest, and a well-placed Mega Attack will stun him good. Careful when trying to Invis here, because Phantom Claw can eliminate it. 6. Queen Virgo. (Kyahahaha!) [Bo06] HP: 1200/1600/2000/2900/3400 Abilities: Water Body. Attacks: - Sticky Rain: Unfairly as it seems, Queen Virgo gets to use one of the most useful cards made for SF. She lifts her rod a bit and makes it rain on random locations at the field. Deals Water damage. 50/100/150/200/250 How to Avoid: Dodge or Shield. - Counter Force: Queen Virgo erects a field of blue energy while you attack (usually against long-range attacks like the buster) and if anything hits the barrier, a blue Grand Wave is launched at you in retaliation. Deals Water damage (I think). 50/100/150/200/250 How to Avoid: Dodge or Shield. - Hydro Dragon: Queen Virgo stands at one of her corners and spins her rod fast, before slamming it on the floor, from where a dragon made of water comes out and starts to zig-zag across the battlefield. Note that you cannot dodge nor guard from this attack, but some buster shots at the dragon's head will make it dissipate. Deals 4 Water damage hits and inflicts Bubble. 20/30/40/60/70 How to Avoid: Destroy. - Holy Light: Queen Virgo descends in front of MegaMan's middle panel while some shiny objects start spinning around her, this attack may Blind you, but I'm not sure. Deals four hits total. 30/40/50/80/120 How to Avoid: Shield. - Summon Jack: Queen Virgo disappears and Jack Corvus employs Corvus Dive, dealing Break and Fire damage. Version damage corresponds to version damage of Corvus Dive. Strategy: Just before she uses Sticky Rain, the panels will begin to flash red. Cue for moving? NO! Cue for counter-attack! Get your FlashStrikes and Elec Slashes ready, because her d'erriere's gonna hurt tonight! Just make sure that each time she slams the rod on the floor, you'll have to move quick to hit Hydro Dragon's head to stop it, or else you'll be damaged AND bubbled. Pace yourself if you're going for ranged attacks, for she can counter with Counter Force and annoy the heck out of you. Play it nice though, with the current setup, she'll go down in no time! 7. Acid Ace (...That's what Heroes say, right?) [Bo07] HP: 800/B1200/2000/2400/BB3500 Abilities: Be extremely fast and annoying. Attacks: - Battle Card Use: Acid Ace will charge up his 'buster' and then randomly shoot one of these attacks: -- Buzzsaw: Uses Buzzsaw battle card from a corner. Deals Sword damage. 40/B70/180/250/BB300 How to Avoid: Shield or Hit. -- Grand Wave: Uses Grand Wave battle card which can turn once. 40/B70/180/250/BB300 How to Avoid: Dodge or Shield. -- Dancing Fire: Uses Dancing Fire battle card in front of MegaMan. Deals Fire damage. 40/B70/180/250/BB300 How to Avoid: Dodge or Shield. -- Wide Wave: Uses Wide Wave battle card from far middle panel. Deals Water damage. 40/B70/180/250/BB300 How to Avoid: Shield. -- Squall: Uses Squall battle card from one panel away of MegaMan. Deals Wood and Wind multi-hit damage. -/-/30/40/BB50 How to Avoid: Dodge or Shield. -- Stealth Lazer: Shoots stealth lasers from pistol. Deals 3 Elec invis-pierce damage hits. 10/B20/50/80/BB100 How to Avoid: Dodge or Shield. - Lock-On Sword: Red Lock-On appears on MegaMan and Acid Ace warps in front of him, slashing once or twice with his sword and breaking the panel it's used on. Deals Sword and Break damage. 60/B80/150/200/BB350 How to Avoid: Dodge. - Wing Blade: Acid Ace appears far back in the same column as MegaMan and spreads his wings, before charging down. Acid Ace hits panels adjacent to his trajectory, and if you're on his way, you can't Shield him. Deals Break damage if body-contact is made. -/B100/300/400/BB?450 How to Avoid: Dodge or Shield while standing on an adjacent path. - Crimson Laser: Acid Ace's chest shoot out two humongous red lasers that engulf the entire battlefield, dealing multi-hit damage. Pierces Invis. -/-/-/50/BB60 How to Avoid: Shield. Strategy: He moves fast, and he acts out like some super-hero, but you can take on him, especially if you can status ail him. Stun is your friend, and countering can be a hassle, but so far the easiest cues I've gotten from him are when he's about to employ Wing Blade and just as the Red Lock-On appears on you, slash with a sword! You'll get a Counter in just fine! He can be really annoying with Battle Card Use, since he can knock any noise out of its Vibrant Noise form, but keep perseverating and you'll get 'im! I find him extremely easy to card-barrage him if you're able to score with Double Eater + Diagonal Lock combo while using Mega Boost. Most bosses are susceptible to this strategy, but still, Acid Ace can sometimes stop most of your attacks when you're about to Mega-Attack him. 8. Rogue. (Shut up, Laplace.) [Bo08] HP: 1000/1400/1800/Z2500/ZZ4000 Abilities: Mu-Rejection (Each time he moves to a different location, a 1HP invisible barrier covers him, take care of it with buster), Null-Lock (Crushes Lock-On if fixated on him for more than half a second). Version 1 does not have Mu-Rejection nor Null-Lock. Attacks: - Punch & Kick: Rogue charges up a punch in front of MegaMan and combos three punches, finishing with a backflip kick. Deals 3 hits Break damage with the kick. 10/20/30/Z60/ZZ80 How to Avoid: Shield first three blows and then Dodge, or Dodge directly. - Mu Fist: Rogue charges up a cell away from MegaMan and his fist glows purple, when he punches, purple fists start raining down on every column. If it hits, you enter Panic status. 