Rockman.EXE 5 Team of Blues: Liberation Guide v0.72

by Casebier

"Rockman.EXE 5 Team of Blues" and all related contents and images are
originally copyrighted to Capcom.
-----------------------------------------------------------------------

Table of Contents:

1. Introduction                / 5.1 Blizzardman
2. About Liberation Missions   | 5.2 Shademan
3. Special Panels              | 5.3 Cloudman
4. Team Member Abilities       | 5.4 Dark Megaman
5. Liberation Missions --------{ 5.5 Cosmoman
6. Minibosses and Bosses       | 5.6 Dark Blues
7. Tips and Tricks             | 5.7 ShademanV3
8. Version Info                | 5.8 CloudmanV3
9. Credits                     \ 5.9 BlizzardV3+CosmoV3
10. Legal Info
11. Contact Info

===============
1. Introduction
===============

I started this guide because of multiple questions on the GameFAQs boards
asking where to find certain chips.  Since I had already found those chips
near the beginning of the game, it seemed a good idea to write a Liberation
Mission FAQ.  Since I started to write this FAQ, the information contained
within has grown.

I would like to take the opportunity to thank zidanet_139 for all his help
while writing this FAQ.

English vs. Japanese:
Throughout this guide I will generally use the English name unless the official
name is unknown, then I use what sounds the best (i.e.- Flame Beast vs. Garu).

** TEAM OF BLUES **
I have converted my Team of Colonel guide to Blues, so some areas are still
incomplete, and marked with a *-*-*.  I posted it early so that the guide was
on both game boards.

============================
2. About Liberation Missions
============================

Controls:
A:       Pressing A opens a menu, giving you your current commands with the
         Navi.  Read Chapter 4. Team Member Abilities for the commands.
B:       Use B to run and cancel menus.  Nothing new.
L:       Pressing L lets you scroll the map around.  Press L to leave this mode.
      B: Holding B lets you scroll the map faster.
R:       Pressing R changes which Navi you are currently controlling.
Select:  Does nothing in the normal Liberation Missions.
Start:   Pressing Start gives you the option to abandon the mission.  You still
           keep anything found so far (except keys).

Liberation Missions are a combination of regular Virus busting with Turn-Based
strategy.  First the good guys move, then the bad guys.  The objective is to
reach the end of the board to kill the boss.  Of course, to reach the boss, you
must first liberate all the dark holes, but more on that in Chapter 3.

There are no random battles during a Liberation mission, but the battles you do
fight earn zero rewards besides the satisfaction of seeing a nice clean floor.
... and being one step closer towards your main objective, the boss.

At the beginning of a mission, your team has 3 Order Points (OP).  OPs are
used to activate special field abilities that most of your teammates possess.
Every Field Ability costs 1 OP.  To gain more OPs, you must find them inside
item panels and bonus panels.

On your turn, you control your team of Navis.  If you liberate a panel, rest,
or use an Order Point, that Navi's turn is over.  Any damage you deal to a boss
or miniboss carries over into following battles.

On the enemy's turn, they get to move and attack you, following a specific AI
script.  First, Bosses and Minibosses heal damage (see Chapter 4 under Rest).
Second, a virus will almost always move and attack a Navi if they can do so.
Royal Hawks will always move towards a Navi if it cannot attack that turn.

In Battles during Liberation Missions, you have three turns to win the battle.
Every time the custom gauge fills up, the custom window will automatically open
up.  Because of this, SlowGauge chips will give you more time to defeat viruses
with your Buster and chips.  If the viruses are not defeated by the end of the
third turn, you will fail to liberate the panel(s) and that Navi's turn will
end.  However, if you are liberating a dark or item panel and you defeat the
viruses on the first turn, you will liberate all of the dark and item panels
surrounding your square in addition to those panels you were liberating.
NapalmBomb, PanelSearch, and TwinLiberate do not benefit from a One-Turn.

One final note: You can't enter the Start menu during Liberation Missions.  So
if you want to change your folder, NaviCust, or use subchips, you better do
that before you enter the mission.
These NaviCust Programs are useless in Liberation missions:
Collector's Eye, SneakRun, Millionaire, Soul+1, and the elemental attractions.
Rush, Tango, and Beat are likewise rendered useless.
Megaman is the only one that can benefit from the NaviCustomizer.
=================
3. Special Panels
=================

Clean Panels: These panels are not claimed by Nebula.  You may move freely
              over them.  Then enemy may not move on them, except for one
              special case: The Swordy Miniboss.

Dark Panels:  These panels have been claimed by Nebula.  The enemy may only
              move on these panels, and you may not.  When Liberating one of
              these panels, you will fight a regular set of viruses.  If there
              is a Miniboss or a Boss, you will fight that virus instead.

Dark Holes:   Nebula has opened Black Holes on these panels.  When Liberating
              one of these panels, you will fight a miniboss.  If you win, the
              eight panels surrounding the Hole will also be liberated.  If
              a miniboss is on one of these eight panels or entered from this
              Hole, they will be destroyed (but their panel remains dark).
              An Item Panel with a Trap will not be liberated with Dark Holes.

Barriers:     At that start of a mission, 8 or more of the Dark Panels around
              the boss will contain these barriers.  They cannot be liberated
              until all of the Dark Holes have been liberated.

Key Barriers: To remove these barriers, you must liberate the Item Panel that
              contains the correct key.  The key will "liberate" those panels.

Item Panels:  Same rules as with Dark Panels, but when you liberate one of
              these panels, you also collect something extra (usually good).
              It always contain the same item.  This is what you can find:
       Zenny: More money is always good.  Between 100 and 2500 Zenny.
Order Points: You need to use your abilities to achieve the fastest liberate
              times, and you need Order Points to do so.  2-6 OPs.
 Battle Chip: Every map has extra battle chips for you.  See Chapter 5.
  Pink Heart: The Navi that collects the heart heals full HP.

After Searchman joins, Item Panels may also contain the following:
     BugFrag: One Bugfrag, just like a GMD in the Internet.
        Trap: Upon Liberation of a trapped item panel, it will deal its effects
              to that Navi.  Traps deal damage, or stuns for one turn.
              Liberation Missions 5 and 6 deal 50 dmg, 7-9 deal 100 dmg.
       *Note* Napalmman's field ability destroys every item in a panel except
              for traps and keys.

Bonus Panels: A roulette effect starts.  Claiming this panel does not end the
              Navi's turn.  There are five possible outcomes:
  Pink Heart: Full HP for that Navi.
 Order Point: You gain 5 Order Points, up to the maximum of 8.
 Battle Chip: The chip rewarded by these panels is selected at the start
              of the mission.  There are three chips for each mission.
              The chip selected is the one awarded for the entire mission.
Damage Enemy: Kills the nearest Miniboss.  If there are none, instead
              it deals the nearest boss 1/5th of his max hp. (down to 1 hp)
  Invincible: Bestows a green aura to your teammates until the next phase.
              You can be stunned, but you can't be damaged, and it CAN wear
              off in combat.

