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Walkthrough

by A Darkstar Ripclaw

                           Darkstar Ripclaw Presents...

                ____  ____  ___   ________    ___    ____  ______
               / __ \/ __ \/   | / ____/ /   /   |  / __ \/ ____/
              / / / / /_/ / /| |/ / __/ /   / /| | / / / / __/
             / /_/ / _, _/ ___ / /_/ / /___/ ___ |/ /_/ / /___
            /_____/_/ |_/_/  |_\____/_____/_/  |_/_____/_____/

    The most recent version of this FAQ may always be found at GameFAQs.com


1. Characters
        a. Hibito's Story        [WHBTS]
        b. Kyle's Story          [WKYLS]
        c. Daichi's Story        [WDBTS]
        d. Guy's Story           [WGUYS]
2. Quests                        [2QSTS]
3. Bullets                       [3BLLT]
4. Shop List                     [4SHLS]
5. Miscellaneous
        a. Basics                [MBBS]
        b. A.I. Exploits         [MAIE]
        c. Titles                [MTLE]
        d. FAQ                   [MFAQ]

        At the current moment, those who wish to submit content should refer to
the two paragraphs at the bottom of the FAQ for guidelines and my email. Not
following the guidelines and trying to email me shall result in a deleted
email.

                   ~Darkstar Ripclaw

--------------------------------------------------------------------------------
                                 HIBITO'S STORY
--------------------------------------------------------------------------------
[WHBTS]

                                1. Walkthrough
                                 a. Foothill                [HWFH1]
                                 b. Melthea                 [HWMLT]
                                 c. Seaside City            [HWSSC]
                                 d. Diver Coast             [HWDVC]
                                ae. Gun Valley              [HWGVL]
                                be. Oceana Spring           [HWOCS]
                                af. Gearbourg               [HWGRB]
                                bf. Aquapolis               [HWAQP]
                                 g. Darth Valley            [HWDVL]
                                 h. Alexandria              [HWALX]
                                 i. Midway City             [HWMWC]
                                 j. Thugger's Den           [HWTHD]
                                 k. Newtown                 [HWNWT]
                                al. Blingsville             [HWBL1]
                                      -Tournament
                                bl. Blingsville             [HWBL2]
                                      -Rescue
                                 m. Citadel Ruins           [HWCDR]
                                an. Oakland                 [HWOAK]
                                bn. Raiden                  [HWRID]
                                 o. Synesthesia             [HWSN1]
                                 p. Foothill                [HWFH2]
                                 q. Maze Forest             [HWMZF]
                                 r. Mad Company             [HWMDC]
                                 s. Foothill                [HWFH2]
                                 t. Synesthesia             [HWSN2]
                                 u. Finale                  [HWFNL]

                                2. Quests
                                 a. Let's Grap!             [HQLG!]
                                 b. QA Tester               [HQQAT]

                                3. Fighting Strategies      [KFGST]


-=-=-=-=
FOOTHILL
=-=-=-=-
[HWFH1]

        After the inital bunch of story text, head right into another room of
the house. Continue right some more after Honoka is finished talking to head
outside, and once Honoka is done some more talking, head left (if you want to
talk to everyone in the right side of town, now is your only chance to do so).
More talking later, and you shall get into your first battle with a Variant. For
the first bit, just attack with your X and Y buttons. For the second segment,
add jumping using B and guarding with R to your arsenal. You will not
necessarily have to use all of the commands, however, as each battle will end
after a set amount of damage.

        Once you return to town, head right a screen for another conversation
with Honoka (were you wishing to talk to everyone on the left side, this is the
only chance you have; also, the shop is currently not selling bullets at the
time). A few more talks later (head left when exiting the house), you will later
be put out on the World Map. Head over to Melthea next.


-=-=-=-
MELTHEA
=-=-=-=
[HWMLT]

        Once the cutscene is over, head right a screen. Here, enter the building
with the mark similar to a spiral inside an S. Talk to the lady at the right
counter inside, and you will be brought into a brief tutorial of fighting in
Draglade. If you have already done any other character's story, skip these whole
next two paragraphs, as it is the exact same thing as every other tutorial.

        You are technically supposed to use three light and three hard attacks,
then block three times, and use three Bullets, but I have seen on the occasion
that you can get away with less. For the fourth one, just tap the p Heal to
switch it with your p Fire, and then activate it. For the fifth one, press and
hold the L button, and hit the instructor with attacks in symphony with the
beat. For the sixth, you will have to be more exact with your beats. After some
more basics, you will need to fight the instructor.

        Given the basics so far, you should not have too difficult a fight. Spam
your regular attacks for the most part, and use your beat combos when he leaves
himself open. If the two of you are separated by a fair distance, you can get
away with your p Fire. Also, if you get truly low on your MP, use p Heal, but
make sure that the instructor is out of the way; if he is next to you, he will
also be healed by the p Heal.

        After the tutorials are finished, listen to the counter lady for some
background information on how to complete the goals set out for you by the
game's storyline. You will also get p Fire and p Water (automatically inserted
into your bullet customizer) as well as a generic beat combo.

        Before leaving town, you can do optional sidequests by talking to the
clerk at the left counter in the G-Center in town. Quest strategies are detailed
in the quests section if you need them. You can also pick up preordained Beat
Combos up here (and you can customize them as well). Meanwhile, on the opposite
side of town is a bullet shop now open that will sell you new bullets (if you
have done anybody else's story at all so far, however, your bullets from that
story will cross over to here). Quest strategies can be found in the quests
section. After you are done, leave town, and head to Seaside City on the
overworld map.


-=-=-=-=-=-=
SEASIDE CITY
=-=-=-=-=-=-
[HWSSC]

        Watch the cutscene coming into Seaside City, then head right. For the
most part, stay away from the bear variant, and instead shoot offensive bullet
after bullet into him. Only move in close for the attack if you are confident
that you can pull of a Dash+Y knockout move. If, for whatever reason you let the
bear close enough to hit you, it can do things; either he will slash his claws
at you, or (much more likely) he will curl up into a ball and roll straight
forward at you, knocking you down. Thankfully, after the latter attack he will
be dazed, so if the opportunity arises, use your Beat Combo relentlessly.

        After, you obtain a p Water for defeating the bear variant. With that
out of the way, there is not much remaining to do in town. About the only thing
you can do in town is go to the Bullet Shop (which has some of the same stock as
Melthea and some new), but after that is over, your only remaining destination
is out of town. Once you have committed, proceed to Diver Coast.


-=-=-=-=-=-
DIVER COAST
=-=-=-=-=-=
[HWDVC]

        Proceed right a screen from the entrance, and you shall take on a boss.

--------
MEGABOLT
--------
        Megabolt is a large crab-like boss robot that likes to move around a
lot. It has three main attacks; the first is that it will disappear off the
screen, only to come back on rushing forward a constant amount of distance
before it stops. If you are in the way of its rush, you will get damaged by the
contact. The longer it is in contact with you, the more damage you shall
receive, so stay out of the way when it does this, and counterattack during the
crab's refractory period. After the lag, it will start moving from side to side.
For the first bit of time when it is doing this, you will not take damage, so
pound away. However, quickly retreat, as it will end this attack off by suddenly
jerking to one side and bowling over everything in its path.

        The second attack for the crab is that it will jump up and down. If you
happen to be in its way when it starts coming down, it shall knock you out of
the way. However, you will not receive damage if you strike it while it is going
up. Its third and final attack is that it will start to face one way and then
rotate its arms in opposite directions, and start spitting fire out of its
mouth. This is when it is most vulnerable, as it will stay in that position and
carry on with its attack. Stay out of its way for the beginning, until you learn
to recognize what it does right before it starts to spit out fire. Once you have
learned its pattern, go behind its back next time before it has the chance to
breath fire, then relentlessly strike at its back with Beat Combos while it is
going away at the front. It simply CANNOT stop its attack halfway through,
leaving you plenty of time to take care of it. You should also stay in the
middle for the most part to exploit this attack, as you will have room to slip
behind to his back side with this.

        So long as you become familiar with the pattern of the crab boss's three
attacks (and no, you cannot flip it over to deal massive damage), you can keep
smashing away at it while staying out of the way of its attacks.



        After the battle has finished, head right into the next area, and enter
the G-Center here. Talk to the lady at the right desk to be directed to your
next G-Center, which will be home to the first major exam you shall take. Do the
optional quest and pick up any bullets as you will, then exit out onto the
overworld.

        Now, Hibito's story begins to branch into two separate paths here. You
can head to the settlement of Aquapolis by way of Oceana Spring, or head to
Gearbourg through Gun Valley. If you wish to refer to the table of contents
offered at the beginning of the walkthrough for Hibito's Story, Oceana Spring
and Aquapolis will be referred to as ae and af, while Gun Valley and Gearbourg
shll be sectioned under be and bf. The branches will converge after awhile back
into one path.


-=-=-=-=-=
GUN VALLEY
=-=-=-=-=-
[HWGVL]

        �Monsters: Fire Mouse, Fire Wolf, Wind Butterfly


        For the most part, just travel right in Gun Valley until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        With the fight done, head on to Gearbourg.


-=-=-=-=-=-=-
OCEANA SPRING
=-=-=-=-=-=-=
[HWOCS]

        �Monsters: Water Mouse, Fire Wolf, Water Tortoise


        For the most part, just travel right in Oceana Spring until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        Once the battle is over, head off to Aquapolis.


-=-=-=-=-
GEARBOURG
=-=-=-=-=
[HWGRB]

        After the cutscene, get some new stuff at the Bullet Shop if you require
it, then head right a few scenes until you get to the G-Center. Talk to Yuki
here and say yes to head inside. Talk to the lady at the right counter to start
your pair of fights.

        Be prepared for these two fights; in the Gearbourg battle arena, you
have four pipes, two on each side of the screen. When the vacuum starts up, the
pipes will suck you in; the bottom-left pipe will suck you in and shoot you out
the top-left pipe, and vice versa. The same goes for the right side. While it
may interrupt what was becoming a good combo for you, you can also use it to
surprise opponents that are sticking to their guns, digging in their heels and
defending for the entirety of the battle.

------
HADCHI
------
        Probably the best thing about Hadchi is that he only has 1200MP, and you
can actually cause reasonable amounts of damage when you get an open strike on
him (40-50MP apiece), so that this fight does not take longer than it should.

        In any case, Hadchi has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His final two attacks involves
the use of a fireball attack, where he shoots out a straight bolt of fire that
goes in the horizontal direction he is facing and expands as it moves away, and
an f Toxin attack, which if it hits you, will keep you poisoned and losing HP
for some time.

        The thing that is difficult about Hadchi is that he loves to dash
around, lots. And move around he will, onto the middle and top platforms,
dropping down the platforms, and between the opposite ends of the fighting
arena. Most usually, he will chase after you, and constantly harass you, giving
you little opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Hadchi often
will be quick to put his guard up, you can perform the Dash + Y attack to knock
him off balance. Mostly, however, take advantage of his love for motion. When he
is on the ground, jump up a platform, then do Down + B to drop down and change
your drop into a swinging cut at Hadchi. The reverse is also true; if Hadchi is
lured onto a platform, drop down a floor, then when he drops down, follow
through with a combo attack to cause great harm while he is unable to guard
(being in the air).

        Finally, you can exploit the suction traps of Gearbourg yourself to your
advantage. If Hadchi is guarding to an annoying degree, just go through one the
bottom suction trap, land on one of the top platforms, then drop down and hit
him with a surprise strike (or the opposite, where you can go from top to bottom
and then come from underneath).