40/50/60/Z120/ZZ130 How to Avoid: Dodge or Shield. - Multi-Slash: Rogue slashes a panel away of MegaMan in Axe range, if it hits, it deals six hits of Sword damage. 10/20/30/Z50/ZZ70 How to Avoid: Shield. - Multi-Wave: Rogue uppercuts the air and jets purple groundwaves down the columns. -/100/120/Z250/ZZ350 How to Avoid: Dodge or Shield. - Rogue Break: Rogue will momentarily disappear from the screen and two panels in front of MegaMan will flash red. A second or so later Rogue will come down and smash Laplace on the ground, causing a geyser of energy to erupt, which cracks the affected panels. Deals Break and Sword damage. -/120/160/Z300/ZZ450 - Indie Rage: Rogue disappears and uses Spin Blade twice from both sides, then MegaMan's area plus the area in front of him flash red finishing with Rogue executing a brutal Rogue Break on the targeted panels. Deals Sword damage with Spin Blade and Break and Sword damage with Rogue Break. Rogue Break part deals the same as Rogue Break. -/-/-/Z100/ZZ150 How to Avoid: Dodge. Strategy: Rogue is a fast warper, and his Mu Rejection activates each new turn, so you should make sure to fire at least a buster round before starting your Card barrage. Rogue is fairly easy to counter, especially just before he's about to Multi-Slash or Rogue Break. Also, never use Auto-Lock on him, as your Lock On will blow up if it fixates on him for more than half a second idle. The trick I use to counter him on Rogue Break is to wait until the panels flash red, breathe in quickly, set lock on and the moment you see Rogue's legs, press A to unleash your card attack. It never fails for me, and the more you counter Rogue, the better for you! 9. Jack Corvus. (Hey, Little-Mega!) [Bo09] HP: 1400/1800/2200/3100/3600 Abilities: Fire Body, Gravity Body (Not sure on this one), Float Shoes, Air Shoes. Attacks: - Fire Spirits: Jack Corvus swats one of his wings up and summons projectiles in the form of purple wisps that turn into crow claws that fly down on columns. Deals Fire damage. 50/80/150/200/300 How to Avoid: Dodge, Shield or Destroy. - Claw Attack: Jack Corvus turns his wings into semi-scythes and charges up before each swipe he takes at you. Deals Fire damage and inflicts HP Bug. 60/100/200/250/300 How to Avoid: Dodge or Shield. - Corvus Dive: Jack Corvus disappears from the screen momentarily, and then sweeps down on a range similar to Diamond Dust. Deals Fire and Break damage. 90/150/250/300/400 How to Avoid: Dodge. - Wicked Flame: Jack Corvus hovers in the middle of the field and starts hurling fireballs over to your area of movement, each time creating a small pillar of flames that lasts a little while, walking on the pillar damages the same as if you receive the hit directly. Deals Fire damage. 60/100/200/250/300 - Summon Queen Tia: Jack Corvus disappears and Queen Virgo employs Hydro Dragon from a corner, dealing Water damage and inflicting Bubble. Version damage corresponds to version damage of Hydro Dragon. How to Avoid: Dodge or Shield. Strategy: Jack will keep flying up to avoid your attacks, but that doesn't mean he'll Corvus Dive all the time, however, if you time it right and you stand at the center panel when all the panels flash red and slash with a sword at the very moment he appears on the screen, you'll counter him effective. Just make sure to stun him, and his annoyance level will drop a great deal! A nice strategy is to use ChainBubble followed by an Elec Card (Elec Sword cue here), which will reduce his HPs fast. Also, don't waste time trying to destroy the Fire Spirits, they fly faster than most projectiles you know of and your buster won't be able to keep up, therefore it's best to evade. 10. Dread Joker (Jokey.) [Bo10] HP: 1600/2000/2300/2800/RR4000 Abilities: Be serious. Attacks: - Giganto Punch: Dread Joker slams the floor with his fist, causing two of his trademark Giganto Buildings appear around the field, with at least one of those always surfacing on your side. Deals Break damage. If you get hit by Dread Joker's punch, you'll take the same damage amount and type of damage as if a Giganto Building hit you. 60/100/150/200/RR300 How to Avoid: Dodge. - Dread Swing: Dread Joker appears in front of MegaMan and swings at him with his oversized arm and spins around, before dealing a crushing blow to the floor. Deals two hits. Inflicts Panic. 