========================
4. Team Member Abilities
========================
Everyone:
Liberate:   Liberate one panel in front of you.
            Liberates that target two or more panels will not affect an enemy.
            With the exceptions of NapalmBomb, PanelSearch, and TwinLiberate,
            if you liberate a dark panel or an item panel and win the battle
            before the second turn, the dark panels and item panels in the
            eight panels surrounding you will also be liberated.
Rest:       Skip the Navi's turn.  In return, they will heal half of max HP.
            Bosses auto-heal 100 HP/dark panel around them on their turn.
            Minibosses auto-heal half of max HP on their turn.
Battle:     Press L or R to turn around when you are in a pincer attack.
            Attacks that target viruses only work if you face them.
  Charged:  Everyone has a different charged attack.
  Chip:     Every Navi except Megaman has an extra pre-set chip to use.
            This chip is like their Navi chip, but slightly weaker.
Dark Chips: They work as normal for Megaman.  For everyone else, they don't
            work at all, and just go *poof*.

----------------
Megaman (Vice-Leader):
Field:      LongSword - Megaman liberates an area two panels deep.
Battle:     If you don't know what Megaman can do in battle...
              His advantages are Unison, NaviCustomizer, and Dark Chips.
----------------
Blues(Protoman) (Leader):
Field:      WideSword - Blues liberates an area three panels wide.
  Save:     Blues can save the game on his turn.
Battle:
  Charged:  WideSword - Blues slashes with a WideSword effect.
  Chip:     StepSword - Two steps forward and slashes with a WideSword effect.
  Special:  Shield - Left+A (or Right+A if facing left) puts up a shield.
              Shield blocks most attacks.
----------------
Magnetman (Defense):
Field:      MagnetBarrier - Magnetman gives everyone a Barrier that prevents
              damage outside of combat.  Lasts until your next turn.
Battle:
  Charged:  MagnetMissile - Launches a magnet that will home in on an enemy.
              Moves faster than a Thunder.
  Chip:     N-S Tackle - Magnetman splits in two and performs a tackle from
              the left and right sides of the closest enemy.
  Special:  Electric Type (2x damage from Wood)
  Special:  Float Shoes(?)
----------------
Gyroman (Recon):
Field:      Incoming Liberate - Gyroman can instantly claim a Dark Panel that
              he is currently flying over.  Does not work on Item Panels.
Passive:    Helicopter - Gyroman automatically transforms into a Helicopter if
              you move him onto a Dark Panel.  He can fly over Dark Panels,
              Item Panels, and Bonus Panels.  He must end his turn on a Clean
              Panel.
Battle:
  Charged:  TwisterShot - Gyroman hits the three panels in front of him with an
              Air attack, hitting three times.
  Chip:     AirStrike - Gyroman flies from the left to the right in Helicopter
              mode, dropping a bomb on each enemy panel in your row.
  Special:  Omni Shoes - Gyroman is not affected by the status of a panel.
----------------
Napalmman (Offense):
Field:      NapalmBomb - Liberates an area four panels long and the panels on
              both sides of the third panel. (Cross shaped)
Battle:
  Buster:   7 damage, also hits the next panel behind. (Like a Vulcan chip)
  Charged:  Napalmman does not have a true charged shot.  Instead, he will
              continue to fire his Buster as long as you hold the button down.
  Chip:     NapalmBomb - Fires a bomb into the air, landing four panels away.
              If there is a virus there, it takes full damage.  If there is no
              virus, the 3x3 area surrounding the target panel gets damaged.
  Special:  Fire Type (not hurt on Lava, 2x damage from Aqua)
----------------
Searchman (Planning):
Field:      PanelSearch - Checks a continuous line of Dark and Item Panels for
              Items.  All Item Panels are highlighted, and you enter a battle.
              If you win the battle, the highlighted Item Panels are liberated,
              first destroying any traps that may have been in them.
Battle:
  Charged:  SearchGun - Fires 5 rapid-fire shots that semi-aim at the nearest
              virus.  Slow charge.
  Chip:     Laser - Time stops while crosshairs start scanning enemy panels.
              When you press B, a laser will fire from a satellite, hitting
              that panel, the panel above, below, and to either side.  It also
              cracks the panel that was targeted.
----------------
Medi (Support):
Field:      TwinLiberate - Medi will target the first and last dark panels in
              a continuous line and fight a battle.  After you win, you must
              send a second Navi to the other end of her strip of panels, start
              a regular liberate (command changes to TwinLiberate) and liberate
              THAT panel.  If you win, all dark and item panels in the line
              between the two highlighted panels are liberated.
              This effect goes away after one turn has passed.
  Save:     Medi can save the game on her turn.
Battle:
  Charged:  Pill - Throws a pill three panels ahead.  If it hits a virus, that
              virus takes the damage, otherwise it will wait for about one
              second and then explode, damaging the panel above and below it.
  Chip:     Pill - Same as her Charged Attack.
----------------

======================
5. Liberation Missions
======================

The format below is as follows:
----------------------------------------------------------------------------
5.# The Boss/Bosses                       Liberation #
Area: Area Name                           Phase: Number of turns required
Allies:   (Megaman is not in #4)          to earn the regular reward

Data Panels:           Bonus Panels:      Reward:
Stuff found in the     The possible       Your reward for completing
Item Panel squares.    chips that can     this mission in a certain
I stopped listing      be won from the    number of turns.
Zenny here after the   Bonus Panels.      The Fastest times listed were made in
first few Missions.                       ToC, so they may be wrong for ToB.

Strategy:
Here I'll list a strategy to reach the boss quickly.  In this version of the
FAQ, I'll get more general in my descriptions, mainly just explaining new
teammates and difficulties you should watch out for.