-----------
TURK MCDIRK
-----------
        Turk McDirk, in terms of his two regular physical attacks and moving
around, is very much a carbon clone of Hadchi behind him. In fact, in this
aspect, the only two difference between the two is his size and reach. McDirk's
two normal moves are to slash downwards and do an upward sweep. He also loves to
move around a lot, jump up and down, along with defending whenever presented
with an enemy taking the offensive against him. Be careful though, as one thing
he has that Hadchi does not is a Beat Combo; if ever you get trapped between a
solid place and his Beat Combo, and you cannot see anyway out of getting hit,
DEFEND. He has a fairly strong physical attack, so it is imperative that you
take as little damage as possible.

        Turk McDirk also has two VERY RARELY used water-elemental attacks. The
first involves him summoning a bunch of ice droplets coming from the heavens
above and falling to the Earth, which can damage anyone or anything that they
hit. The second involves him raising his hand above his head, and then bringing
forth a giant icycle, which he then throws forward. For either of these attacks,
definitely just run out of the way quickly. He will also charge up a ball of
energy before doing either attack; if you can manage to hit him from behind
during or before his bullet use, you can expose his backside for further damage.



        After you win the battle, the lady at the counter will give you
directions to head to Darth Valley. Make any last-minute arrangements you need,
do the optional quest, then head out to Darth Valley.


-=-=-=-=-
AQUAPOLIS
=-=-=-=-=
[HWAQP]

        After the cutscene, get some new stuff at the Bullet Shop if you require
it, then head right a few scenes until you get to the G-Center. Talk to Yuki
here and say yes to head inside. Talk to the lady at the right counter to start
your pair of fights.


-------------
DREAMIN' DRIM
-------------
        There is not too much to say about Dreamin' Drim. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his lone Bullet, which allows him to summon a bomb that will walk forward
and explode on contact with you. To damage him, you can usually stick to a
strategy of luring him and then hitting him at point-blank range with either
long or short-range Bullets that you have collected so farto catch him off-
guard, or utilizing Beat Combos. Overall, he just happens to be a pushover.


------
SHELLY
------
        Shelly is the first of the group of nine characters whom you can fight
with in multiplayer and wireless mode that you shall battle in the actual story.
This I must stress because it means that Shelly has in her arsenal more than
just a pair of generic regular attacks. She can perform several moves, as well
as her own unique Beat Combo.

        The most major note that should be made is that she uses a bow, which
means to expect long-range attacks. She can shoot sideways, she can jump up into
the air and shoot diagonally down, she can shoot diagonally up (this latter
attack sending three arrows at once), and she can even shoot into the ground
when standing still.

        What makes her more devastating is that nearly all her long-range
attacks will cause a sheet of ice to appear wherever their end points are, or if
they hit you. This means that even if you are out of the arrow's range, you can
still get hit by the ice if you are only slightly behind the arrow, and if you
get hit by the arrow, you get damaged to a further extent, and stunned by the
ice. Obviously, you can try to defend, which will work, but you should also try
maneuvering over some of the attacks (especially if you are in the air to begin
with). Her attack directly into the ground will cause a pillar of ice to appear
to either side of her.

        Beware, as Shelly can also do close-range attacks with her bow; these
are usually of the slashing and sweeping up category, but she also can do her
own Dash + Y combo up front, so do not expect to be able to defend when she
comes in and being able to keep your guard. Finally, she has a lone Bullet that
she can use, in which she tosses a ball of ice forward that expands into several
icycles going up to either side of it once it hits the ground.



        After you win the battle, the lady at the counter will give you
directions to head to Darth Valley. Make any last-minute arrangements you need,
do the optional quest, then head out to Darth Valley.



-=-=-=-=-=-=
DARTH VALLEY
=-=-=-=-=-=-
[HWDVL]

        �Box Bullets: Aqua Vest, Swarm
        �Monsters: Wind Wolf, Earth Mouse, Electric Butterfly, Earth Bear, Wind
                   Tortoise

        There really is not much going on in here; just advance right through
the entire stage, and kill all enemies as you go along. I HIGHLY recommend that
you bring in a bullet that can hit two or more enemies at once with you, as you
will need it for later on in here. I especially prefer p Water, as it allows you
to shoot a straight stream of water that damages multiple times and goes through
anything it hits, allowing you to slaughter several foes at once.

        After a cutscene, you will encounter some Thuggers.


--------
THUGGERS
--------
        There may be two Thuggers. But that is all that they have going for
them. First of all, they are really slow on their feet, and when they do get in
range of your character, often times they will take forever before deciding to
finally attack. On top of that, they lack any sort of Bullet attack, and can
only do a jab and an upward slash, both of which lack any real sort of power
except for the jab being able to knock you off your feet. Worse yet for them,
they BARELY even defend themselves.

        Additionally, both Thuggers lack a great amount of MP, so it does not
take long before you can finish them off. However, because of the openness of
the arena, and their tendency to just stay on the ground and run towards you,
you can use multi-hit Bullets to attack them, just as I recommended to you
early. After a bit, they will get smart and defend, but if you wait a few
seconds and let them run towards you again, you can shoot another Bullet and
catch them off-guard.



        Afterwards, head off into Alexandria.


-=-=-=-=-=
ALEXANDRIA
=-=-=-=-=-
[HWALX]

        Head right once done with the initial cutscene to the next screen, and
watch another cutscene. Once inside the laboratory, head right to the last room,
and enter the door at the end of the hallway. Montague will give you the Cleanse
Bullet after a long cutscene. When the converstation ends and you are put
outside, leave Alexandria and go to Midway City.


-=-=-=-=-=-
MIDWAY CITY
=-=-=-=-=-=
[HWMWC]

        As soon as you come in, you shall have a rematch with the Thuggers from
earlier.

--------
THUGGERS
--------
        There really is not much to say about the Thuggers. They retain
basically the same attacks as before with their jab and up-sweep slash, and so
you should use the same strategies. About the only modification to their
behaviour is that they will attack somewhat more aggressively, but not so much
that you can handle them with ease using Bullets and regular strikes. And of
course, they still have their pitiful MP, so dispatching them should again not
be too much of a difficulty.



        Unfortunately, you will not get the chance to stay long in Midway City,
as you shall be forced automatically back out onto the world map. Head to the
Thugger's Den next.


-=-=-=-=-=-=-
THUGGER'S DEN
=-=-=-=-=-=-=
[HWTHD]

        �Monsters: Poison Mouse, Poison Tortoise, Thugger A, Thugger B, Thugger
                   C

        You will start the area off by fighting the scythe-wielding Thugger
alone. Once you have finished him off, take out a Poison Mouse, then continue on
and dispose of the rapier-wielding Thugger. You will also run into some carbon
clones of the scythe Thugger, as well as a new Thugger - a fist-fighting one.
Once you get to the end, watch a cutscene, then a boss battle.

----
ZEKE
----
        It should be noted beforehand that defeating Zeke is OPTIONAL. You are
in fact expected to lose, and so this strategy is only for the masochist few who
wish to try toppling this monster.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser.

        Since you have a 100% chance of needing to heal during the battle, there
are a few things that you can do if Zeke constantly backs you into a wall and
then attacks you while you are summoning your Bullet. The first is to double
jump into the air and then use your Bullet, while hoping Zeke is unable to hit
you (he has the range to do so, but that does not mean he always will). Another
way to do this is to actually use your p Heal, then quickly use an attack that
will push him back if he is too close to you such that he cannot get the effects
of the p Heal as well.

        Overall, however, you must realize this; if you are attempting this on
your first playthrough, do not be surprised if you get your behind handed to
you. Yes, Zeke CAN be defeated. However, given what is probably limited Glading
experience prior to this fight, your own natural skill may not be able to handle
what is likely a 3:1 HP ratio to a character who can cause heavy damage. You can
redo this fight after you beat the game, with better bullets and higher HP, so
do not fret too much if you are a perfectionist.



        Once the battle is over, you shall turn up back in Midway City. Here,
exit the house, go right a couple of screens, and leave town. Head to Newtown
next.


-=-=-=-
NEWTOWN
=-=-=-=
[HWNWT]

        Make your stop at the Bullet Shop as needed, and then head to the G-
Center. Do the optional quest if you wish, then talk to the lady at the right
counter in order to take the second exam.

        Unlike the first Exam (and every exam after this) there will be no traps
operating in the G-Center in Newtown, so you do not need to alter standard
strategy to account for field effects. Also, you shall fight three people
instead of two this time around.

--------------
HARDBOILED RAY
--------------
        There is not too much to say about Hardboiled Ray. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you. Near the end, he may tend to be a bit more
aggressive, and will actually use his lone Bullet, which allows him to shoot out
two tornadoes, one on top of another. If he does this and you have the reaction
time to respond to it, guard. Otherwise, take the hit and then continue against
him. To damage him, you can usually stick to a strategy of luring him and then
hitting him at point-blank range with either long or short-range Bullets to
catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a
pushover.



------
ISSHIN
------
        Isshin has pretty much only two attacks, both of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His only Bullet is Speed Up,
which allows him to gain a great amount of speed.

        The thing that is difficult about Isshin is that he loves to dash
around, lots. And move around he will. He likes to use his Beat Combo a lot, and
will dash into you and try to use his quick Beat before you have the opportunity
to blink.

        As such, you will be required to take the battle to him. As Isshin often
will be quick to put his guard up when not dashing, you can perform the Dash + Y
attack to knock him off balance. Mostly, however, take advantage of his love for
motion. Lay a trap Bullet such as Rose Thorn to hit him while he is screwing
around, and then let loose a long-range Bullet while he is dashing towards you.
In any case, due to his low MP and the fact that he is not one of the story-
important foes that you will face, he should not end up being any kind of
problem.



-----
ASUKA
-----
        Asuka, although not being one of the special four main characters, is
one of another set of four characters who are programmed with several physical
attacks as opposed to just a generic two-set. This means that there are a number
of things you should watch out for; in particular, Asuka has a fairly decent
range with her weapon, and can knock you out cold with a good number of them.
She also can spin around, hitting anything that comes in her path; when she does
this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B
attack.

        Asuka also has four bullets in her repetoire for her use. The first
allows her to shoot a small orb of energy that follows you around for about a
third of the screen before fading out. The second will cause a pillar of Earth
to spring up right underneath her (not in front or behind her, underneath her).
It is supposed to be for you to either walk into or be hit into and be further
damaged, but it fades away too fast to be truly a danger. The third allows her
to sprout a bunch of roses. After a few seconds, thorns will grow about twice
the length of the actual rose to either side of the flowers, so be sure to get
away from the roses once Asuka summons them. Asuka's fourth and final bullet
lets her send out a boomerang-like projectile straight across the screen that
spins around, able to damage you multiple times, and then returns back to her,
causing more damage.

        For the most part, you can beat her in up-front battle, as long as you
press your advantage; Asuka has some nice attacks going on, but she lacks
aggressiveness, and fails to protect herself with a guard most of the time. Lure
her in as you will and unleash a bullet, and you can easily cause her a great
amount of damage. You can also knock her up into the air (which is fairly easy
for the most part) and let loose another bullet for her to hit on impact to
greatly hurt her.



        After the battle, you shall be given a G-Con Type 2, which lets you
raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head
off to Blingsville.

        At this point, it should be noted that in Blingsville, there are two
separate things that you can do in Blingsville. The first thing is taking a
tournament. The second event you can do is go through a forest area and fight a
boss as part of a rescue effort. However, you can only do one section during
your playthrough (but can revisit and do the other area after you beat the
game). The tournament section will be the first Blingsville part, and the rescue
section will be the second Blingsville part.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[HWBL1]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and
then enter the nearby G-Center. Do the quest if you want, then talk to the girl
at the right side to take part in the tournament. As no names are mentioned, all
grappers are numbered instead of named here.