50/70/100/150/RR200 How to Avoid: Shield and/or Dodge. - Milli Kick: Dread Joker charges up and then warps in front of MegaMan, executing the Milli Kick attack. Deals multi-damage. 15/20/35/40/RR45 How to Avoid: Shield and/or Dodge. - Destroy Missile: Dread Joker sports a buster-gun and starts to send off a barrage of small rockets that deal little damage, but it makes for it as it doesn't make you flinch and their quantities are overwhelming. Note that if you dodge, the Missiles will still rain down the column where MegaMan is currenlty standing at. Quantity and fire-rate depend on version. 10/10/10/10/RR10 How to Avoid: Shield and/or Dodge, or Destroy. - Break Time Bomb: Dread Joker charges up and summons a Break Time Bomb. Deals Break damage. 100/200/300/400/RR500 - Dread Lazer: Dread Joker charges up and fires a gigantic red beam that covers the entire field, cracking panels and piercing invisible. Deals multi-hit damage and inflicts HP Bug. -/10/30/50/RR70 How to Avoid: Shield. Strategy: He's easy. Don't make his stature fool you, he's a joke, in every sense of the word. Each time he's about to Giganto Punch, he's wide open for a sword counter. If you've a fast-hitting Wizard Equip, you can easily take care of Destroy Missile without even having to move. The Giganto Buildings can be taken care of with Break type cards, and remember. Each time he's about to make an attack, he briefly charges, that's cue for your quick-hitting cards or multi-hitting (Vulcan and AirSpread come to mind) cards to abuse his slow movement. Having trouble with Destroy Missile? Okay. Let me explain the various ways of getting around him. 1) Invisible. Really, doesn't get any easier than this. 2) Abuse the fact his Giganto Buildings will absorb a few of the rockets before disappearing, or else, use Dread Joker, any version, and hide behind the Giganto Building he sports. That will protect you since your Giganto Buildings can only be destroyed by your own attacks. Any obstacle will help, though. 3) Super Armor. You aren't Taurus or you haven't enough LP to equip it? Farm for Warrior Soul. The HP Bug is meaningless. 4) This is the toughest method when you're not planning to do any of the above, but it works for me: First move to a corner, left or right. Shield for a second as the barrage is coming down on your column, then move to the opposite corner and shield for a second again. Repeat until the barrage stops. This is the toughest method to avoid Dread Joker's missiles because you need a very good reflex time. 11. Crimson Dragon. (Rawr.) [Bo11] HP: 2500/SP4500/S6000 Abilities: Super Armor, Head Regenerate (Even when both heads are gone, the single one will re-appear after some time). Attacks when One-Headed: - Noise Rockets: Rockets randomly appear in front of Crimson Dragon and then travel down the column. Be careful, big rockets deal Break damage and ocassionally elemental damage. You can tell them apart via colors. 60/SP200/S300 How to Avoid: Shield, Dodge or Destroy. - Dragon Maw: Crimson Dragon's long neck stretches forwards and he takes a bite across the middle column. Deals Break damage. 100/SP300/S400 How to Avoid: Dodge. - Head Blast: Crimson Dragon roars and his head disappear, before both black and red begin showering everywhere on the field, randomly sporting fire towers. Deals Fire damage. 120/SP400/S500 How to Avoid: Dodge or Shield. - Dragon Claws: Crimson Dragon's claws begin swiping at MegaMan's area, the first three blows are dealt with one claw, thus covering only one panel, but then he does three more blows with both claws. Deals Break damage. 80/SP250/S350 How to Avoid: Dodge or Shield. - Noise Storm: Crimson Dragon's head vanishes and his wings flap hard, sending off a powerful wave of Noise that deals five hits. 20/SP40/S60 How to Avoid: Shield. - Crimson Meteor: Crimson Dragon breathes high density Crimson all over the field. Not sure, but I think it pierces Invisible. Take note that the waves can be stopped from advancing if you shoot at them constantly. 200/SP400/S600 How to avoid: Shield or Hit. Attacks when Two-Headed: - Noise Rockets: Same as before. 60/SP200/S300 How to Avoid: Same as before. - Twin Dragon Maw: Same as Dragon Maw, but instead of attacking the middle column, the heads chomp down the sides. Deals Break damage. 100/SP300/S400 How to Avoid: Stay on center panel. - Head Blast: Same as before. 120/SP400/S500 How to Avoid: Same as before. - Dragon Claws: Same as before. 80/SP250/S350 How to Avoid: Same as before. - Twin Noise Storm: Same as Noise Storm, but one head first covers its column and the middle, and then the other one does the same, thus always leaving one column unaffected. 20/SP40/S60 How to Avoid: Same as before. - Twin Crimson Meteor: Same as Crimson Meteor, but if one of the heads is gone, then only half of the field will be covered. 