Map:
Due to advice from another player, I created a map for each mission and put
it at the end of each section.  Coordinates are in the form of Top# x Left#.
   -----------  Map Legend  -----------
:: - Dark Panel          <> - Black Hole
## - Boss Barrier        @@ - Boss
#1 - Numbered Barrier    *1 - Numbered Key
?? - Bonus Panel         $$ - Zenny
hp - Heart               bc - Battle Chip
op - Order Points        bf - Bug Frag
^S - Trap: Stun          ^D - Trap: 50dmg(Lib 5,6)/100dmg(Lib 7,8,9)
+VV+ - I cut off an unimportant part of the map here to save space.
----------------------------------------------------------------------------
5.1 Blizzardman                Liberation 1
Area: ACDC 3                   Phase: 7
Allies: Blues

Data:             Bonus:                  Reward:
500 Zenny         GunDelSol1 A            5 turns: Blizzardman-SP B
BusterUp *        Tornado D               6-7 turns: Blizzardman B
                  Geddon1 P               8+ turns: 1000 Zenny

Strategy:
Meet Blues.  He's the first teammate you get, and will participate in almost
every Mission.  Until you get further in the game, he will be stronger than
Megaman, too.  His main ability is a WideSword, which will liberate an area
three panels wide.  He is also the only Navi that can save the game during
Missions until you get Medi.
Since this is the first Liberation Mission you attempt, Capcom went easy on us.
However, it is extremely difficult to finish in 5 turns on the first try.
For the first turn, DON'T stand in the middle of the three dark panels, or
your battle will put you in the middle two columns.  By the end of Phase 2,
you want to have just liberated the first Dark Hole.  By the end of Phase 4,
you want to have just liberated the second Dark Hole.  In order to finish by
Phase 5, you should claim the three panels in front of Blizzardman, then
defeat him with your other Navi (probably Blues).
Liberating the Bonus Panels doesn't cost you your turn, so collect the second
Bonus on the turn you fight Blizzardman.  You might get the Invincibility or
Damage Enemy, making your fight against Blizzardman in one turn easier. 

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
                       +--+--+--+
01                     |  |  |  |
                       +--+--+--+
02                     |  |??|  |
                       +--+--+--+
03                     |::|::|$$|
                       +--+--+--+
04                        |  |
                          +--+  +--+--+--+--+--+
05                        |  |  |op|::|::|::|??|
     +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
06   |  |  |  |  |::|hp|  |  |  |  |::|::|<>|::|
     +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
07   |  |                       |  |bc|::|::|::|
  +--+--+--+                    +--+--+--+--+--+--+--+--+
08|::|::|::|   10x03: 500z            |hp|::|  |##|##|##|
  +--+--+--+                          +--+--+--+--+--+--+
09|::|<>|::|   12x07: BusterUp *      |::|::|  |##|@@|##|
  +--+--+--+                          +--+--+--+--+--+--+
10|::|::|op|   02x12: 500z            |  |::|  |##|##|##|
  +--+--+--+                          +--+--+--+--+--+--+
11   |  |
     +--+
12   |$$|
     +--+--+--+--+--+
13   |  |  |  |::|  |
     +--+--+--+--+--+
14         |::|  |::|
           +--+--+--+
15         |  |  |  |
           +--+--+--+
16  START->|  |  |  |
           +--+--+--+
----------------------------------------------------------------------------
5.2 Shademan                  Liberation 2
Area: Oran 3                  Phase: 9
Allies: Blues, Magnet

Data:             Bonus:                  Reward:
2000 Zenny        Timebomb1 T             6-7 turns: Shademan-SP S
HiCannon D        Navi+20 *               8-9 turns: Shademan S
AirHockey R       Quake2 B                10+ turns: 2000 Zenny

Strategy:
Meet Magnetman.  Magnetman is your defense against damage taken outside of
combat.  He can give everyone on your team a barrier that prevents damage from
traps and miniboss/boss special attacks during their turn.  This barrier does
cost one Order Point, however, so use it sparingly if you need them for other
commands.
First turn, you should use Magnetman on the second panel, Blues to clear
the next three panels, and then send Megaman to use his Long Sword on the item
panel near the first Bonus Panel.  Second turn, Blues should clear a path to
the Dark Hole (after collecting the bonus), Magnetman should get the Dark Hole,
and Megaman should get the Item Panel past the Dark Hole.  By this time, the
second Royal Hawk should be on one of the five panels in the middle.  I would
recommend Megaman using Longsword to the Item Panel, then Magnetman against
the Royal Hawk, if it's in the way.  To get the last two Dark Holes, try
Megaman's Long Sword towards the middle, followed by Blues's S-Divider,
clearing a path to both holes.  If you follow this plan, you won't need to
worry about the first Royal Hawk, but you won't get the Item Panel next to it.
Nothing special, just more Order Points.  As with every boss, I would
suggest liberating the row of panels in front before you attack.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23
                    +--+--+--+
01                  |##|##|##|
           +--+--+--+--+--+--+
02         |  |  |  |##|@@|##|
           +--+--+--+--+--+--+
03                  |##|##|##|
                    +--+--+--+
04                  |  |  |  |
                    +--+--+--+
05                  |hp|::|::|
                    +--+--+--+--+
06                  |::|  |  |  |
                    +--+--+--+--+
07                        |::|::|
                          +--+--+
08                        |  |  |
              +--+--+--+--+--+--+--+
09            |::|::|::|::|::|::|::|
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+     +--+--+--+
10|??|  |  |  |  |<>|::|::|::|<>|::|::|$$|  |  |     |  |  |  |
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+     +--+--+--+
11            |::|::|::|::|::|::|::|                 |  |??|  |
              +--+--+--+--+--+--+--+                 +--+--+--+
12                  |::|::|                          |  |  |  |
                    +--+--+                          +--+--+--+
13                  |  |  |                             |  |
                    +--+--+--+--+--+--+--+--+--+--+--+--+--+
14                  |  |  |  |::|  |  |::|  |  |  |  |::|  |
                    +--+--+--+--+--+--+--+--+--+--+--+--+--+
15                  |  |  |::|  |op|::|  |  |  |
                    +--+--+--+--+--+--+--+--+--+
16       13x10: 2000z                    |  |  |
                                         +--+--+
17       23x20: AirHockey R              |hp|::|
                                      +--+--+--+--+
18       15x23: HiCannon D            |::|::|::|  |
                                   +--+--+--+--+--+--+
19                                 |  |::|<>|::|::|  |
                                +--+--+--+--+--+--+--+--+--+--+--+--+--+
20                              |::|  |::|::|::|  |::|  |  |  |  |::|bc|
                    +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
21                  |  |  |  |op|::|::|::|  |::|  |::|
                    +--+--+--+--+--+--+--+--+--+--+--+
22                              |::|::|::|  |::|??|::|
                                +--+--+--+--+--+--+--+
23                                 |::|::|::|bc|  |
                                   +--+--+--+--+--+
24                                 |::|  |::|::|::|
                                   +--+--+--+--+--+
25                                 |  |::|  |  |::|
                          +--+--+--+--+--+--+--+--+
26                        |  |  |  |  |::|  |  |
                          +--+--+--+--+--+--+--+
27                                 |::|::|op|
                                   +--+--+--+
28                                 |  |::|
                                   +--+--+
29                                 |::|  |
                                   +--+--+--+--+
30                                 |  |  |  |  |
                                   +--+--+--+--+
31                          START->|  |  |  |  |
                                   +--+--+--+--+
----------------------------------------------------------------------------
5.3 Cloudman                  Liberation 3
Area: SciLab 3                Phase: 9
Allies: Blues, Magnet, Gyro

