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