200/SP400/S600 How to Avoid: Same as before. Strategy: Okay, big bad boss. It looks so cool. It roars so loud. I'd like to have him as a pet, but not with King inside, so let's beat him out of the draggy! Be prepared to fight the annoyance of the Noise Rockets constantly filling the battle field and stopping your attacks. Our goal is to hit Crimson Dragon's head so it splits in two and reveals his golden core inside, where he takes damage if you attack him. Your main purpose when he's got two heads is to ravage his core and build Noise Level so that you 1) Are able to Finalize so your elemental weakness disappears and 2) Can hit him despite flinching. I recommend taking some time to gather Sword Fighter Cards or Bushidos, they work expectacularly. Something to note here is that you may destroy the twin heads after they separate from the original one, thus denting Crimson Dragon's aresenal of attacks for a moment, so equip that K. Knuckle you got at the Meteor Server, and don't waste your precious card attacks to divide the head! My prime suggestion is that you build a folder with lots of high-hitting, easy-to-manage, neutral, non-dimming cards and that you give MegaMan lots of HP, Undershirt and if possible (And affordable), Super Armor. Invisible in this battle, despite a few attacks that get rid of it, is your friend so don't be afraid of bringing one or two along. Once Crimson Dragon is defeated, you'll see a custscene, and refight Crimson Dragon as your Finalized Form, plus Crimson Dragon will begin the fight with a whoopin' 8000 HP. Don't worry though, you need to stall and buy time for three rounds, and as scripted, at the third round you'll receive your respective Noise Force Big Bang for your Finalized form. Note how it doesn't display damage. Just use it :3 Congrats on beating the game if you did! Sit back and enjoy the ending. Now let's go over the 'optional' bosses of the game! 12. Wolf Woods. (My blood's boilin') [Bo12] HP: 1200/1600/2000/2600/3200 Abilities: Wood Body (Recovers HP on Grass Panels). Attacks: - Wolf Slash: Wolf Woods appears in front of MegaMan and takes a horizontal swipe at him with a WideSword range. Deals Wood and Sword damage. 40/100/160/250/300 How to Avoid: Dodge or Shield. - Wolf Hack: Wolf Woods appears in front of MegaMan and claws an upward Hack. Deals Wood and Sword damage. 40/100/160/250/300 How to Avoid: Dodge or Shield. Note: Wolf Woods can jump in front of you and perform Slash and Hack in succession. - Shock Claw: Wolf Woods slashes at a random location on the field, sending a sonic-boom with wide-sword range down the column he fired it. Deals Wood and Sword damage. 40/100/160/250/300 How to Avoid: Dodge or Shield. - Howlin' Hounds: Wolf Woods howls, attracting a pack of cyber wolves that bounce across the battlefield. They cannot be blocked, and deal Wood damage. 30/80/130/180/200 How to Avoid: Dodge or Destroy. Strategy: He's a cute furball. All you gotta do is counter him like mad. Bringing in wide-ranged hitters is perfect for taking the chances to counter him. If you bring in a few Fire Swords, he's done for. Gemini and Crown Vibrant/Multi Noises should be extra careful, as all of his attacks are fast and can knock you out of the forms and boom all your collected Noise Level if you don't block the slashes accordingly. He's coat if you make a Fire/Stun folder, nothing to it! 13 Cygnus Wing (Well they don't call you MegaMan for nothing.) [Bo13] HP: 700/1000/1900/2300/2900 Abilities: Float Shoes and Air Shoes. Attacks: - Feather Vulcan: Cygnus Wing flaps his wings and hurls two pointy feathers at MegaMan. Hits twice. 10/20/50/100/150 How to Avoid: Dodge or Shield. - Swan Dance: Cygnus Wing dances around the field in different patterns depending on his version and HP left. Inflicts Wind and Break damage. 50/80/200/300/400 How to Avoid: Dodge. - Wild Duck Army: Cygnus Wing summons a bunch of white and black ducks to charge to your side. Some of them are unbeatable and will deal Break damage if they touch you, while some will fly up upon contact, not dealing any damage. 30/60/120/250/300 How to Avoid: Dodge or Destroy. - Wild Duck Launch: Cygnus Wing will cover one column with a line of Wild Ducks. 30/60/120/250/300 How to Avoid: Dodge. Strategy: The trick with this guy is to not let him move at all. He's cake, and your best bet is to stun him with a counter each time he'll prepare a Feather Vulcan. Don't bother bringing Barriers or Auras, he'll most likely dispell them anyway. The pro is that unless you're a Vibrant/Multi Noised Libra, none of his attacks will hit you with any weakness. Just sword his feathery romp and show him a swan! 14. Moon Destroyer. (YO! YO! You!) [Bo14] HP: 1000/1500/2000/2500/S3500 Abilities: Jump (If he jumps too high when he moves, some attacks won't connect), Float Shoes. Attacks: - Moon Cutter: After bouncing for a while, Moon Destroyer will spin across a row, sending down Moon Cutters down every column once. They inflict Panic on you if they hit. 60/80/100/200/S300 How to Avoid: Dodge or Shield. - Comet Pitcher: Moon Destroyer jumps up and holds up a comet in his hand before pitching it over to where MegaMan's standing. Deals Break damage and cracks affected panel. 