----------
GRAPPER #1
----------
        This battle is basically the exact same as your fights with the Grapper
Hadchi if you have fought with him in any of the Major Grap Exams so far, so I
will (shamelessly) copy the Hadchi strategy.

        Grapper #1 has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that in comparison to Hadchi, he is MUCH quicker and more nimble on his feet, so
expect some lightning-fast attacks.

         His final two attacks involves the use of a fireball attack, where he
shoots out a straight bolt of fire that goes in the horizontal direction he is
facing and expands as it moves away, and an f Toxin attack, which if it hits
you, will keep you poisoned and losing HP for some time.

        The thing that is difficult about Grapper #1 is that he loves to dash
around, lots. And move around he will, onto the middle and top platforms,
dropping down the platforms, and between the opposite ends of the fighting
arena. Most usually, he will chase after you, and constantly harass you, giving
you little opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Grapper #1
often will be quick to put his guard up, you can perform the Dash + Y attack to
knock him off balance. Mostly, however, take advantage of his love for motion
and hit him with a Bullet or lay a trap Bullet when he is trying to rush towards
you.



----------
GRAPPER #2
----------
        Another carbon copy fighter, which means another carbon copy strategy.
This time it is the Captain Hook foe from the Fish Rumble quest in Aquapolis.

        Grapper #2 possesses two physical attacks. The first is where he will
take a really quick dash forward (and by quick, I mean it), and slash at you.
For the second attack, he will jump up into the air ever so slightly, and come
back down brandishing his hookarm with the motion of a down-chop. Both
techniques are fairly powerful, and so should be avoided under most
circumstances.

        Grapper #2 can also go into his own Beat Combo. When he does this, he
tends to become more aggressive, and if he gets into your way, multiple slashes
will come in quick repetition, followed by an ending blow to knock you off your
feet. If you can, dodge this attack. You can get behind him and hit his back to
knock him out of Beat Mode. Otherwise, just defend yourself to take less damage
than the norm. Grapper #2 can also use his own fireball attack that is exactly
the same as the Bullet you fought in the last battle - it will start out slow,
then the ball of fire will expand into a circle of fire. So, if you want to
avoid damage, jump over it quickly at the beginning.

        Of course, the frustrating part of the battle will come into play when
you are forced to come up with something to bypass his technique. Very rarely
will you be able to get a straight-up bullet past him, as he will constantly be
on his guard. The same goes for attacking him and using Beat Combos; only Dash +
Y hits will be guaranteed to break through his defense. The solution here is to
take advantage of something that #2 loves to do a lot - jumping around. When he
is in the air, #2 cannot defend himself, so take full advantage and knock him
out while he is in freefall, or activate your Beat Combo and use an Air Beat
Combo to knock the stuffing out of him.

        Additionally, while he is on the ground, you should take this time to
heal up whenever it is needed. As said before, he has some strong techniques, so
you need to constantly heal up and stay at the top of your game. Finally, when
looking for bullets to pull out against him, do not use attacks that instantly
go for him; instead, use Bullets that take their time in getting to him, such as
Rose Thorn (which only activates after being on the field for a few seconds) or
Phoenix (which goes around diagonally before finally hitting its target). While
he will defend sometimes, he will not always expect them, and when he does not,
big time damage shall result.



----------
GRAPPER #3
----------
        Grapper #3 is aggressive. This time, I mean it when I say he is
aggressive, as he is constantly attacking. While his attacks themselves are
relatively tame (the standard up-slash and stab, along with his Beat Combo), you
should watch out for his behaviour, and adapt to it. For the most part, take
advantage of it and knock him up into the air when he goes too fast, then steal
the moment and use it to beat him up further.

        Grapper #3 also has three bullets that he can use. The first is an
Attack Up bullet, allowing him to increase his strength for a short period of
time. The second bullet lets him shoot a fireball, which slowly and then sharply
curves up after going straight. His final attack allows him to send a wave of
fire out of his hand that hits everything for about a quarter of the screen in
front of it, and can damage multiple times. If you have fought Hibito with any
of your other characters, then Grapper #3 is in the Bullets department an exact
clone of Hibito.



----
KYLE
----
        And you will finally have your first showdown with one of the other
three main characters. As Kyle is a main character, this means that he can
perform a much larger variety of moves than all the other NPCs in the games. He
can jump up into the air and then stab his sword down. He can up-sweep you. He
is able to use Air Beat Combos. He can use this Dash + Y attack to break open
your defense and knock you into the air, and then follow up with any other
number of moves. In short, the advantage that you had over all your opponents up
to this point in having a wide variety of attacks is now negated, as Kyle is
someone who is you equal in that regard.

        Kyle also uses a number of water-affiliated bullets. The first Bullet
lets him throw a wave of water that crosses the floor of the arena in a wave-
like motion, eventually dying out after three waves. This is VERY EASY to avoid,
and can be done by just jumping back a bit (as it has a short distance that it
can travel across before dying). Additionally, he can also use p Heal to heal
himself. If he does this latter attack, quickly go and push him away from it, or
at least try to take advantage of it yourself. His final bullet is Tuna-Tuna,
which summons a fish that flops around, and slaps you if you get close. However,
he uses this VERY rarely.

        For the most part, if you need to attack Kyle up-front, you should
resort to quick in-and-out attacks, wherein you dash and attack him, then move
out of his range. This is because of Kyle's unusually long range - thanks to his
trident, he can easily hit you even if you are out of the range of most
attackers. His range applies to both land and air, as he can spin and swing
around his spear, warding off any slow attacks. You should try sticking to
staying far away and hitting him with long-range bullets, or laying traps for
him when he comes in close.



--------
MILL YUN
--------
        Despite his demeanour, Mill Yun actually is a step up above most of the
competition that you shall have faced up to this point. His axe can deal quite a
bit of damage, and he has some flexibility with his standard attacks. He can
also come down from the air quite hard, and he can smash you up into the air,
even with your guard up. Finally, when he becomes quite volatile, he also has a
special attack in which he swings his hammer around him in a circle at super-
speed, crushing anything in its path (and yes, it can break through your
defense). And of course, he also his his Beat Combo.

        He also utilizes a few good bullets. Mill Yun's first bullet is a basic
m Wall, which allows him to create a large wall of earth that will be hard for
you to jump over, and can effectively trap you on one side of the field until it
crumbles apart. His second bullet is a basic variation on the fireball bullet
that Grapper #3 had, except that his fireball will curve down a bit, and then
curve up. His final bullet allows him to summon a group of large icycles above
hisself, and then throw them down into the ground, smashing whatever is in
between.

        However, like nearly every other enemy in the game, Mill Yun can still
be defeated by a simple divide and conquer strategy. Stick to just brainlessly
beating him to a pulp when you are near him, and then back off and let him waste
his breath trying to touch you, and leave traps and use offensive Bullets on him
to slowly drain his MP and finally finish him off.



        After, you will be given the ? BOX bullet by Bill Yun. Exit and leave
the town, then go to the Citadel Ruins.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[HWBL2]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and do
the quest in the G-Center if you want. When all of that is done, talk to the
lady in the purple dress, and offer to find her kid.

        �Box Bullets: Speaker, Remix B, Tub Storm
        �Monsters: Wind Mouse, Flower, Fire Bear, Phoenix

        Walk through the regular stage per the usual. Same deal as always. At
the end, you will finally take on a boss.


-------
GORILLA
-------
        The main reason that you should fear the Gorilla is for its sheer attack
power. Even if you are defending, it can still take off over 100 MP with a
single hit. Combined with its sheer height, if you need to heal, do not bother
staying on the ground for it; instead, double jump into the air and heal up
there.

        In any case, the Gorilla only has one actual attack, in which it shall
slap your character full-body with its hand, and send you flying if you are not
guarding. The danger is in its quick attacking, as it can dash in before you can
blink to send you reeling. The Gorilla also has a couple of defensive maneuvers
that can actually harm you if you are in its path, but it shall not actively
attack you with. The first of these two techniques involves it beating its
chest, and increasing its attack power. Secondly, when it defends itself by
putting its arms in front, get away if you cannot execute a Dash + Y - it will
use the occasion to explode forward with some momentum once it gets out of its
guard stance.

        To be sure, you do not want to be in the Gorilla's line of fire. The
best way to bypass this is to stick with using long-range bullets, so as to not
be in the Gorilla's range, and then jump over its head when it comes near you.



        After, you shall be returned to Blingsville, and will automatically
obtain the Bullet Bam-Bamboo. Now that we are basically done in Blingsville,
head out to the exit, and go to the Citadel Ruins.


-=-=-=-=-=-=-
CITADEL RUINS
=-=-=-=-=-=-=
[HWCDR]

        �Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb,
                      Boomwalker
        �Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric
                   Zappers, Earth Statue, Wind Statue


        You have another fairly simple runthrough in Citadel Ruins - in fact, if
you did the Temple Statues quest in Gearbourg, you should recognize the scenery,
as it is in fact basically the exact same layout. Some things to watch out for
are the high amount of boxes that you can break open (of which all of them can
offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper.
These guys are basically mini-pods that fly around and shoot electric bolts from
underneath them at you. They are very fragile, but can often interfere when you
do not desire any, so take care of them quick and then focus on the real
threats.

        At the end of the level, you shall face off against Yuki.


----
YUKI
----
        Before I continue on with this, let me make it clear; this battle is not
required to be won. The strategy that follows is only for those who wish to gain
that feeling of completionness from defeating Yuki.

        In any case, Yuki has a great amount of flexibility in his moves.
Probably the one that he loves to spam the most is an attack where he will jump
into the air, and use his rapier from bottom to top in a half-moon swing. He
also utilizes a technique where he dashes right at you, cutting a swathe of air
when he does it, and harms you as soon as he connects. Additionally, being one
of the noble nine characters that can be used in multiplayer, he has his own
Dash + Y attack (so do not think you can defend all battle), and several other
attacks up his arsenal.

        Probably the most dangerous thing that he has up his sleeve is his Beat
Combo. Yuki borrows from a fencing style with his rapier when he brings out his
Beat Combo, and he also has a long range using it, able to tap you from a long
distance when he jabs his rapier out. His lone Bullet is the use of an m
Cyclone, where he will raise his hand out, and summon a tornado that stays
stable in one spot right in front of him.

        In all, there really is not much that is unique to say about Yuki. He
has a high MP in comparison to yours, and if you get caught in an attack, you
can lose a lot of your own health in seconds, so be sure to heal up often. Even
so, at this point into the game, you should have been able to mesh your fighting
style well enough to respond to his actions with reflex and skill.



        Afterwards, watch another cutscene. At this point, you will have another
VERY SHORT branch path, as you can go to one of two different locales for the
third Major Exam; Raiden or Oak Land. After you make your choice, head over
there.


-=-=-=-=
OAK LAND
=-=-=-=-
[HWOAK]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        In Oak Land, the G-Hall traps involves boulders that fall down from the
side of the screen and roll towards the center, eventually crumbling. Avoid
getting hit from them. You can also corner your opponent and hope for a stray
rock to distract him.


----------------
COBRA THE HELMET
----------------
        There is not too much to say about Cobra the Helmet. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his lone Bullet, which allows him to summon a trio of icyles and send them
into the ground in front of him. To damage him, you can usually stick to a
strategy of luring him and then hitting him at point-blank range with either
long or short-range Bullets to catch him off-guard, or utilizing Beat Combos,
and luring him into the edges of the bottom floor to be hit by a boulder.
Overall, he just happens to be a pushover.