Data:             Bonus:                  Reward:
ParalyzeBomb H    FirePunch2 I            5-7 turns: Cloudman-SP C
                  WideBlade A             8-9 turns: Cloudman C
                  MegaEnergyBomb K        10+ turns: 3000 Zenny

Strategy:
Meet Gyroman.  Gyroman is quite useful in the fact that he can fly over any
empty Dark Panel or Item Panel.  Also, his special ability, Incoming Liberate,
will liberate the Dark Panel he is currently flying over.  His biggest use is
for liberating those keys.  But since he can't fly over black holes, bosses,
minibosses, bonus panels, or barriers, we'll need to clear the road a little
before we can put him to good use in this mission.
Your first turn should be spent liberating that black hole right in front of
you.  At the beginning of the second turn, take Gyroman all the way down the
winding path until you reach the Item Panel and liberate it for your first Key.
Upon liberation of a Key, all barriers with the same number will also be
liberated.  If you look, you will see a couple barriers with a "2" on them.
Guess that means there's another key to find.  Keys are usually hidden in
small, out of the way areas, and usually guarded by a miniboss.  Which in this
case, means the small area at the upper-right of the area with two Item Panels
and guarded by a Flame Beast.  The most efficient way to liberate it is to get
a one-turn on either of the corner tiles (one is an Item Panel, the other
should have a miniboss), then the following turn liberate the key (or one-turn
the miniboss, if you feel lucky).  Once you get Key #2, your next stop is the
last black hole before the boss.  Most likely, the miniboss will be on a panel
adjacent to one of the clean panels, giving Gyroman the perfect setup for a
kill. When you reach Cloudman, try not to leave anybody resting near him,
as he will attack that Navi, dealing damage and stunning them for one turn.
Magnet Barrier makes you immune to damage, but you can still be stunned.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
                                   +--+--+--+--+--+
01                                 |  |::|*2|::|  |
                                   +--+--+--+--+--+
02                                 |  |op|::|::|  |
                                   +--+--+--+--+--+
03                                 |  |  |  |  |  |
                                   +--+--+--+--+--+
04                                       |  |
                                         +--+--+--+--+--+
05                                       |  |  |  |  |  |
                                         +--+--+--+--+--+
06                                                   |  |
                                                     +--+
07                                                   |  |
                                                     +--+
08                                                   |  |
                 +--+--+--+--+--+              +--+--+--+--+--+  +--+--+--+
09               |  |::|::|::|??|              |::|::|::|::|hp|  |::|::|::|
                 +--+--+--+--+--+     +--+--+--+--+--+--+--+--+--+--+--+--+
10               |  |  |::|  |::|     |  |#2|  |::|::|<>|::|::|  |::|<>|::|
                 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
11               |  |::|<>|::|::|  |  |  |#2|  |::|::|::|::|::|  |::|::|::|
  +--+--+--+--+  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
12|##|##|##|  |  |  |  |::|  |op|           |  |::|$$|::|::|::|  |
  +--+--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
13|##|@@|##|  |  |  |::|::|::|::|           |  |  |::|::|::|  |  |
  +--+--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
14|##|##|##|  |                                |  |::|::|::|  |
  +--+--+--+--+                                +--+--+--+--+--+
15                                                |::|::|::|
                                                  +--+--+--+        +--+--+
16                                                   |#1|           |::|::|
                                      +--+--+--+--+--+--+--+--+--+--+--+--+
17                                    |  |::|::|::|::|  |::|::|::|::|  |*1|
         17x12: 1500z                 +--+--+--+--+--+--+--+--+--+--+--+--+
18                                    |  |           |#1|           |::|::|
         13x28: ParalyzeBomb H        +--+           +--+           +--+--+
19                                    |  |           |#1|
                                      +--+--+--+--+--+--+--+--+--+--+--+
20                                    |  |::|::|::|::|  |::|::|::|::|  |
                                      +--+--+--+--+--+--+--+--+--+--+--+
21                                                   |#1|           |  |
                                   +--+--+           +--+           +--+
22                                 |  |bc|           |#1|           |  |
                                   +--+--+--+--+--+--+--+--+--+--+--+--+
23                                 |::|  |::|::|::|::|  |::|::|::|::|  |
                                   +--+--+--+--+--+--+--+--+--+--+--+--+
24                                 |  |::|           |<>|
                                   +--+--+           +--+
25                                                   |::|
                                                     +--+
26                                                   |::|
                                         +--+--+--+--+--+--+--+--+--+
27                                       |??|  |::|  |::|  |::|  |op|
                                         +--+--+--+--+--+--+--+--+--+
28                                       |  |  |::|  |  |  |::|  |  |
                                         +--+--+--+--+--+--+--+--+--+
29                                       |::|::|::|::|::|::|::|::|::|
                                         +--+--+--+--+--+--+--+--+--+
30                                       |  |  |  |  |  |  |  |  |  |
                                         +--+--+--+--+--+--+--+--+--+
31                                START->|  |  |  |  |  |  |  |  |  |
                                         +--+--+--+--+--+--+--+--+--+
----------------------------------------------------------------------------
5.4 Dark Megaman              Liberation 4
Area: Endo 2                  Phase: 10
Allies: Blues, Magnet, Gyro, Napalm

Data:             Bonus:                  Reward:
WaterTornado2 O   Yo-Yo E                 5-8 turns: FullCustom *
                  WindRacket F            9-10 turns: AntiNavi M
                  SabotenBall2 Q          11+ turns: 4000 Zenny