70/100/200/250/S300 How to Avoid: Dodge. - Kick Combo: MegaMan's area flashes red, and Moon Disaster rushes from the either row, spinning all the way to the opposite side while swinging his leg around. After that, MegaMan's panel flashes red, and Moon Destroyer delivers an Axe Kick that cracks the affected panel. Axe Kick deals Break damage. Version 1 does not Axe Kick. 70/100/150/250/S300 How to Avoid: Shield Spinning Kick, Dodge Axe Kick. - Crescent Flurry: Moon Destroyer hovers in the middle panel and lots of small crescents start spinning around him, before one by one, all eight of these small moons home towards MegaMan and are able to deal multi-hit damage. It seems he only uses this attack when he's low on health. -/20/30/40/S50 How to Avoid: Dodge (Scarce) or Shield (Convenient). Strategy: His attacks are lame. His attack amounts are lame. His dialogues are lame. Conclussion? He's cool! But only because of the Yo part. Now seriously. Don't bother countering him, you can easily finish him with a flurry of fast paced attacks. He's easy to dodge and block, but if you seriously wanna fight this with counters, use the moment he jumps up to Comet Pitch to counter him, or the moment he disappears and your area flashes red to deliver a sword counter. 15. Apollo Flame. (...Bring it!) [Bo15] HP: 2500/3000/3500/S4000 Abilities: Fire Body, Fire Worm Constancy (Doesn't need to summon them), Flame Rings (A 50HP barrier which grows smaller until nothing is left as you hit it. Is dissipated if hit with Water attacks. Restores itself with time) Attacks: - Fire Worms: Three fire worms erupt from random places and arc over to a panel away from where they surfaced. Deals Fire damage. 150/200/250/S400 How to Avoid: Dodge or Shield. - Red Twisters: Apollo Flame summons three gigantic tornados on each column and one of them rushes down, while the other two stick closely behind. Deals Fire and Wind damage. 150/200/250/S400 How to Avoid: Dodge or Shield. - Extinction Meteor: Apollo Flame summons fire meteors to rain down on your area. The higher the version, the more meteors that fall down They deal Fire and Break damage. Quantities vary depending on Version. 100/100/100/S100 How to Avoid: Dodge. (Or Stun Apollo Flame) - Solar Flare: Apollo Flame copycats Frieza but with an entire hand. A 3x3 area will be affected with fire pillars when the Solar Flare hits the floor. Deals Fire damage. If Solar Flare hits you head on, it deals Break damage too. 300/400/450/S500 How to Avoid: Dodge and/or Shield. Strategy: Water. Lots of it. That's all doctors say you need, and they aren't kiddin'! Too bad we don't have Sticky Rain this time around, but you can make up with BubbleChain and Wide Waves. He's done for if you Finalize and you start getting WideWaveXs, but don't get too cheesy, especially if you're a Wolf or an Ophicus. Super Armor is your friend, and if you're stingy in LP, but you've Warrior's Soul, go ahead and use it. The HP Bug is meaningless. Always take out his annoying flame rings with your buster, it's not worth it to waste your cards on 'em. Your best bet against this guy's latter versions are to bring a few Invisibles. If not, you can destroy his area (Dread Lazer and Sirius come to mind) so his Fire Worms can only come out from the sides, enabling you to easily predict when to guard. A very cheap strategy if you've stunned him is to use Earth Thunders after your Sirius has owned the stage. The paralizing effect is useful plus you can keep owning him with your buster as he flinches and you watch him suffer. The backfire of this plan is that your Mega-Attacks are screwed unless you've Air Shoes or Panel Format. (Or Area Eaterx3) 16. Sirius. (Why so him?) [Bo16] HP: 3000/3500/4000/S4500 Abilities: Status Guard, Super Armor, Float Shoes, Air Shoes. Attacks: - Idle Beam: If you stand in Sirius' way when he finishes flying around, he'll cover the column with a bright laser that deals Break damage, pierces invisible and removes Grass, Ice, Null Guard, Poison and Holy panels in the way. 200/250/300/S400 How to Avoid: Dodge or Shield. - Satellite Drones: Sirius hovers in the middle of his area and makes drones to spawn from the left and the right and charge down the columns. Deals Break and Sword damage. 200/250/300/S400 How to Avoid: Dodge or Destroy. - Satellite Lasers: Sirius hovers in the middle of his area and makes four drones to fire a colored laser from different directions. Each drone has one of the four main elements, Red Laser deals Fire damage, Yellow Laser deals Elec damage, Blue Laser deals Water damage and Green Laser deals Wood damage. The drones can be simply destroyed with Break type attacks. 