------
DAICHI
------
        Once again, per the norm, I must stress the importance of the fact that
Daichi is a titular character. This means that he has more techniques and
attacks that he can use than the average Grapper, and also means that you are in
for a long battle. Daichi in particular is probably the slowest of the main
four. However, the strengths that he gets in tradeoff for this include an
intense amount of offensive power, and a large hammer that can beat out Kyle's
range with certain attacks.

        For the most part, keep your distance from Daichi. This is because of
several of his regular attacks. The first one to watch out for his his ability
to spin around in a circle, flailing his hammer around. When he is like this, it
is nigh upon impossible to sneak in a hit without getting injured yourself, so
it is simply better to take advantage of him with a Bullet here. He can also
back you up into a corner and spam Beat Combo and this spin, so if you get into
this situation, immediately either put up your guard or try dashing past him.
Another thing that you should watch out for is that Daichi can do a sort of leap
and then fall flat on his stomach, while hammering the ground in front of him.
He can cover a surpising amount of distance in the setup for the attack, so keep
your eyes open. The last thing is to not try to go in for a Dash + Y attack;
Daichi can perform his own Dash + Y technique with ease, and he will do it as
often as possible. Do not intensify the match by putting yourself at risk.

        Daichi's first bullet allows him to summon a pillar of rock in front of
him, which then shoots out two boulders at different trajectories. Once the
rocks hit the ground, they shall break on impact. His second one causes a rock
spike to come out of the ground right in front of him. Fortunately, he does not
use anything else, so there will not be any surprises.

        Lastly, use this arena's rock traps to your advantage. If you fall
behind him in MP during the battle, knock him away from you for a bit and heal
yourself, and then press him against a wall to be knocked down by a boulder
coming down. Daichi might not be injured as much as you will be by the rocks,
thanks to him being Earth elemental, but he will be stunned long enough for you
to get your own attack in or heal.




        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=
RAIDEN
=-=-=-
[HWRID]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        For Raiden's exam, the traps in the hall involve three pillars that pods
go up and down on. When two pods focus on each other, they will let out a beam
of electricity between them, damaging anything in between. You can move the pods
themselves by hitting them.


-----------------
MATTER TERMINATOR
-----------------
        There is not too much to say about Matter Terminator. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his lone Bullet, which allows him to send a beam of energy across the
screen, making him probably one of the most dangerous generic Grappers you will
fight in the game. To damage him, you can usually stick to a strategy of luring
him and then hitting him at point-blank range with either long or short-range
Bullets to catch him off-guard, or utilizing Beat Combos, and luring him into
the electric traps. Overall, the Matter Terminator is still a pushover, even
with his bullet.


-----
ASUKA
-----
        Having come off a win in Newtown over her, I must note once again that
        Asuka, although not being one of the special four main characters, is
one of another set of four characters who are programmed with several physical
attacks as opposed to just a generic two-set. This means that there are a number
of things you should watch out for; in particular, Asuka has a fairly decent
range with her weapon, and can knock you out cold with a good number of them.
She also can spin around, hitting anything that comes in her path; when she does
this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B
attack.

        Asuka also has four bullets in her repetoire for her use. The first
allows her to shoot a small orb of energy that follows you around for about a
third of the screen before fading out. The second will cause a pillar of Earth
to spring up right underneath her (not in front or behind her, underneath her).
It is supposed to be for you to either walk into or be hit into and be further
damaged, but it fades away too fast to be truly a danger. The third allows her
to sprout a bunch of roses. After a few seconds, thorns will grow about twice
the length of the actual rose to either side of the flowers, so be sure to get
away from the roses once Asuka summons them. Asuka's fourth and final bullet
lets her send out a boomerang-like projectile straight across the screen that
spins around, able to damage you multiple times, and then returns back to her,
causing more damage.

        For the most part, you can beat her in up-front battle, as long as you
press your advantage; Asuka has some nice attacks going on, but she lacks
aggressiveness, and fails to protect herself with a guard most of the time. Lure
her in as you will and unleash a bullet, and you can easily cause her a great
amount of damage. You can also knock her up into the air (which is fairly easy
for the most part) and let loose another bullet for her to hit on impact to
greatly hurt her.


        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[HWSN1]

        Watch the initial cutscene in here. You can head to the G-Center and do
the lone quest offered in town if you want, but you MUST go to the Bullet Shop -
this will be the last time in some time that you will be able to buy new
bullets, and as you do not get the chance to return to earlier places until
after you beat the game, you may be hurting when you face off a certain boss.
Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it
- trust me, it will come in heal.

        After that is done, head to the center-north screen of town (it is the
one that is flashing on your top screen). Here, watch another cutscene. After
you are done in town, exit and head to Foothill.


-=-=-=-=
FOOTHILL
=-=-=-=-
[HWFH2]

        Watch a scene. Go right, and enter the garage to watch a multitude of
scenes. After it is all over, head out of town and off to the Maze Forest.

-=-=-=-=-=-
MAZE FOREST
=-=-=-=-=-=
[HWMZF]

        �Box Bullets: Tub Storm, Petal Vest, m Toxin
        �Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse


        Not much to say about the actual area. Despite Dark Variants being built
up throughout the storyline as tougher than regular Variants, they are actually
MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it
takes to finish off regular Variants. Near the end, you will face off against a
boss.


---
BAT
---
        You may recognize this boss if you did the Uma mission in Synesthesia.
In any case...

        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you notice it charging up energy in its body, dash away from its
location. It will let loose a burst of sonic energy that expands out in a
circle. However, once you have seen the attack once and realized its range with
the attack, you can take the advantage next time to hit it with a bullet while
it is still in the middle of its sonic burst. It will sometimes let loose a
bunch of flames around its body, which slowly expands outwards to the edge of
the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this,
so instead put your guard up against it.

        Once you have whittled the Bat down to about half HP, it will start
using its final attack, in which it disappears off-screen, then flies in a u
shape across the screen, trying to knock you over. When it starts doing this,
either jump above it, or guard. It will use this attack a lot more after this,
so be sure to heal up when needed, and press the advantage when it is using its
other two attacks.



        After, continue on to the Mad Company. SAVE YOUR GAME first.

-=-=-=-=-=-
MAD COMPANY
=-=-=-=-=-=
[HWMDC]

        �Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb,
                   Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly,
                   Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear

        The Mad Company level is easily the longest section in the game, as it
is split up into three different runthrough sections, and five different boss
fights. If you lose even one of the fights, you will have to restart. Thus, be
very prepared.

        In any case, the first runthrough will introduce you to a few new
enemies. Robot Guards are basic machines that run around the place; while they
can cause you some harm, they are easy to destroy if you just keep attacking and
do not give them a chance to respond. Mad Guards are upgraded versions of the
scythe-wielding Thuggers you fought oh so long ago, and are not very difficult
either aside from their surprising agility. Zappers you may remember from the
Citadel Ruins; they are once again easy to kill, requiring only one or two hits
to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy-
handed hits and charging down the hallway, hitting anything in its path. When
taking on one of these guys, be sure to focus all your attention on it, and do
not get close to it unless you intend to go all out on attacking it.

        Eventually, you will come to your first boss fight.


-----------------
DARK VARIANT #005
-----------------
        As you already have Dark Mice, Bears, Wolves, and Butterflies, the next
Dark Variant in line is #005, which is actually a fairly refreshing battle to
fight against. #005 is a tall monster that most remembles a praying mantis, and
has a couple of attacks to watch out for. The first is when it will stand up
straight, and then slash both of its claws; this will send a wave of energy down
the arena as high as #005 itself. If you can dodge it quick enough, jump, but
otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its
tail into the ground, and have an extension of its tail pop out of the ground.
If you get knocked into this thing, it will damage you. Its final attack will
involve Dark Variant #005 going to one of the edges of the screen, creating a
minor shockwave in the ground, and then leaping diagonally down the screen at
your current location.

        #005's first Bullet attack that it is capable of is a copy of the f
Water bullet; in short, a wave of water crosses the floor, dying out after three
frequencies. As long as you jump over it or stay far enough back, it will not
even touch you. It is also capable of sending out a fairly large purple ball of
toxin going straight forward - dodge it by jumping back or running the opposite
direction.

        Overall, though, the fifth Dark Variant is a pushover. It simply almost
never guards himself, and it is so often setting up for an attack or suffering
lag from one it just did that you can bring in a Beat Combo and hack away at it.
This is particularly useful for its final physical attack, when it leaps down;
you can just guard and then quickly use a Beat Combo before it has time to
react.



        After the battle, continue on through the next area. Watch out for
Firebombs, which walk along the hallway and will explode on contact. You shall
also face some new enemies in Heavy Mad Guards, which are basically underpowered
clones of Grappers you have fought before, such as Turk McDirk, and without the
Bullets as well. You will end up having to take on another opponent.


----
ZEKE
----
        This time around, you will actually have to defeat Zeke. Fortunately,
the same strategy applies from before.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a very good chance of needing to heal during the battle
(unless you are during this for the umpteenth time), there are a few things that
you can do if Zeke constantly backs you into a wall and then attacks you while
you are summoning your Bullet. The first is to double jump into the air and then
use your Bullet, while hoping Zeke is unable to hit you (he has the range to do
so, but that does not mean he always will). Another way to do this is to
actually use your p Heal, then quickly use an attack that will push him back if
he is too close to you such that he cannot get the effects of the m Heal as
well.

        Thankfully, your HP total should have increased since the last battle to
be on par with Zeke, and your Glading skills should also have improved. If you
were close to or pulled out a win against Zeke in your last match at him in the
Thugger's Den, then do not sweat it in your battle here.



        Once the battle is done, continue on through the next area. You will
face some more token pockets of resistance from some Heavy Mad Guards and Robot
Sentinels, but considering that you have made it this far, they should not
present any sort of problem. Once you press your way through to the end, you
shall face off against a third boss.


-----------
PRESIDENT D
-----------

        D's first attack is a vicious once, which you should watch out for; when
D slashes his sword at you, it will also let out a purple burst of energy that
travels along the floor, which goes as high as approximately his midsection.
Jump over it if you see it coming; otherwise, dodge if you lack the time to
jump. His physical speed in moving from edge to edge of the screen is very very
quick, within the blink of an eye, leaving you little time to guard against a
surprise strike; his speed is comparable with Terabolt in Kyle's Story.

        D also has another weird attack up his sleeve; he can summon multiple
odd eye-like orbs that are dispersed across the screen. Because they shall
damage you and explode on contact, you will be forced to reroute all your jumps
to go around these eyes as opposed to just straight through. He also has a
variation of this, where he will summon a bunch of these eyes in front of him,
and then disperse them manually, hitting you if you are in the path of one of
them.

        President D is also capable of using an Attack Up Bullet, which
temporarily powers up his offensive ability, as well as Defense Up, able to
strengthen his defense. Another Bullet he can use is the Beckon bullet, which
you cannot obtain until after you have completed the stories of all four main
characters; a shadow will appear in the ground, and a hand will come out to try
and grab you. If you see this shadow appear, MOVE AWAY. Most anything is
preferably to this.

        Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I
must stress this. Once President D drops to the 1700MP mark, he will unleash his
ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars
of shadow will appear next to each other wherever you are on the screen, suck
you up and throw you around, and ultimately cause a great amount of damage. Even
putting your guard up does nothing, as it will break through instantly and do
the same. Whenever you see D stop and do the motion of slamming his sword into
the ground, DASH AWAY. If you can move quickly enough, the attack will hit where
you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you
jump, it is far too slow than if you just move away.