Strategy:
Meet Napalmman.  His main ability, Napalm Bomb, will liberate a line of four
panels forward, and the panel to either side of the third panel.
However, his Bomb has a downside... it will destroy any item in the panel,
except for keys and traps, which are collected as normal.
As for this mission's strategy, send Gyroman to the small 7x7 area with a
Dark Hole in the middle.  The two keys are hidden in the item panels here,
with key 2 being easy to claim, but key 1 requiring either two phases, or a
one-turn liberate.  You will probably want to send another teammate to help
Gyroman take out the hole, but you should concentrate most of your efforts
on liberating those panels between you and the boss.  When you get near the
last Dark Hole, keep an eye on that Swordy.  They can teleport to ANY panel
within range, turning it into a Dark Panel if clean, and then attack you.
All throughout my game they had a tendency to teleport to a square that caused
my party to be split up, forcing me to fight the Swordy to get back through.
When you get to the Boss, keep in mind his Megabuster... 150 dmg is a bit of
damage.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
           +--+--+--+
01         |##|##|##|
           +--+--+--+
02         |##|@@|##|
  +--+--+--+--+--+--+--+--+--+
03|::|  |  |##|##|##|  |  |??|
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
04|  |  |::|::|::|::|::|  |  |           |  |  |::|  |::|  |  |
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
05|::|::|::|::|::|::|::|::|::|           |  |*2|::|::|::|op|::|
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
06|::|hp|::|::|<>|::|op|::|::|           |::|::|::|::|::|::|  |
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
07|::|::|::|::|::|::|::|::|::|           |  |::|::|<>|::|::|::|
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
08|  |  |::|::|::|::|::|  |  |           |::|::|hp|::|::|*1|::|
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
09|  |  |  |::|::|::|  |#2|#2|           |::|::|::|::|::|::|  |
  +--+--+--+--+--+--+--+--+--+           +--+--+--+--+--+--+--+
10|??|  |  |::|::|::|  |#2|#1|           |  |  |::|  |::|  |  |
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
11                        |::|::|::|::|::|::|
                          +--+--+--+--+--+--+
12                        |::|<>|::|::|<>|::|
                          +--+--+--+--+--+--+
13                        |::|::|::|::|::|::|
                          +--+--+--+--+--+--+
14                        |::|::|::|??|::|::|
                          +--+--+--+--+--+--+
15                        |op|::|::|::|::|::|
                          +--+--+--+--+--+--+--+--+--+--+
16                        |::|::|::|::|::|::|::|::|  |$$|
                          +--+--+--+--+--+--+--+--+--+--+
17                                 |::|::|<>|::|bc|::|  |
         18x16: 2400z              +--+--+--+--+--+--+--+
18                                 |::|::|::|::|::|::|::|
         16x17: AquaWall2 O        +--+--+--+--+--+--+--+
19                                 |::|::|::|::|::|::|  |
                                   +--+--+--+--+--+--+--+
20                                 |  |::|  |::|::|::|  |
                                   +--+--+--+--+--+--+--+
21                                 |  |  |  |  |  |  |  |
                                   +--+--+--+--+--+--+--+
22                          START->|  |  |  |  |  |  |  |
                                   +VV+VV+--+--+--+--+--+
----------------------------------------------------------------------------
5.5 Cosmoman                  Liberation 5
Area: Endo 5                  Phase: 9
Allies: Blues, Magnet, Napalm, Search

Data:             Bonus:                  Reward:
AntiFire K        TsunamiBall E           4-7 turns: Cosmoman-SP C
Guard2 B          DrillArm2 L             8-9 turns: Cosmoman C
MarkCannon2 D     LongBlade P             10+ turns: 5000 Zenny

Strategy:
Meet Searchman.  His specialty is Panel Search.  It checks a continuous line of
Dark and Item Panels and then enters a Liberate battle.  The Traps are removed
and Items are liberated.  This is a good thing, because Cosmoman has placed
many traps in this mission.
To go fast on the first turn, do a Napalm Bomb while standing at 08x22.  Next,
send anyone except Search to liberate the single Dark Panel.  Finally, have
Searchman use Panel Search through the middle of that small island.  The first
Panel is a Stun Trap, the third is Key #1.  Now you should defeat the Swordy at
09x20, otherwise he'll probably move and block your Navis from returning from
where the Key #1 was.
Use Panel Search to claim Keys #2 and #3, aiming down-right each time.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
  +--+--+--+--+--+--+--+--+--+
01|  |  |  |  |  |  |  |  |  |
  +--+--+--+--+--+--+--+--+--+
02|  |::|::|hp|^D|::|::|::|  |
  +--+--+--+--+--+--+--+--+--+
03|  |$$|??|::|::|::|<>|::|  |
  +--+--+--+--+--+--+--+--+--+
04|  |::|::|op|*3|::|::|bf|  |
  +--+--+--+--+--+--+--+--+--+
05|  |^D|::|::|::|::|??|::|  |
  +--+--+--+--+--+--+--+--+--+
06|  |::|$$|::|<>|::|::|::|  |
  +--+--+--+--+--+--+--+--+--+                    +--+--+--+
07|  |::|::|::|op|::|::|::|  |   02x03: 1200z     |##|##|##|
  +--+--+--+--+--+--+--+--+--+                    +--+--+--+
08|  |::|::|^S|::|::|::|^S|  |   03x06: 2500z     |##|@@|##|
  +--+--+--+--+--+--+--+--+--+                    +--+--+--+
09|  |  |  |  |  |  |  |  |  |   13x14: 800z      |##|##|##|
  +--+--+--+--+--+--+--+--+--+--+              +--+--+--+--+
10                        |#2|#2|              |#3|#3|#3|#3|
                          +--+--+--+           +--+--+--+--+
11    04x16: 1000z           |  |  |           |  |^D|op|*2|
                             +--+--+--+--+--+--+--+--+--+--+
12    06x16: MarkCannon2 D   |  |::|<>|::|::|::|::|::|::|
                             +--+--+--+--+--+--+--+--+--+
13    11x18: Guard2 B        |  |::|::|::|^S|bf|<>|::|
                             +--+--+--+--+--+--+--+--+
14    14x20: 1000z           |  |::|^D|$$|::|::|::|::|
                             +--+--+--+--+--+--+--+--+
15                              |#1|#1|#1|#1|#1|#1|#1|
           +--+--+--+        +--+--+--+--+--+--+--+--+--+
16         |$$|*1|bc|        |  |::|::|  |  |  |  |hp|  |
           +--+--+--+     +--+--+--+--+--+--+--+--+--+--+--+
17         |::|::|::|     |  |  |::|::|  |  |  |^D|::|op|  |
           +--+--+--+  +--+--+--+--+--+--+--+--+--+--+--+--+
18            |^S|     |  |  |::|bc|::|^S|  |  |::|^S|::|  |
              +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
19            |  |::|::|::|::|^D|::|<>|::|::|  |::|::|  |
              +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
20                     |^D|::|::|??|::|::|$$|::|::|::|
                       +--+--+--+--+--+--+--+--+--+--+
21                     |::|::|op|::|::|bc|::|  |  |
                       +--+--+--+--+--+--+--+--+--+
22                     |  |  |::|::|^D|::|  |  |
                       +--+--+--+--+--+--+--+--+
23    13x21: AntiFire K   |  |  |$$|::|  |  |
                          +--+--+--+--+--+--+
24    11x23: 1800z           |  |  |  |  |
                             +--+--+--+--+
25                    START->|  |  |  |
                             +VV+VV+VV+
----------------------------------------------------------------------------
5.6 Dark Blues                Liberation 6
Area: Undernet 4              Phase: 10
Allies: Gyro, Napalm, Search, Medi