200/250/300/S400 How to Avoid: Dodge, Shield or Destroy. - Satellite Blazer: Sirius fuses all of his drones into his hands, creating a satellite cannon that covers the entire battle field with a beam from the front of his area and your left, all the way down before turning to the middle and going back to the front of Sirius' area and doing a turn when reaching MegaMan's area to cover the middle column one last time. Hits one time on the side columns and twice on the middle column. Cracks every panel unless they are Grass, Poison, Ice, Null-Guard. Having Air Shoes makes Satellite Blazer a child's game to avoid. 200/250/300/S400 How to Avoid: Dodge or Shield. Strategy: Sirius can be frightening, if you're not prepared. No matter how much you wanna show off, if he catches you off guard, your HP will drop hellishly fast. This fight is about staying on the defencive, believe it or not. Why? Sirius has Status Guard. Only way to stun him is to counter him, and you'll most likely be hit if you counter him. You should always have an Invis in case he uses Satellite Drones, because it's nigh to impossible to annihilate them all as they charge, plus you the way they appear and the column they choose to tackle is completely random. Sirius has no trick. You just gotta maintain the defensive and try to build enough Noise to Finalize and hand his failed astronaut's behind to him. Oh, another thing: NEVER waste cards on the barriers he sets up in front of his area, just buster them down. Good luck! Chipoltle's advice: A cheap, but very useful strategy to make Sirius (And any other version of him) ridiculously easy to defeat, is to FULLY eat the battlefield. "Why? Isn't it dangerous? To fight up close him?!" You might ask. The answer is, no. First, his barriers won't appear. Second, the only pattern he follows then is to float around his three-panel area, and the only attack he'll use is Idle Beam, if you stand in front of his column each time he stops. Ownagecopter time. ---------------------------------------------------------------------- Section 2: Locations. 1 Boss Versions 2. [BV2] - Spade Magnes V2 is on Echo Ridge's Wave Road. Found at North-Western Corner. - Taurus Fire V2 can be fought by talking to Bud after some time in the game. - Diamond Ice V2 is on WBG Studio's Wave Road. Found at South-Eastern Corner. - Club Strong V2 is in Alohaha Castle's Wave Road. Found at one of the Dead-Ends. - Dark Phantom V2 is in National Astro Wave 2. Take the transporter to the left and make a turn across the yellow road until you hit a dead end. - Queen Virgo V2 is on WAZA's Command Center Wave Road. Just turn to the first dead end you see when coming in. - Acid Ace V2 does not exist. - Rogue V2 can be fought by talking to Solo after beating his V1 on a 'friendly' Wave Battle. - Jack Corvus V2 is at the school's Roof's Wave Road, in a dead end. - Dread Joker V2 can be found at Crimson Factory's Wave Road, at a dead-end just before dropping to the Wave Station to King's chambers. - Wolf Woods V2 can be fought by speaking to Damian Wolfe at the School Roof after some time upon beating his V1 on a 'friendly' Wave Battle. - Cygnus Wing V2 can be fought by speaking to Tom Dubius at WAZA's building after some time upon beating his V1 on a 'friendly' Wave Battle. - Moon Destroyer V2 can be fought by speaking to him at National Astro Wave 2 after some time upon beating his V1 on a 'friendly' Wave Battle. - Apollo Flame V2 can be found at a dead end in Noise Wave 6, just to the left of the exit towards FM Planet's Astro Wave 1. - Sirius V2 can be fought by stepping onto a small square in Black Hole Server 2 after defeating his V1. 2 Boss Versions 3. [BV3] Note: These are estimates. I'm not listing all the locations for each boss. Note for Note: Don't send E-mails telling me about the locations you've found. I appreciate the sentiment of wanting to help, but there are way too many locations for me to verify. That, and I'm a lazyass. Note 2: To fight these bosses you MUST wait until a Warning pop up appears on the Wizard screen. Keep in mind that depending on your luck and area, you might not get the Boss you're seeking, or you may even run into Giant Viruses. Tip: If you're farming Bosses, buy lots of Cloakers and Search Eyes. Use a Cloaker to avoid weak viruses, and wait until a Warning pop up appears as you run around. If the boss you want appeared, beat him and immediately use a Search Eye, then SAVE. Keep fighting the boss, and if nothing you wanted was given to you, simply reload your game and keep farming. - Spade Magnes V3 can be found around Echo Ridge Wave Road, Roof Wave Road and National Astro Wave 1. - Taurus Fire V3 can be found around WBG Studio's Wave Road, and Roof wave Road. - Diamond Ice V3 can be found around WBG Studio's Wave Road, National Astro Wave 1 and 2. - Club Strong V3 can be found around Alohaha