        Thankfully, there are plenty of moments that you can exploit President
D. He normally does not defend himself unless he is absolutely stationary, so
while he is moving around, you can attack him without having to deal with his
guard. If he does put his guard up while you are straight up using your weapon,
use your Dash + Y weapon for some relief. Notably, however, he is also very
vulnerable when using his attacks. The two that you should especially take
advantage of are when he summons his eyeballs (which he takes his sweet time in
doing), where you should use a long-range attack, and his latter shadow tornado
attack, while he has his sword in the ground. The latter attack is especially
good, as you will need some time to hit him without being in risk of his siccing
the Shadow Tornado attack on you.

        In all, expect to lose the first time through, at a minimal. D is a
godmoder, and he can easily take out 500MP+ at a time with only a couple of
attacks, and usually gives you very little time to pull out a healing bullet
without causing further damage to you. At some point in the battle, it comes
down to skill, and that is something I simply cannot help you in.



        Another win, another battle after that...


----------
FINAL BOSS
----------
        It is not exactly the final boss; however, storyline wise, this is the
climax of the plot, and I could not really think of a name otherwise for him.
Eh.

        The arena itself is fairly long, and not restricted to a single frame,
so you can run around a bit.

        Final Boss has two arms to either side of his head, the head being the
only vulnerable point on his entire body. The two arms can disform and reform,
bringing with it a shadow bat or a shadow creature on the ground. The bats can
additionally reform into a spike that throws itself at the ground, sacrificing
itself in the process. With the shadow creatures, if you sense an impending
attack is about to come from the FB, use a Dash + Y attack on the shadow
creature; you will be invulnerable so long as you are in the attack's animation.

        The arms themselves are also capable of stabbing down at your position,
so make sure to watch from every side to guard yourself against them. They can
also do it both at once, and can move around flexibly. Thankfully, they do not
knock you over, so you at least have that annoyance out of the way.
Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE
CENTER. This is because one of the shadow tornadoes from the previous fight will
appear on either end of the screen, and you do NOT want to be knocked into
either of those. Thankfully, they disappear after a short while.

        A single arm can also let out a single vortex of energy, which lets out
a tornado that rolls across the screen. If you see this, DEFEND, and it will
just push you back until it dies out. If you guard against this tornado, then it
will not suck you up.

        The head itself also has a single attack up its (figurative) sleeve.
When you see a purplish orb of energy emitting from its mouth, RUN AWAY from
wherever you are, as the Final Boss shall launch a blast of energy that slowly
expands outwards in a circular shape before imploding.

        Fortunately, the battle is easy if you know what to do. Despite only the
head being vulnerable, it has no way of defending itself. This literally means
that you can just jump up and down during the whole entire battle, constantly
swatting at it. However, as some of the enemies will consistently try to hurt yo
during the battle, you will want to stick to bullets. For some Bullets that home
in on your target, such as Phoenix and Light Wing, double jump to the top of the
screen (where nothing can touch you) and activate your Bullet up there to be
floating in mid-air until you are finished summoning your Bullet. Others that
need to go straight, you can still do the same trick, but you need to line up
with the head and do it while there are no bat enemies around.

        Finally, whenever you need to heal, do it when there ARE NOT any shadow
tornadoes to the side, and you should be good.



        With another win in your pocket, you shall be put into another
underground area. Continue on and deal with all the Variants put into your path,
and you should soon reach the final boss of this level.


----------
DARK CLONE
----------
        Your clone, being controlled by a computer AI, can probably pull of some
slicker moves than you can at times. Since you have controlled your character
for a whole story segment, however, you should be well aware of the strengths
and weaknesses of your opponent. Furthermore, you have two advantages over your
opponent; first, you likely have more MP than he does, and second, he has only
one bullet (involving the use of a fireball attack, where your clone shoots out
a straight bolt of fire that goes in the horizontal direction he is facing and
expands into a circle as it moves away). You have six.

        Since you are playing with Hibito, I recommend that you be aggressive
throughout the entire fight. Every chance that you get to duke it out with your
opposite, hack and slash away, and he will back off. Use Beat Combos like they
are going out of style, and if your dark opponent wishes to fight long-range,
hit him with any of your own long-range Bullets that you have. In any case, he
should go down easily enough, especially if you have weathered the likes of
Zeke, President D, and the Final Boss, all in short order.



        After the battle, watch some cutscenes, and then (manually) go back to
Synesthesia.



-=-=-=-=
FOOTHILL
=-=-=-=-
[HWFH2]

        Watch the scenes, and then leave town.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[HWSN2]

        Make your way to the G-Center, and then talk to the lady at the booth to
finally be allowed to take on the fourth and last Major Exam.

        In Synesthesia's G-Hall, lava will momentarily burst out of select spots
on the ground that you should be able to identify by their appearance. Lava can
also fall down from the sky. Given your use of Hibito for this story, you will
take less damage overall than opponents will.


----
KYLE
----
        And so begins the first of three battles to determine your Grapping
status. As protocol demands, I must repeat; as Kyle is a main character, this
means that he can perform a much larger variety of moves than all the other NPCs
in the games. He can jump up into the air and then stab his sword down. He can
up-sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack
to break open your defense and knock you into the air, and then follow up with
any other number of moves. In short, the advantage that you had over all your
opponents up to this point in having a wide variety of attacks is now negated,
as Kyle is someone who is you equal in that regard.

        Kyle also uses a number of water-affiliated bullets. The first Bullet
lets him throw a wave of water that crosses the floor of the arena in a wave-
like motion, eventually dying out after three waves. This is VERY EASY to avoid,
and can be done by just jumping back a bit (as it has a short distance that it
can travel across before dying). Additionally, he can also use p Heal to heal
himself. If he does this latter attack, quickly go and push him away from it, or
at least try to take advantage of it yourself. His final bullet is Tuna-Tuna,
which summons a fish that flops around, and slaps you if you get close. However,
he uses this VERY rarely.

        For the most part, if you need to attack Kyle up-front, you should
resort to quick in-and-out attacks, wherein you dash and attack him, then move
out of his range. This is because of Kyle's unusually long range - thanks to his
trident, he can easily hit you even if you are out of the range of most
attackers. His range applies to both land and air, as he can spin and swing
around his spear, warding off any slow attacks. You should try sticking to
staying far away and hitting him with long-range bullets, or laying traps for
him when he comes in close.

        Given Kyle's somewhat irrational movement, you can also use the lava
traps to your advantage, striking him whenever he is stunned.



------
DAICHI
------
        Once again, I must stress the importance of the fact that Daichi is a
titular character. This means that he has more techniques and attacks that he
can use than the average Grapper, and also means that you are in for a long
battle. Daichi in particular is probably the slowest of the main four. However,
the strengths that he gets in tradeoff for this include an intense amount of
offensive power, and a large hammer that can beat out Kyle's range with certain
attacks.

        For the most part, keep your distance from Daichi. This is because of
several of his regular attacks. The first one to watch out for his his ability
to spin around in a circle, flailing his hammer around. When he is like this, it
is nigh upon impossible to sneak in a hit without getting injured yourself, so
it is simply better to take advantage of him with a Bullet here. He can also
back you up into a corner and spam Beat Combo and this spin, so if you get into
this situation, immediately either put up your guard or try dashing past him.
Another thing that you should watch out for is that Daichi can do a sort of leap
and then fall flat on his stomach, while hammering the ground in front of him.
He can cover a surpising amount of distance in the setup for the attack, so keep
your eyes open. The last thing is to not try to go in for a Dash + Y attack;
Daichi can perform his own Dash + Y technique with ease, and he will do it as
often as possible. Do not intensify the match by putting yourself at risk.

        Daichi's first bullet allows him to summon a pillar of rock in front of
him, which then shoots out two boulders at different trajectories. Once the
rocks hit the ground, they shall break on impact. His second one causes a rock
spike to come out of the ground right in front of him. Fortunately, he does not
use anything else, so there will not be any surprises.



---
GUY
---
        It is time for the final showdown, the match that decides your status.

        Guy is potentially the most difficult of all the other three main
characters to take on. It is not even in the realm of that he has as many moves
programmed for him, but rather what his moves entail. While he does not have
quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he
will move so fast that he literally will leave a blur, and he can also attack as
quickly, jabbing at you or knocking you upward before you have a chance to
blink. Furthermore, he has a one-two-kick combination which he can use to break
through your guard and send you sprawling, in addiction to his regular Dash + Y
attack.

        However, even after that, he still has two more dangerous tricks up his
sleeve. The first is his Beat Combo. While you may think you can just defend
against it (and ideally, you can), oftentimes you may not even have the reflex
to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed
up by an up-down attack. Lastly, Guy is unique among the characters in his
flexibility; whenever he jumps onto the figurative 'wall' of any battlefield
(the edge of the screen), he can actually bounce off that wall and in the
opposite direction, as opposed to having to go against momentum and turn around
and flail while falling down. Do NOT expect to get him up close with his back
cornered to a wall and be keeping it that way.

        Because of all this, you are somewhat compensated; Guy only has one
bullet. Unfortunately, it is still a potentially deadly one, as it allows him to
send a beam across the arena that is as tall and still a bit higher than Guy
himself. If you see him charging up for a Bullet attack, JUMP out of the way, or
put your guard up. Either is better than taking the full brunt of his attack.

        For the most part, take advantage of the arena's traps. Learn the
positions the fire falls down from or spurts up from, and push Guy back into
these areas. Once he gets hit by fire, he will temporarily drop his guard, so
you can throw a Bullet causing a lot of damage at him. You may also choose to
use this time to heal if his attacks are consistently getting to you while not
letting you touch him.



        After, you will get a G-Con Type 3. You will also have the ability to
use the Phat Beat Combo in multiplayer or when repeating story scenarios. You
are not quite done yet, however; after some scenes, head to the center of town
and leave Foothill to fight what is truly the last fight of Hibito's story.


-=-=-=
FINALE
=-=-=-
[HWFNL]

        Time for the final battle.


----
YUKI
----
        This time around, winning is mandatory.

        In any case, Yuki has a great amount of flexibility in his moves.
Probably the one that he loves to spam the most is an attack where he will jump
into the air, and use his rapier from bottom to top in a half-moon swing. He
also utilizes a technique where he dashes right at you, cutting a swathe of air
when he does it, and harms you as soon as he connects. Additionally, being one
of the noble nine characters that can be used in multiplayer, he has his own
Dash + Y attack (so do not think you can defend all battle), and several other
attacks up his arsenal.

        Probably the most dangerous thing that he has up his sleeve is his Beat
Combo. Yuki borrows from a fencing style with his rapier when he brings out his
Beat Combo, and he also has a long range using it, able to tap you from a long
distance when he jabs his rapier out. His lone Bullet is the use of an m
Cyclone, where he will raise his hand out, and summon a tornado that stays
stable in one spot right in front of him.

        In all, there really is not much that is unique to say about Yuki. He
has a high MP in comparison to yours, and if you get caught in an attack, you
can lose a lot of your own health in seconds, so be sure to heal up often. Even
so, at this point into the game, you should have been able to mesh your fighting
style well enough to respond to his actions with reflex and skill.



        After, some more cutscenes, and the credit rolls. After, you will have
the ability to use Yuki in multiplayer battle, and also earn the title Fire
Major. If you go into Hibito's Story again, you can go to any location you have
gone before and repeat the storyline during that location (with a few
exceptions; if you visited a place twice during the storyline, such as
Synesthesia, you CANNOT redo the first one) with your current level, G-Con and
Bullets. However, you will have to start branch paths that you have not yet
completed from their first location. If you want to completely restart the whole
story, you will have to do it in the options button in the main menu.


-=-=-=-=-=-
LET'S GRAP!
=-=-=-=-=-=
[HQLG!]