Data:             Bonus:                  Reward:
AntiElec N        Lance *                 5-8 turns: Z-Saber Z
Satelite2 C       AntiRecover P           9-10 turns: Blues B
                  ElementalEdge K         11+ turns: 6000 Zenny
                  Geddon3 O
*-*-*
Strategy:
Meet Medi.  She has two important abilities worth mentioning.  The first is
that she can save the game, which is a good thing, since Blues isn't being
very friendly right now.  The second is Twin Liberate.  She targets the first
and last panels of a continuous line of Dark and Item Panels.  After you win
her Liberate, you have to send a second Navi to the last panel, and liberate
that one.  Once you win, all of the panels in the line get liberated, with the
second Navi suffering the effects of the Trap Panels.
Read Chapter 7 for a trick you can do with Medi's special ability.
This is the final Liberation Mission of the main game.  There are three more,
but you will have to wait until after finishing the game to reach them.
Key 1 is safe to get if you send Gyroman, since the Swordy usually only
attacks those targets standing in the line of clean tiles behind the second
Dark Hole.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
        +--+
01      |##|         10x05: 1600z
     +--+--+--+
02   |##|##|##|      10x07: 1300z
  +--+--+--+--+--+
03|##|##|@@|##|##|   07x08: AntiElec N
  +--+--+--+--+--+
04   |##|##|##|      09x08: Satelite2 C
     +--+--+--+        +--+--+--+--+        +--+--+--+
05      |##|           |  |::|$$|::|        |::|^D|::|
     +--+--+--+     +--+--+--+--+--+--+  +--+--+--+--+--+
06   |::|::|::|     |??|::|^S|::|hp|::|  |::|::|::|::|*1|
     +--+--+--+  +--+--+--+--+--+--+--+--+--+--+--+--+--+
07   |::|<>|::|  |  |::|op|::|$$|::|::|  |::|::|hp|::|  |
     +--+--+--+  +--+--+--+--+--+--+--+--+--+--+--+--+--+
08   |::|::|::|  |::|bc|::|bc|::|^S|::|  |::|::|::|::|
     +--+--+--+  +--+--+--+--+--+--+--+--+--+--+--+--+
09   |::|::|::|  |bf|::|<>|::|op|  |::|  |^S|
  +--+--+--+--+  +--+--+--+--+--+  +--+--+--+
10|::|::|::|     |::|::|::|::|     |::|  |::|
  +--+--+--+--+  +--+--+--+--+  +--+--+--+--+--+
11|#2|#2|#2|#2|     |#1|#1|     |??|::|::|::|::|
  +--+--+--+--+--+  +--+--+--+  +--+--+--+--+--+
12|  |  |  |  |  |     |  |  |  |::|::|<>|::|::|
  +--+--+--+--+--+--+--+--+--+  +--+--+--+--+--+
13|::|::|::|::|  |  |  |  |  |  |  |::|::|op|::|
  +--+--+--+--+--+--+--+--+--+  +--+--+--+--+--+
14|::|::|$$|::|::|  |  |  |  |     |::|::|::|
  +--+--+--+--+--+--+--+--+--+--+  +--+--+--+--+
15|??|::|::|::|::|::|::|^D|  |  |  |::|$$|::|  |
  +--+--+--+--+--+--+--+--+--+--+  +--+--+--+--+
16   |::|^D|<>|::|op|::|::|  |     |  |::|::|  |
     +--+--+--+--+--+--+--+--+  +--+--+--+--+--+
17      |  |::|::|::|::|::|     |  |^D|::|::|  |
        +--+--+--+--+--+--+  +--+--+--+--+--+--+
18         |::|::|^S|  |     |::|  |::|::|::|op|
           +--+--+--+--+  +--+--+--+--+--+--+--+
19         |::|*2|::|     |::|bf|::|::|  |  |
           +--+--+--+  +--+--+--+--+--+--+--+
20                     |  |  |::|<>|::|  |::|
    03x14: 2000z    +--+--+--+--+--+--+--+--+
21                  |  |  |::|  |::|::|::|
    13x15: 1000z +--+--+--+--+--+--+--+--+
22               |::|  |::|::|::|::|::|$$|
    13x22: 1200z +--+--+--+--+--+--+--+--+
23               |  |::|  |::|::|  |::|::|
                 +--+--+--+--+--+--+--+--+
24               |  |  |::|  |::|::|  |
                 +--+--+--+--+--+--+--+
25                  |  |  |  |  |  |
                    +--+--+--+--+--+
26              START->|  |  |  |
                       +VV+VV+VV+
----------------------------------------------------------------------------

--------------
Bonus Missions
--------------
The following are bonus missions.  You will be able to attempt them after
you finish the main game.
The first time you finish Liberation 7, you will also earn a semi-special
chip.  Why do I call it semi-special?  Because it's common in Nebula GMDs.
The good thing about this chip is you can trade it for the Soul Cleaner NCP,
but this guide doesn't cover that.
----------------------------------------------------------------------------
5.7 ShademanV3                Liberation 7
Area: Nebula 1                Phase: 12
Allies: Blues, Magnet, Napalm, Search

Data:             Bonus:                  Reward:
Meteor2 E         BoyBomb3 B              5-10 turns: Blackwing W
CustomBolt2 E     AntiNavi T              11-12 turns: Shademan-DS S
Slasher I         MudTsunamiBall W        13+ turns: 5000 Zenny
HeatBody3 J                 Extra Reward: JusticeOne J

Strategy:

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21
                                                           +--+
01    08x06: Slasher I     08x09: 1300z                    |##|
      03x07: HeatBody3 J   09x11: 1600z     +--+--+--+  +--+--+--+
02    09x10: CustBolt2 E   03x16: 1000z     |::|::|::|  |##|##|##|
      06x15: Meteor2 E                   +--+--+--+--+--+--+--+--+
03                                       |#1|::|<>|::|##|##|@@|##|
     +--+        +--+                 +--+--+--+--+--+--+--+--+--+
04   |^S|        |op|                 |  |#1|::|::|::|  |##|##|##|
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+  +--+--+--+
05|::|::|::|??|::|  |::|  |::|#2|::|::|::|#1|#1|#1|        |##|
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+        +--+
06|::|::|::|::|::|::|  |bc|::|#2|::|<>|::|::|  |
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
07|<>|::|bc|::|  |  |::|^S|  |#2|::|::|::|hp|   
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
08                     |hp|  |#2|  |::|::|bf|
        +--+  +--+     +--+--+--+--+--+--+--+
09      |??|  |^S|     |$$|^D|#2|#2|#2|#2|#2|
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
10|*2|::|  |::|  |::|  |^D|bc|::|::|::|::|::|
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+
11|  |::|::|::|  |::|  |^S|$$|  |  |::|::|  |
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
12|op|  |::|::|::|::|hp|::|::|     |  |::|::|??|
  +--+--+--+--+--+--+--+--+--+     +--+--+--+--+
13|::|  |::|  |  |::|::|<>|::|     |::|::|::|
  +--+--+--+--+--+--+--+--+--+--+  +--+--+--+
14|  |::|  |::|::|::|::|::|::|??|  |^D|::|  |
  +--+--+--+--+--+--+--+--+--+--+  +--+--+--+
15|::|  |::|::|::|bc|::|::|::|     |::|::|::|
  +--+--+--+--+--+--+--+--+--+     +--+--+--+
16|  |::|$$|::|  |::|::|::|::|     |::|<>|::|
  +--+--+--+--+--+--+--+--+--+--+  +--+--+--+--+
17|::|::|::|  |::|  |::|  |::|op|  |::|::|::|^S|
  +--+--+--+--+--+--+--+--+--+--+  +--+--+--+--+
18|  |  |  |::|  |  |::|  |::|     |op|*1|bf|
  +--+--+--+--+--+--+--+--+--+     +--+--+--+
19|  |  |  |<-START
  +--+VV+--+
----------------------------------------------------------------------------
5.8 CloudmanV3                Liberation 8
Area: Nebula 3                Phase: 14
Allies: Gyro, Napalm, Search, Medi

Data:             Bonus:                  Reward:
ResetBomb I       TimeBomb3 S             7-12 turns: Muramasa M
                  AirWheel3 G             13-14 turns: Cloudman-DS C
                  Kunai3 L                15+ turns: 5000 Zenny

Strategy:
After removing the first Flame Beast, have Gyroman use his Incoming Liberation
on that little "hook" of panels at 17x23.  On the next turn, liberate the Item
Panel in front of you for Key #1. Removing the #1 Barriers will give you a
little more room to move about in, making the start easier.  He can do the
same thing with Key #2, making the liberation of that final Dark Hole a lot
easier.  There is no easy method for getting the second Bonus Panel without
activating the Stun traps surrounding the Black Hole in front of it.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
              +--+--+--+
01            |##|##|##|
              +--+--+--+--+--+--+--+--+--+
02            |##|@@|##|  |  |  |  |  |  |
              +--+--+--+--+--+--+--+--+--+
03            |##|##|##|              |#2|
              +--+--+--+  +--+--+  +--+--+--+
04                        |??|::|  |::|::|::|
                       +--+--+--+--+--+--+--+
05                     |::|::|::|::|::|::|::|
                 +--+--+--+--+--+--+--+--+--+--+
06               |  |::|::|#2|::|^S|::|::|$$|  |
              +--+--+--+--+--+--+--+--+--+--+--+--+
07            |  |  |::|#2|<>|::|::|  |  |  |::|::|
        +--+--+--+--+--+--+--+--+--+--+--+  +--+--+
08      |  |  |  |  |::|#2|::|::|::|  |     |::|
        +--+--+--+--+--+--+--+--+--+--+  +--+--+--+
09      |  |        |::|::|op|::|::|     |::|hp|::|
     +--+--+--+--+  +--+--+--+--+--+  +--+--+--+--+
10   |op|::|bf|::|     |::|::|        |::|*2|::|
  +--+--+--+--+--+--+  +--+--+  +--+  +--+--+--+
11|  |::|<>|::|::|::|           |??|     |::|
  +--+--+--+--+--+--+--+     +--+--+--+  +--+
12   |^D|::|^D|  |::|#1|     |^S|^S|^S|
     +--+--+--+--+--+--+--+--+--+--+--+--+
13      |  |  |  |  |#1|::|$$|^S|<>|^S|$$|
        +--+--+--+--+--+--+--+--+--+--+--+--+
14               |  |#1|::|$$|^S|::|^S|$$|  |
                 +--+--+--+--+--+--+--+--+--+--+
15                     |::|$$|$$|$$|$$|$$|  |  |
      All $$ = 100z    +--+--+--+--+--+--+--+--+
16     EXCEPT FOR         |::|$$|$$|$$|  |
      14x06: 2000z        +--+--+--+--+--+  +--+
17    17x19: 2400z           |::|::|::|::|  |??|
                             +--+--+--+--+--+--+--+--+
18    03x20: ResetBomb I        |  |::|::|::|::|::|::|
           +--+--+--+--+--+  +--+--+--+--+--+--+--+--+--+
19         |  |  |::|::|op|  |::|::|::|<>|::|::|$$|$$|  |
        +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
20      |bc|::|::|::|::|::|::|::|#1|::|::|::|hp|$$|$$|  |
        +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
21         |  |::|::|::|  |::|::|::|::|::|  |$$|^D|$$|
           +--+--+--+--+--+--+--+--+--+--+  +--+--+--+
22            |#1|^S|#1|     |  |  |#1|        |$$|
           +--+--+--+--+     +--+--+--+        +--+--+
23         |::|<>|::|                          |*1|::|
        +--+--+--+--+--+                       +--+--+
24      |::|::|::|::|::|
        +--+--+--+--+--+--+--+--+--+
25      |  |::|::|::|  |::|::|  |  |
        +--+--+--+--+--+--+--+--+--+~~~\
26         |  |::|#1|::|::|::|  |  |    }
           +--+--+--+--+--+--+--+--+~~~/
27            |  |  | START->|  |  |
              +--+--+        +--+--+
----------------------------------------------------------------------------
5.9 BlizzardV3+CosmoV3        Liberation 9
Area: Nebula 5                Phase: 16
Allies: Blues, Magnet, Gyro, Medi

Data:             Bonus:                  Reward:
Samurai3 Z        VoodooDoll O            4-13 turns: Anubis A
AntiWood M        CustomBolt3 P           15-16 turns: Cosmoman-DS C
                  SuperVulcan S           17+ turns: 5000 Zenny

Strategy:
This is the hardest mission in ToB.
In ToC, you can finish in 4 turns, which is why that is the fastest time.
In ToB, you can't finish it in 4 turns because you have no allies here that
can liberate a range of 4+ tiles across a barrier.