Castle's Wave Road, Alohaha's Wave Road, Beach's Wave Road and National Astro Wave 2. - Dark Phantom V3 can be found on National Astro Wave 1 and 2, WAZA's Wave Road, Command Center's Wave Road and many other places. - Queen Virgo V3 can be found on National Astro Wave 2, WAZA's Wave Road and Orbital Base's Wave Road. - Acid Ace V3 can be found on Outer Astro Wave 1 and 2 and Planet FM's Astro Wave 2 and 3. - Rogue V3 can be found at Noise Wave 6 and Planet FM's Astro Wave 3. - Jack Corvus V3 can be found around Roof's Wave Road and Orbital Base's Wave Road. - Dread Joker V3's best spawn place is Noise Wave 4. (Bonus Dungeon after-game). He also appears at Crimson Factory's Wave Road and Planet FM's Astro Wave 3. - Wolf Woods V3 can be found around Secret Shelter's Wave Road, Roof Wave Road and Orbital Base's Wave Road. - Cygnus Wing V3 can be found in National Astro Wave 1, and around the Spica Mall Wave Road area. - Moon Destroyer V3 can be found at Outer Astro Wave 2, FM Planet's Astro Wave 1, 2 and 3. - Apollo Flame V3 can be found around Black Hole Server 1 and 2. - Sirius V3 can be found around Black Hole server 1 and 2. 3 Boss Versions R. [BVR] - Spade Magnes R is found at WAZA's Satellite Dish CC. - Club Strong R is found at Luna's Apartment's CC (Acess from the outside) - Diamond Ice R is found at Dragon Statue's CC in the Beach. - Dark Phantom R is found at Air Vent's CC in Secret Shelter. - Wolf Woods R is found at the Studio Set's CC in WBG Studios. - Cygnus Wing R is found at Dentist's CC in Spica Mall. - Moon Destroyer R is found at the Real Wave Tree's CC in the School's Roof. - Taurus Fire R is found at Analysis Unit CC at Dealer's Base. - Jack Corvus R is found at Main Computer's CC at WAZA's Command Center. - Queen Virgo R is found at Spimo the Cat's CC at Spica Mall. - Acid Ace R and Dread Joker R are found at Black Hole Server 1. 4 Boss Versions Special. [BVSP] - Omega Versions are more powerful versions than the R(evival) versions, and they are randomly found on places where their V3s can be found. The chances to run into them are slim and rare, but you'll know you're about to run into one in the next Warning battle if the background music has changed from what it commonly is to a more ominous one. The Bosses who do NOT have Omega versions are: Rogue, Moon Destroyer, Acid Ace, Dread Joker, Apollo Flame, Sirius and Crimson Dragon. Additionally, defeating an Omega Boss for the first time grants you an Omega Piece. Collect these rare items! And remember, you can only get ONE per different type of Boss! -- Spade Magnes Omega, Diamond Ice Omega and Club Strong Omega have been found in National Astro Wave 1. -- Dark Phantom Omega has been found in National Astro Wave 2 and WAZA's Wave Road. -- Cygnus Wing Omega has been found in Spica Mall's Wave Road. -- Jack Corvus Omega and Queen Virgo Omega have been found in FM Planet's Astro Wave 3. -- Taurus Fire Omega has been found at School's First Floor's Wave Road. -- Wolf Woods Omega has been found at Secret Shelter's Wave Road. - Rogue Z is found at FM Planet's Astro Wave 3, just before you advance into the Black Hole Server. - Rogue ZZ is a Bonus Boss that used to appear in the JP version if you joined your Real Brothers' team at the end of Meteor G's Control CC. To trigger his appearance in the US version, you must go to the Title Screen and hold down the L button while you tap the golden stars with your Stylus in this order in particular: G, M, M, SS, G, S, BA/RJ. If done correctly, you'll hear a sound, and you'll be able to fight Rogue ZZ in that file. Defeating him will award you with the Mu Completion Silver Star. - Crimson Dragon SP can be fought once you have the Game Complete, Standard, Mega,Giga and Secret Scenario Complete stars. Just go fight Crimson Dragon and you'll fight his more powerful form. Beating Crimson Dragon SP grants you with an alternate Wall Paper for your Hunter VG. - There are four Sigma bosses you can fight upon receiving all five golden stars. To do so, you must go to the Title Screen and hold down the L button while you tap the golden stars with your Stylus in this order in particular: S, G, S, M, SS, SS, BA/RJ. If done correctly, you'll hear a sound, and you'll be able to fight Sigma Bosses in that file. Note: Just by saving upon entering the code, you won't have to enter it again if you decide to switch the game of. If you input the code but don't save before switching off though, you'll have to re-input it. Note 2: These aren't Warning encounters. Note 3: Defeating Moon Destroyer Sigma, Apollo Flame Sigma and Sirius Sigma awards you with the Sigma Complete Silver Star. -- Moon Destroyer Sigma is found as a random encounter at Noise Wave 3. (Noise Wave just before entering Meteor Server) -- Apollo Flame Sigma is found as a random encounter at Black Hole Server 2. -- Sirius Sigma is found as a random encounter at Orbital Base's Wave Road. -- Crimson Dragon Sigma is found as a random encounter at Outer Space's Astro Wave 1 and 2, AFTER you gain the Sigma Star. - Acid Ace BB/Dread Joker RR fight you as opponents in Wi-Fi when you've fought at least 20 head-on battles. Their game avatars appear when you search for a pairing in random Wi Fi. It has been tested by me and my friend, and both of us killed our respective bosses, and here's the best method we've encountered so far: 1) Have a friend with DS and be on a Wi-Fi spot. 2) Randomly search (No Battle Mate or Brother battles) in Wi Fi for your buddy's Handle, and since you both know you won't (hopefully) disconnect from each other, you can fight 20 (Or 21 just to be safe) battles. 