        �Location: Melthea
        �Objective: Defeat your opponent
        �Reward: p Water Bullet

        Your opponent for this match will be a big burly brawler who will tend
towards using slow, heavy attacks that usually send you sprawling. He is also
capable of using of using basic Earth attacks - one will cause a rock to fall
down from the top of the screen and roll a small bit in the direction he is
facing, another will cause a small jagged rock to come out of the ground right
in front of him, and the last one will be him sending a number of small pebbles
across the screen.

        Obviously, this means that you should stay away from him for the most
part. Stay away from him at the beginning and spam p Fire. When he starts coming
close to you, either use an Up + X to knock him off his feet, or activate your
beat combo and wait for him to start up an attack before striking; he will have
let his guard down in doing so. If he hesitates for even a moment, MOVE AWAY, as
he will likely use one of his Earth Bullets. You can also approach from above
with Down + X/Y, and even slip in behind his back and slash at him before he has
the chance to react.

-=-=-=-=-
QA Tester
=-=-=-=-=
[HQQAT]

        �Location: Melthea
        �Objective: Defeat your opponent
        �Reward: Stun Gun Bullet

        This is not a joke; if you do not keep your patience about you, you will
die in this battle. Your robotic opponent has 800MP, but more importantly, very
high defense and offense relative to you at this point of the game. It literally
can kill you in two hits.

        In any case, the robot only has one attack; it will face a certain
direction, start shaking somewhat, and then rush forward about half a screen's
width across the screen, hitting anything in its way. You will be damaged ONLY
so long as you are in contact with it. Should you be standing right in front of
it when it starts its attack, you will take a lot of damage. However, if you are
at the end of its attack range, you shall sustain only a minimal loss in MP. If
you have to sacrifice yourself, make sure to understand how much MP damage it
can do relative to your distance from it.

        However, its 'shaking' prior to an attack also gives you a good
indicator of when it is going to attack. React quickly and jump up and go behind
its back and let your mechanical foe be on its harmless way. When it has
finished its dash forward, there will also be a small amount of lag before he
can defend himself or do anything. Analyze its stopping distance (which is set
and the exact same each time), lure the robot into attacking, and then place
yourself slightly out of reach. Once it is done, turn on your beat combo and
wack away while it is defenceless.

        As far as bullets go, you can ideally spam p Fire, but it is a slow
process, usually dealing only around 20 damage when the robot is not guarding,
and 5 damage when it does. The best way to go about this is to get it to attack,
run out of the way, then shoot a few bullets while it is dashing forward. You
can also pick up a few bullets from Melthea's Bullet Store to help out; p Blast
and p Burn can both deal some nice damage (better than p Fire) while Attack Up
increases your offensive might temporarily.


-=-=-=-=-=-=-=-=-=-
FIGHTING STRATEGIES
=-=-=-=-=-=-=-=-=-=
[HFGST]

As contributed by 'Zenofire'

Fire Grappler -  Hibito's grab is unique, I like to take advantage of that using
Bullet 050 Light Wing. And to make sure i hit every time i would double jump to
the highest point then use the bullet. If the oppent is blocking i grab and kick
him straight up into the technique. If not, they get hit with it anyway so,
cool. ^^ usually doet around 500+ damage.



--------------------------------------------------------------------------------
                                  KYLE'S STORY
--------------------------------------------------------------------------------
[WKYLS]

                                1. Walkthrough
                                 a. Port Skam            [KWPS1]
                                 b. Selbuy City          [KWSBC]
                                 c. Seaside City         [KWSSC]
                                 d. Diver Coast          [KWDVC]
                                ae. Gun Valley           [KWGVL]
                                be. Oceana Spring        [KWOCS]
                                af. Gearbourg            [KWGRB]
                                bf. Aquapolis            [KWAQP]
                                 g. Mirage Desert        [KWMRD]
                                 h. Alexandria           [KWALX]
                                 i. Midway City          [KWMWC]
                                 j. Thugger's Den        [KWTHD]
                                 k. Newtown              [KWNWT]
                                al. Blingsville          [KWBL1]
                                      -Tournament
                                bl. Blingsville          [KWBL2]
                                      -Rescue
                                 m. Citadel Ruins        [KWCDR]
                                an. Oak Land             [KWOAK]
                                bn. Raiden               [KWRID]
                                 o. Synesthesia          [KWSN1]
                                 p. Maze Forest          [KWMZF]
                                 q. Mad Company          [KWMDC]
                                 r. Synesthesia          [KWSN2]
                                 s. SS Blue Whale        [KWSSB]

                                    2. Quests
                                 a. Haywire Robot        [KQHWR]
                                 b. Phoenix Flock        [KQPHF]

                                3. Fighting Strategies   [KFGST]

-=-=-=-=-
PORT SKAM
=-=-=-=-=
[KWPS1]

        Watch the scenes, and then you will get into a fight. For the first bit,
just attack with your X and Y buttons. For the second segment, add jumping using
B and guarding with R to your arsenal. You will not necessarily have to use all
of the commands, however, as each battle will end after a set amount of damage.

        After, following a lengthy amount of cutscenes later, you will take on
another boss, this one being an actual fight. However, if you lose you wil just
repeat the fight.


--------
MEGABOLT
--------
        Megabolt is a large crab-like boss robot that likes to move around a
lot. It has three main attacks; the first is that it will disappear off the
screen, only to come back on rushing forward a constant amount of distance
before it stops. If you are in the way of its rush, you will get damaged by the
contact. The longer it is in contact with you, the more damage you shall
receive, so stay out of the way when it does this, and counterattack during the
crab's refractory period. After the lag, it will start moving from side to side.
For the first bit of time when it is doing this, you will not take damage, so
pound away. However, quickly retreat, as it will end this attack off by suddenly
jerking to one side and bowling over everything in its path. Your long range
attacking here will help you, as you have a slight amount of distance you can
put between yourself and the crab.

        The second attack for the crab is that it will jump up and down. If you
happen to be in its way when it starts coming down, it shall knock you out of
the way. However, you will not receive damage if you strike it while it is going
up. Its third and final attack is that it will start to face one way and then
rotate its arms in opposite directions, and start spitting fire out of its
mouth. This is when it is most vulnerable, as it will stay in that position and
carry on with its attack. Stay out of its way for the beginning, until you learn
to recognize what it does right before it starts to spit out fire. Once you have
learned its pattern, go behind its back next time before it has the chance to
breath fire, then relentlessly strike at its back with Beat Combos while it is
going away at the front. It simply CANNOT stop its attack halfway through,
leaving you plenty of time to take care of it. You should also stay in the
middle for the most part to exploit this attack, as you will have room to slip
behind to his back side with this.

        So long as you become familiar with the pattern of the crab boss's three
attacks (and no, you cannot flip it over to deal massive damage), you can keep
smashing away at it while staying out of the way of its attacks.



        A few more cutscenes later, you shall be put out on the world map. Head
over to the nearby Selbuy City.


-=-=-=-=-=-
SELBUY CITY
=-=-=-=-=-=
[KWSBC]

        Watch the cutscene, and then head right two screens. In this area, enter
the building that has the mark similar to a spiral inside an S. Talk to the lady
at the right counter. If you have already done any other character's story, skip
these whole next two paragraphs, as it is the exact same thing as every other
tutorial.

        You are technically supposed to use three light and three hard attacks,
then block three times, and use three Bullets, but I have seen on the occasion
that you can get away with less. For the fourth one, just tap the p Heal to
switch it with your p Fire, and then activate it. For the fifth one, press and
hold the L button, and hit the instructor with attacks in symphony with the
beat. For the sixth, you will have to be more exact with your beats. After some
more basics, you will need to fight the instructor.

        Given the basics so far, you should not have too difficult a fight. Spam
your regular attacks for the most part, and use your beat combos when he leaves
himself open. If the two of you are separated by a fair distance, you can get
away with your p Fire. Also, if you get truly low on your MP, use p Heal, but
make sure that the instructor is out of the way; if he is next to you, he will
also be healed by the p Heal.

        Once you are done with the tutorials, you can talk to the lady at the
left counter to purchase (optional) preset Beat Combos that can be customized,
or take on (optional) sidequests. Quest strategies are detailed in the quests
section if you need them. You can also visit the bullet shop at the other side
of town to pick up new bullets for your collection (recommended, as by this
point you only have two bullets, four if you do the quests (if you have done
anybody else's story at all so far, however, your bullets from that story will
cross over to here)). When you are finished with Selbuy City, exit out onto the
world map. Go to Seaside City next.


-=-=-=-=-=-=
SEASIDE CITY
=-=-=-=-=-=-
[KWSSC]

        Watch the cutscene coming into Seaside City, then head right. For the
most part, stay away from the bear variant, and instead shoot offensive bullet
after bullet into him. Only move in close for the attack if you are confident
that you can pull of a Dash+Y knockout move. If, for whatever reason you let the
bear close enough to hit you, it can do things; either he will slash his claws
at you, or (much more likely) he will curl up into a ball and roll straight
forward at you, knocking you down. Thankfully, after the latter attack he will
be dazed, so if the opportunity arises, use your Beat Combo relentlessly.

        Should you HAVE to go up close, make sure to keep a small amount of
distance between you and the bear; as Kyle has a good long reach with his spear,
you can achieve such an effect, and that may make all the difference in being
able to dodge an attack or not. Up + Y is also a very good attack to knock back
the bear with, with decent enough range to keep it from ever getting close to
you. Once you win the battle, you will obtain an m Water for your troubles.

        After, there is not much remaining to do in town. About the only thing
you can do in town is go to the Bullet Shop (which has some of the same stock as
Melthea and some new), but after that is over, your only remaining destination
is out of town. Once you have committed, proceed to Diver Coast.


-=-=-=-=-=-
DIVER COAST
=-=-=-=-=-=
[KWDVC]

        Head right from the entrance. One screen over, you shall enter another
fight.

--------
GIGABOLT
--------
        Unlike your earlier fight with Megabolt, Gigabolt is actually fairly
easy to take on without taking too much damage, and can be done in within a
minute or less.

        Gigabolt uses two attacks. The first attack is whereit will start
charging forward when triggered to do so (ie. when your character is in front of
it). It will stop after a specified distance, like most bosses with rush-forward
attacks in this game will do, and so long as you are in contact with it, harm
shall come to you. Hence, the further away that you stand from its initial
position, the less injured you will get if you do get in its way.

        The second attack, however, is where it all falls apart for Gigabolt. If
you are far enough away from the robot, it will start rotating its arms about
180 degrees up and down, and then shoot them onto the ground (sometimes it will
go into the air, and then start falling down). The arms then go to the opposite
edge of the screen. They then come back, and if you are not aware of their
return trajectory, you can get knocked over by it.

        The key section that you can exploit from the second attack is that the
arms always go to the opposite edge of the screen before returning. Lure
Gigabolt to one side of the screen, and make it shoot its robotic arms out. When
it does this, jump to Gigabolt's back side, turn on your Beat combo, and hack
away at it. When its arms finally come back, return to the front side and get
far away enough from it that Gigabolt will choose to shoot out its arms instead
of doing its short-range rush, and repeat. Eventually, you should be able to
cause enough damage to it to destroy the mechanical robot.



        Once finished the battle, watch the cutscene, then head right a screen
and talk to the lady at the right counter, who will direct you to the exam
centers. Finish up in town at the bullet shop or do the lone quest offered in
Diver Coast, then head out onto the world map.

        Now, Kyle's story begins to branch into two separate paths here. You can
head to the settlement of Aquapolis by way of Oceana Spring, or head to
Gearbourg through Gun Valley. If you wish to refer to the table of contents
offered at the beginning of the walkthrough for Kyle's Story, Oceana Spring and
Aquapolis will be referred to as ae and be, while Gun Valley and Gearbourg shll
be sectioned under be and bf. The branches will converge after awhile back into
one path.