Map:
   01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
01|  |::|::|  |#1|  |::|::|::|##|##|##|::|::|::|  |#2|  |::|::|  |
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
02|??|::|::|#2|#2|#2|::|$$|::|##|@@|##|::|hp|::|#3|#3|#3|::|::|??|
  +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
03   |::|::|#2|<>|#2|#2|::|::|##|##|##|::|::|#3|#3|<>|#3|::|::|
     +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
04   |::|::|#2|::|op|#2|::|::|::|::|::|::|::|#3|bc|::|#3|::|::|
     +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
05      |  |#2|#2|::|#2|  |  |#1|::|#1|  |  |#3|::|#3|#3|  |
        +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
06      |  |::|#2|::|::|::|#2|::|@@|::|#2|::|::|::|#3|::|  |
        +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
07         |  |#2|#2|::|::|#2|::|*1|::|#2|::|::|#3|#3|  |
           +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
08         |::|::|#2|#2|::|  |#2|#2|#2|  |::|#3|#3|::|::|
           +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
09            |<>|::|#2|::|::|::|::|::|::|::|#3|::|<>|
              +--+--+--+--+--+--+--+--+--+--+--+--+--+
10            |::|::|#2|::|::|#3|#3|#3|::|::|#3|::|::|
              +--+--+--+--+--+--+--+--+--+--+--+--+--+
11            |*2|hp|#2|::|::|#3|::|#3|::|::|#3|op|*3|
              +--+--+--+--+--+--+--+--+--+--+--+--+--+
12                        |::|#3|<>|#3|::|  |
                          +--+--+--+--+--+--+
13                        |::|#3|#3|#3|::|
      08x02: 2000z        +--+--+--+--+--+--+
14                        |  |  |  |  |  |op|
      16x04: AntiWood M   +--+--+--+--+--+--+
15                           |bc|::|  |::|::|
      10x15: Samurai3 Z      +--+--+--+--+--+
16                              |::|::|::|::|
                                +--+--+--+--+
17                                 |::|::|
                                +--+--+--+
18                              |  |  |  |
                                +VV+VV+--+
----------------------------------------------------------------------------

========================
6. Minibosses and Bosses
========================

Here I list the details of minibosses and bosses.
For all ranges greater than 1, the corners are not affected.

Flame Beast
  2 panel movement.  Attacks all Navis within 1 panel.
    120 HP, 20 dmg (Lib-1,Lib-2)
    180 HP, 40 dmg (Lib-3,Lib-4,Lib-5)
    220 HP, 50 dmg (Lib-6)
    250 HP, 60 dmg (Lib-7)
    300 HP, 80 dmg (Lib-8)
    360 HP, 100 dmg (Lib-9)
Royal Hawk
  Attacks one Navi within 3 panels
    OR
  Teleports to any dark panel within 3 panels
    100 HP, 20 dmg (2,3)
    150 HP, 30 dmg (4,5)
    180 HP, 40 dmg (6)
    200 HP, 60 dmg (7)
    250 HP, 70 dmg (8)
    300 HP, 80 dmg (9)
Swordy
  Can teleport to any panel within 2 panels.  If the panel is clean, it turns
  dark.  Attacks one Navi within 1 panel.
    200 HP, 50 dmg (4)
    230 HP, 50 dmg (5)
    230 HP, 70 dmg (6)
    300 HP, 100 dmg (7)
    340 HP, 120 dmg (8)
    400 HP, 140 dmg (9)

Blizzardman
  V1-40dmg snowball, all targets within 2 panels.
  V3-80dmg snowball, all targets within 2 panels.
Shademan
  V1-60dmg claw, 1 target standing next to any Dark Panel.
  V3-80dmg claw, 1 target standing next to any Dark Panel.
Cloudman
  V1-50dmg thundercloud, 1 target within 2 panels.  Stuns Navi.
  V3-70dmg thundercloud, 1 target within 2 panels.  Stuns Navi.
Cosmoman
  V1-80dmg satellite, 1 target within 3 panels.
  V3-100dmg satellite, 1 target within 3 panels.
Dark Megaman
  50dmg Megabuster, all targets within 2 panels.  Hits three times.
Dark Blues (100 is Colonel's damage, need to check ToB)
  100dmg Sword, 1 target within 1 panels.

==================
7. Tips and Tricks
==================
*-*-*
Use those Abilities:

Several of your teammates are perfect for certain situations.
Magnetman - 
Gyroman - 
Napalmman - 
Searchman - 
Medi - Medi has a slight glitch the programmers didn't catch.  If you start
  a TwinLiberate and cancel it before you enter battle, you can then have
  another Navi go to the second panel that was targeted by Medi's ability and
  start a liberate (notice the command changed to TwinLiberate?).  If you win,
  you'll liberate all the panels in the line, without spending any Order Points
  or using Medi's turn.  If you want to cheat, go right ahead.  It's not like
  I can stop you. :-)
------------------
Conserving Order Points:

Once you have a large source of chips and put together a better folder than
the one you start with, you have a better chance of getting one-turn liberates.
Once you get constant one-turns, don't use Blues's WideSword field ability.
------------------
Controlling the size of your Battle Area:

You may notice in battles that you start with either columns 1-2, 1-3, 1-4 or
3-4 as your battle area.  The reason for this is because dark panels next to
your panel have an effect on your battle area in combat.

 +--  N is your current Navi, and they are facing #2 to liberate it.
 |    Panels #7 and #9 do not matter when calculating your battle area.
 |    To find battle area, read the following until you reach a true statement.
 V
      Middle two columns:  Either #4 and #6 are Dark, or #8 is Dark.
123   Left two columns:    Same as above, but fighting a Boss.
4N6   Left two columns:    #4 OR #6 is a Dark Panel.
789   Left three columns:  #1 and/or #3 is a Dark Panel.
      Left four columns:   #2 is the only Dark Panel.
------------------

8. Version Information:

ToB- v0.72    May 02, 2005       Started adding in more Bonus Panel Chips.
                                 Synced ToB and ToC guides.
                                 Ran Spell Checker (lots of misspelled words!)
ToB- v0.71    April 21, 2005     Fixed a few chip errors.
ToB- v0.70    April 20, 2005     Finished ally intros at start of missions.
ToB- v0.6     April 09, 2005     Revised my ToC guide for ToB.

ToC- v0.9     April 07, 2005     Added in Mission #9.
ToC- v0.81b   April 05, 2005     A line was 80 characters long... :-(
ToC- v0.81    April 04, 2005     Corrected a few things that I missed.
ToC- v0.8     April 03, 2005     First GameFAQ submission.
ToC- v0.6     March 25, 2005     Work still in progress...

---------------

9. Credits:

Thanks to zidanet_129 for his innumerable FAQs, which has prompted me to
write my own, and what I base my format on.
Thanks also to zidanet_129 for all the help he gave me in writing this FAQ.
It wouldn't be this big if it weren't for him.
Thanks to ad00 on the GameFAQs boards for pointing out that there's more than
Just three chips in those Bonus Panels.  Now I just have to find them all...

---------------

10. Legal Information:

Copyright to Casebier (John Rogers)
This Guide may only be posted on GameFAQS.com.

---------------

11. Contact Information:

You can reach me on the GameFAQs message boards.
You can also contact me via email, but I don't check it very often.
Email: casebier[at]iname[period]com