3) When 2 is done, just press B and select "Opponent List" and then search for "Any". Your Boss should be the next thing to appear. 4) Black Ace players get to fight Acid Ace BB and Red Joker players get to fight Dread Joker RR. This, howerver, does not mean that they are version-restricted, and anybody can fight either of them at any given time. However, with this method, my buddy and I fought them like that. This was fully tested as of July 16th 4:30 PM (GMT-3) and we've confirmed it works. Additional Notes: These bosses appear in ONE session. What does this mean? If either of you start racking up battles to get to 20 (Or more) and one of them gets disconnected from Nintendo Wi Fi, you'll have to start all over! Remember Brother and Battle Mate battles do NOT count. Defeating EITHER of them (Meaning you don't have to beat both) will award you with the AJ Silver Star. Note 2: Don't be a dummy like my friend, who disconnected after beating Dread Joker RR, didn't save his game and switched the power off after cheering. Three minutes later his jaw dropped seeing I had the AJ and he didn't, lol. SO ALWAYS SAVE, KIDDIES!! ---------------------------------------------------------------------- 3) FAQ. Note: These are question's I've seen wandering around the GFAQs boards. But you're free to make your questions via e-mail. What I won't answer is stuff I've already included in this document. Q: Where do I find Kaiser Knuckle, and is there any other better weapon? A: You find Kaiser Knuckle in a Blue Mystery Wave at Meteor Server 3. A weapon with 5/3/4 called Cosmic Rave is located post-game behind a door at Black Hole Server 2 that requires you to re-fight and defeat all R Bosses under 12 seconds. Q: How do I go Vibrant/Multi Noise or Finalize? A: When fighting a Boss, you've several options to manage your MegaMan's form. A) Vibrant Noise is when your armor gains color and extra abilities but also an elemental weakness. To access this you must score 50% Noise at your meter. B) Multi Noise is when you merge your Noise with one of your Real Brother's. You can't merge Noises that are the same, but you gain both Vibrant Noise's abilities if you perform a Multi Noise by accessing a Brother Card in battle. C) Finalizing means to become Black Ace or Red Joker (Depending on the version). To do this you must score 200% or more Noise at your meter. Q: How do I 'score' more Noise? A: Use non-screen-dimming (Like Megas for example), non-elemental (Means they can't be Fire, Water, Wood or Elec) Cards that hit the Boss. Half of its damage will be added to your Noise Meter/Counter as %. Say you hit Spade Magnes with a Cannon (40damage) that will add 20% to your Counter. Additionally, if your counter reaches 100% or more, your attacks will start piercing flinching/invisible status. Q: Where do I find this boss...? A: Check the locations' guide. Q: Oh! I found a V3 that's not where you said they were! A: That can happen. V3s appear at many places, and sometimes more than one appear at the same place. Note: Don't e-mail me the locations you guys have found. I don't have the patience to try them all out so I've listed places where I am sure I've ran into them. Q: ZOMG YOU DIDNT LIST ACID ACE V2 NOOB! A: He doesn't exist. Q: Where do I find this Card...? A: As much as I'd like to help you with that, I don't have memory of them all. Ask around the boards or annoy some people into writing a Card Location FAQ. Q: Where do I find the rest of the HP Memories...? A: My memory's scarce about them. (Pun) Check the boards. ---------------------------------------------------------------------- 4) Contact Info & Closing Statements. My Windows Live ID/Hotmail: firstname.lastname@example.org Very Special thanks to: - The people around the SF3 Boards for being so awesome. - megarock.exe for pointing me to Moon Destroyer's missing attack. - Josh brennan for pointing out Sirius' Sattellite Drone had Sword properties. - chipoltle for sharing his strategy for Sirius. - Myself for allowying myself to buy a DS and a Router to play this great game and for writing this guide. - Capcom for making this game. - GameFAQs for hopefully posting this. - You, for reading this. End of Document.