-=-=-=-=-=
GUN VALLEY
=-=-=-=-=-
[KWGVL]

        �Monsters: Fire Mouse, Fire Wolf, Wind Butterfly


        For the most part, just travel right in Gun Valley until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        With the fight done, head on to Gearbourg.


-=-=-=-=-=-=-
OCEANA SPRING
=-=-=-=-=-=-=
[KWOCS]

        �Monsters: Water Mouse, Fire Wolf, Water Tortoise


        For the most part, just travel right in Oceana Spring until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        Once the battle is over, head off to Aquapolis.


-=-=-=-=-
GEARBOURG
=-=-=-=-=
[KWGRB]

        After the cutscene, get some new stuff at the Bullet Shop if you require
it, then head right a few scenes until you get to the G-Center. Talk to Yuki
here and say yes to head inside. Talk to the lady at the right counter to start
your pair of fights.

        Be prepared for these two fights; in the Gearbourg battle arena, you
have four pipes, two on each side of the screen. When the vacuum starts up, the
pipes will suck you in; the bottom-left pipe will suck you in and shoot you out
the top-left pipe, and vice versa. The same goes for the right side. While it
may interrupt what was becoming a good combo for you, you can also use it to
surprise opponents that are sticking to their guns, digging in their heels and
defending for the entirety of the battle.


------------------
DUG THE TECHNICIAN
------------------
        The only real reason that you should have to fear your first official
battle is for his reach and heigh. Dug's two normal moves are to slash downwards
and do an upward sweep. He also loves to move around a lot, jump up and down,
along with defending whenever presented with an enemy taking the offensive
against him. Be careful though, as Dug also has a strong Beat Combo; if ever you
get trapped between a solid place and his Beat Combo, and you cannot see anyway
out of getting hit, DEFEND. He has a fairly strong physical attack, so it is
imperative that you take as little damage as possible.

        Dug the Technician also has an annoying ability in which he can shoot a
ball of toxin out that will go straight for awhile. If you get hit by this, it
will poison you, and can cause quite a bit of damage. As such, avoid it by
either jumping over it or guarding against it to stop yourself from being
poisoned. He will also charge up a ball of energy before doing either attack; if
you can manage to hit him from behind during or before his bullet use, you can
expose his backside for further damage.


-----
ASUKA
-----
        Asuka, although not being one of the special four main characters, is
one of another set of four characters who are programmed with several physical
attacks as opposed to just a generic two-set. This means that there are a number
of things you should watch out for; in particular, Asuka has a fairly decent
range with her weapon, and can knock you out cold with a good number of them.
She also can spin around, hitting anything that comes in her path; when she does
this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B
attack.

        Asuka also has four bullets in her repetoire for her use. The first
allows her to shoot a small orb of energy that follows you around for about a
third of the screen before fading out. The second will cause a pillar of Earth
to spring up right underneath her (not in front or behind her, underneath her).
It is supposed to be for you to either walk into or be hit into and be further
damaged, but it fades away too fast to be truly a danger. The third allows her
to sprout a bunch of roses. After a few seconds, thorns will grow about twice
the length of the actual rose to either side of the flowers, so be sure to get
away from the roses once Asuka summons them. Asuka's fourth and final bullet
lets her send out a boomerang-like projectile straight across the screen that
spins around, able to damage you multiple times, and then returns back to her,
causing more damage.

        For the most part, you can beat her in up-front battle, as long as you
press your advantage; Asuka has some nice attacks going on, but she lacks
aggressiveness, and fails to protect herself with a guard most of the time. Lure
her in as you will and unleash a bullet, and you can easily cause her a great
amount of damage. You can also knock her up into the air (which is fairly easy
for the most part) and let loose another bullet for her to hit on impact to
greatly hurt her.



-=-=-=-=-
AQUAPOLIS
=-=-=-=-=
[KWAQP]

        Watch the scene. Head left to the Aquapolis Bullet Shop to pick up any
new bullets that you may need, then proceed right of the entrance into the Major
G-Center. Do the optional Fish Rumble quest if you wish, then talk to the lady
at the right counter. Listen to her explanation, then take the first Major Exam.
After a cheesy cutscene, you will end up taking on the first competitor of the
exams.

-----
ZALGO
-----
        Probably the best thing about Zalgo is that he only has 650MP, and you
can actually cause reasonable amounts of damage when you get an open strike on
him (40-50MP apiece), so that this fight does not take longer than it should.

        In any case, Zalgo has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His first Bullet involves the
use of a p Wind, where he summons a tornado that goes in the horizontal
direction he is facing and up at the same time. He is also capable of using the
Stun Gun, which basically lets him shoot static electricity into the area right
in front of him.

        The thing that is difficult about Zalgo is that he loves to dash around,
lots. And move around he will, onto the middle and top platforms, dropping down
the platforms, and between the opposite ends of the fighting arena. Most
usually, he will chase after you, and constantly harass you, giving you little
opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Zalgo often
will be quick to put his guard up, you can perform the Dash + Y attack to knock
him off balance. Mostly, however, take advantage of his love for motion. When he
is on the ground, jump up a platform, then do Down + B to drop down and change
your drop into a swinging cut at Zalgo. The reverse is also true; if Zalgo is
lured onto a platform, drop down a floor, then when he drops down, follow
through with a combo attack to cause great harm while he is unable to guard
(being in the air).

        Lastly, since you are using Kyle, you should be able to exploit the
waterfalls of Aquapolis by breaking through them whenever Zalgo is blocked by
one and trying to cross through it (and failing) to deliver a quick surprise
blow, followed up by a couple of unanswered strikes. Always a fun time.



-----------
TURK MCDIRK
-----------
        Turk McDirk, in terms of his two regular physical attacks and moving
around, is very much a carbon clone of Zalgo behind him. In fact, in this
aspect, the only two difference between the two is his size and reach. McDirk's
two normal moves are to slash downwards and do an upward sweep. He also loves to
move around a lot, jump up and down, along with defending whenever presented
with an enemy taking the offensive against him. Be careful though, as one thing
he has that Zalgo does not is a Beat Combo; if ever you get trapped between a
solid place and his Beat Combo, and you cannot see anyway out of getting hit,
DEFEND. He has a fairly strong physical attack, so it is imperative that you
take as little damage as possible.

        Turk McDirk also has two VERY RARELY used water-elemental attacks. The
first involves him summoning a bunch of ice droplets coming from the heavens
above and falling to the Earth, which can damage anyone or anything that they
hit. The second involves him raising his hand above his head, and then bringing
forth a giant icycle, which he then throws forward. For either of these attacks,
definitely just run out of the way quickly (and if you are not playing as Kyle,
make sure not to get trapped on one side of the arena and unable to move out
quick because of a water fountain being on). He will also charge up a ball of
energy before doing either attack; if you can manage to hit him from behind
during or before his bullet use, you can expose his backside for further damage.



        After winning both battles, you will be redirected to the Mirage Desert,
so head out of town and go to said Desert.


-=-=-=-=-=-=-
MIRAGE DESERT
=-=-=-=-=-=-=
[KWMRD]

        �Box Bullets: Whoops!, Fire Vest
        �Monsters: Earth Mouse, Electric Butterfly, Wind Tortoise, Earth Bear,
                   Flower, Wind Wolf, Fire Mouse

        This is a pretty basic walk-through stage, with nothing special going on
until the end. You will probably want to bring a Water or Wind Bullet to
dispatch most of the enemies. I especially prefer p Water, as it allows you to
shoot a straight stream of water that damages multiple times and goes through
anything it hits, allowing you to slaughter several foes at once. Having
anything that can hit two or more people at once will also be useful for later.

        At the end, watch a cutscene, and you shall fight a pair of Thuggers.

--------
THUGGERS
--------
        There may be two Thuggers. But that is all that they have going for
them. First of all, they are really slow on their feet, and when they do get in
range of your character, often times they will take forever before deciding to
finally attack. On top of that, they lack any sort of Bullet attack, and can
only do a jab and an upward slash, both of which lack any real sort of power
except for the jab being able to knock you off your feet. Worse yet for them,
they BARELY even defend themselves.

        Additionally, both Thuggers lack a great amount of MP, so it does not
take long before you can finish them off. However, because of the openness of
the arena, and their tendency to just stay on the ground and run towards you,
you can use multi-hit Bullets to attack them, just as I recommended to you
early. After a bit, they will get smart and defend, but if you wait a few
seconds and let them run towards you again, you can shoot another Bullet and
catch them off-guard.



        After the battle, cross over into Alexandria.


-=-=-=-=-=
ALEXANDRIA
=-=-=-=-=-
[KWALX]

        Head right once done with the initial cutscene to the next screen, and
watch another cutscene. Once inside the laboratory, head right to the last room,
and enter the door at the end of the hallway. Montague will give you the Cleanse
Bullet after a long cutscene. When the converstation ends and you are put
outside, leave Alexandria and go to Midway City.


-=-=-=-=-=-
MIDWAY CITY
=-=-=-=-=-=
[KWMWC]

        As soon as you come in, you shall have a rematch with the Thuggers from
earlier.

--------
THUGGERS
--------
        There really is not much to say about the Thuggers. They retain
basically the same attacks as before with their jab and up-sweep slash, and so
you should use the same strategies. About the only modification to their
behaviour is that they will attack somewhat more aggressively, but not so much
that you can handle them with ease using Bullets and regular strikes. And of
course, they still have their pitiful MP, so dispatching them should again not
be too much of a difficulty.



        Unfortunately, you will not get the chance to stay long in Midway City,
as you shall be forced automatically back out onto the world map. Head to the
Thugger's Den next.


-=-=-=-=-=-=-
THUGGER'S DEN
=-=-=-=-=-=-=
[KWTHD]

        �Monsters: Poison Mouse, Poison Tortoise, Thugger A, Thugger B, Thugger
                   C

        You will start the area off by fighting the scythe-wielding Thugger
alone. Once you have finished him off, take out a Poison Mouse, then continue on
and dispose of the rapier-wielding Thugger. You will also run into some carbon
clones of the scythe Thugger, as well as a new Thugger - a fist-fighting one.
Once you get to the end, watch a cutscene, then a boss battle.

----
ZEKE
----
        It should be noted beforehand that defeating Zeke is OPTIONAL. You are
in fact expected to lose, and so this strategy is only for the masochist few who
wish to try toppling this monster.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a 100% chance of needing to heal during the battle, there
are a few things that you can do if Zeke constantly backs you into a wall and
then attacks you while you are summoning your Bullet. The first is to double
jump into the air and then use your Bullet, while hoping Zeke is unable to hit
you (he has the range to do so, but that does not mean he always will). Another
way to do this is to actually use your p Heal, then quickly use an attack that
will push him back if he is too close to you such that he cannot get the effects
of the p Heal as well.

        Overall, however, you must realize this; if you are attempting this on
your first playthrough, do not be surprised if you get your behind handed to
you. Yes, Zeke CAN be defeated. However, given what is probably limited Glading
experience prior to this fight, your own natural skill may not be able to handle
what is likely a 3:1 HP ratio to a character who can cause heavy damage. You can
redo this fight after you beat the game, with better bullets and higher HP, so
do not fret too much if you are a perfectionist.




        After the battle is over, you will be put out on the world map. Head to
Newtown.


-=-=-=-
NEWTOWN
=-=-=-=
[KWNWT]

        Make your stop at the Bullet Shop as needed, and then head to the G-
Center. Do the optional quest if you wish, then talk to the lady at the right
counter in order to take the second exam.

        Unlike the first Exam (and every exam after this) there will be no traps
operating in the G-Center in Newtown, so you do not need to alter standard
strategy to account for field effects. Also, you shall fight three people
instead of two this time around.

----------------
HIGH-VOLUME TICK
----------------
        There is not too much to say about High-Volume Tick. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his lone Bullet, which allows him to use m Wall, which causes a stalagmite
to come out of the Earth in the area in front of and behind him. If he does this
and you happen to be standing right in either of these areas, and you have the
reaction time to respond to it, guard. Otherwise, take the hit and then continue
against him. To damage him, you can usually stick to a strategy of luring him
and then hitting him at point-blank range with either long or short-range
Bullets to catch him off-guard, or utilizing Beat Combos. Overall, he just
happens to be a pushover.



------
HADCHI
------
        Probably the best thing about Hadchi is that he only has 1200MP, and you
can actually cause reasonable amounts of damage when you get an open strike on
him, so that this fight does not take longer than it should.

        In any case, Hadchi has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His final two attacks involves
the use of a fireball attack, where he shoots out a straight bolt of fire that
goes in the horizontal direction he is facing and expands as it moves away, and
an f Toxin attack, which if it hits you, will keep you poisoned and losing HP
for some time.

        The thing that is difficult about Hadchi is that he loves to dash
around, lots. And move around he will, onto the middle and top platforms,
dropping down the platforms, and between the opposite ends of the fighting
arena. Most usually, he will chase after you, and constantly harass you, giving
you little opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Hadchi often
will be quick to put his guard up, you can perform the Dash + Y attack to knock
him off balance. Mostly, however, take advantage of his love for motion. When he
is on the ground, jump up a platform, then do Down + B to drop down and change
your drop into a swinging cut at Hadchi. The reverse is also true; if Hadchi is
lured onto a platform, drop down a floor, then when he drops down, follow
through with a combo attack to cause great harm while he is unable to guard
(being in the air).

        You also may have fought Hadchi before, depending. If you have won
against him before, do not sweat it; basically the only thing different here is
an MP upgrade.



------
HIBITO
------
        And you will finally have your first showdown with one of the other
three main characters. As Hibito is a main character, this means that he can
perform a much larger variety of moves than all the other NPCs in the games. He
can jump up into the air and then stab his sword down. He can up-sweep you. He
is able to use Air Beat Combos. He can use this Dash + Y attack to break open
your defense and knock you into the air, and then follow up with any other
number of moves. In short, the advantage that you had over all your opponents up
to this point in having a wide variety of attacks is now negated, as Hibito is
someone who is you equal in that regard.

        Hibito also has three bullets that he can use. The first is an Attack Up
bullet, allowing him to increase his strength for a short period of time. The
second bullet lets him shoot a fireball, which slowly and then sharply curves up
after going straight. His final attack allows him to send a wave of fire out of
his hand that hits everything for about a quarter of the screen in front of it,
and can damage multiple times.

        Overall, however, you should stick to exploiting what Hibito tends to;
agression and speed. Hibito will use Beat Combos often, and will try to rush in
often. Each of these times (or when he does both combined), he usually leaves
himself open to attack. Spring something on him such as p Water or any kind of
trip, and you can easily cause heavy damage to him. If he starts putting up his
defense and does not give in, take the offensive, move after him, and start
nailing him with your own Dash + Y attack to knock him around. Finally, since
you are using Kyle, you should try using your long range to your advantage. You
can use a Speed Up if you want to match Hibito's natural agility, and then knock
him off his feet once Hibito tries to move in close.




        After the battle, you shall be given a G-Con Type 2, which lets you
raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head
off to Blingsville.

        At this point, it should be noted that in Blingsville, there are two
separate things that you can do in Blingsville. The first thing is taking a
tournament. The second event you can do is go through a forest area and fight a
boss as part of a rescue effort. However, you can only do one section during
your playthrough (but can revisit and do the other area after you beat the
game). The tournament section will be the first Blingsville part, and the rescue
section will be the second Blingsville part.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[KWBL1]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and
then enter the nearby G-Center. Do the quest if you want, then talk to the girl
at the right side to take part in the tournament. As no names are mentioned, all
grappers are numbered instead of named here.


----------
GRAPPER #1
----------
        This battle is basically the exact same as your fights with the Grapper
Hadchi if you have fought with him in any of the Major Grap Exams so far, so I
will (shamelessly) copy the Hadchi strategy.

        Grapper #1 has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that in comparison to Hadchi, he is MUCH quicker and more nimble on his feet, so
expect some lightning-fast attacks.

        He also utilizes two Earth-elemental attacks. The first allows him to
summon a rock spike in the area in front of him for about a foot, which can hurt
you a reasonable amount if you are not prepared. His second attack is just a new
variation on the first, expect that the spikes cover more ground, and he adds a
spike to his backside.

        The thing that is difficult about Grapper #1 is that he loves to dash
around, lots. And move around he will, onto the middle and top platforms,
dropping down the platforms, and between the opposite ends of the fighting
arena. Most usually, he will chase after you, and constantly harass you, giving
you little opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Grapper #1
often will be quick to put his guard up, you can perform the Dash + Y attack to
knock him off balance. Mostly, however, take advantage of his love for motion
and hit him with a Bullet or lay a trap Bullet when he is trying to rush towards
you.



----------
GRAPPER #2
----------
        Another carbon copy fighter, which means another carbon copy strategy.
This time it is the Captain Hook foe from the Fish Rumble quest in Aquapolis.

        Grapper #2 possesses two physical attacks. The first is where he will
take a really quick dash forward (and by quick, I mean it), and slash at you.
For the second attack, he will jump up into the air ever so slightly, and come
back down brandishing his hookarm with the motion of a down-chop. Both
techniques are fairly powerful, and so should be avoided under most
circumstances.

        Grapper #2 can also go into his own Beat Combo. When he does this, he
tends to become more aggressive, and if he gets into your way, multiple slashes
will come in quick repetition, followed by an ending blow to knock you off your
feet. If you can, dodge this attack. You can get behind him and hit his back to
knock him out of Beat Mode. Otherwise, just defend yourself to take less damage
than the norm. Grapper #2 can also use two bullets, each of which are a
variation of one another. His first bullet shall send out a wispy ball that
travels across the field fairly quickly. If you get hit by it, your character
shall be confused by it for about ten seconds, and your button inputs for D-Pad
Left and Right will reverse (ie. if you hit right, you will go left). This fades
away after ten seconds, as mentioned before. The second Bullet is the exact same
thing, except that the cloud is large, while it has a lower speed.

        Of course, the frustrating part of the battle will come into play when
you are forced to come up with something to bypass his technique. Very rarely
will you be able to get a straight-up bullet past him, as he will constantly be
on his guard. The same goes for attacking him and using Beat Combos; only Dash +
Y hits will be guaranteed to break through his defense. The solution here is to
take advantage of something that #2 loves to do a lot - jumping around. When he
is in the air, #2 cannot defend himself, so take full advantage and knock him
out while he is in freefall, or activate your Beat Combo and use an Air Beat
Combo to knock the stuffing out of him.

        Additionally, while he is on the ground, you should take this time to
heal up whenever it is needed. As said before, he has some strong techniques, so
you need to constantly heal up and stay at the top of your game. Finally, when
looking for bullets to pull out against him, do not use attacks that instantly
go for him; instead, use Bullets that take their time in getting to him, such as
Rose Thorn (which only activates after being on the field for a few seconds) or
Phoenix (which goes around diagonally before finally hitting its target). While
he will defend sometimes, he will not always expect them, and when he does not,
big time damage shall result.



----------
GRAPPER #3
----------
        Grapper #3 is aggressive. This time, I mean it when I say he is
aggressive, as he is constantly attacking. While his attacks themselves are
relatively tame (the standard up-slash and stab, along with his Beat Combo), you
should watch out for his behaviour, and adapt to it. For the most part, take
advantage of it and knock him up into the air when he goes too fast, then steal
the moment and use it to beat him up further.

        Grapper #3 also has three bullets that he can use. The first is an
Attack Up bullet, allowing him to increase his strength for a short period of
time. The second bullet lets him shoot a fireball, which slowly and then sharply
curves up after going straight. His final attack allows him to send a wave of
fire out of his hand that hits everything for about a quarter of the screen in
front of it, and can damage multiple times. Having fought Hibito, you should
recognize this set-up; Grapper #3 is, in the Bullets department, an exact clone
of Hibito.



------
GYAMON
------
        And so, we get another of the main nine characters; as mentioned before,
this set of nine has more moves than just the regular two attacks that every foe
comes with. Gyamon in particular uses a claw that has almost as much reach as
Kyle does, and it can be fairly deadly. For the most part, watch out for his
quick dashes, as well as his air Down + Y attack. You should also watch for his
Dash + Y technique, as he will use it fairly frequently, and with great ease.
For the most part, if you have trouble hitting him, just keep your distance for
a while and familiarize yourself with his movements and offensive techniques.

        Gyamon's bullets stick mainly to poison-type attacks. His first bullet
will be to shoot some purple smog at you; if you get hit it by it, you will be
poisoned for about five seconds. With his second bullet, he drops a toxic
mushroom on the floor. Should you walk into it, you will be poisoned again. In
both cases, the poison can easily deal upwards of 500+ damage, so BE SURE TO
HEAL if you are low on MP.



--------
MILL YUN
--------
        Despite his demeanour, Mill Yun actually is a step up above most of the
competition that you shall have faced up to this point. His axe can deal quite a
bit of damage, and he has some flexibility with his standard attacks. He can
also come down from the air quite hard, and he can smash you up into the air,
even with your guard up. Finally, when he becomes quite volatile, he also has a
special attack in which he swings his hammer around him in a circle at super-
speed, crushing anything in its path (and yes, it can break through your
defense). And of course, he also his his Beat Combo.

        He also utilizes a few good bullets. Mill Yun's first bullet is a basic
m Wall, which allows him to create a large wall of earth that will be hard for
you to jump over, and can effectively trap you on one side of the field until it
crumbles apart. His second bullet is a basic variation on the fireball bullet
that Grapper #3 had, except that his fireball will curve down a bit, and then
curve up. His final bullet allows him to summon a group of large icycles above
hisself, and then throw them down into the ground, smashing whatever is in
between.

        However, like nearly every other enemy in the game, Mill Yun can still
be defeated by a simple divide and conquer strategy. Stick to just brainlessly
beating him to a pulp when you are near him, and then back off and let him waste
his breath trying to touch you, and leave traps and use offensive Bullets on him
to slowly drain his MP and finally finish him off.



        After, you will be given the Tub Drop bullet by Bill Yun. Now that we
are basically done in Blingsville, head out to the exit, and go to the Citadel
Ruins.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[KWBL2]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and do
the quest in the G-Center if you want. When all of that is done, talk to the
lady in the purple dress, and offer to find her kid.

        �Box Bullets: Speaker, Remix B, Tub Storm
        �Monsters: Wind Mouse, Flower, Fire Bear, Phoenix

        Walk through the regular stage per the usual. Same deal as always. At
the end, you will finally take on a boss.


-------
GORILLA
-------
        The main reason that you should fear the Gorilla is for its sheer attack
power. Even if you are defending, it can still take off over 100 MP with a
single hit. Combined with its sheer height, if you need to heal, do not bother
staying on the ground for it; instead, double jump into the air and heal up
there.

        In any case, the Gorilla only has one actual attack, in which it shall
slap your character full-body with its hand, and send you flying if you are not
guarding. The danger is in its quick attacking, as it can dash in before you can
blink to send you reeling. The Gorilla also has a couple of defensive maneuvers
that can actually harm you if you are in its path, but it shall not actively
attack you with. The first of these two techniques involves it beating its
chest, and increasing its attack power. Secondly, when it defends itself by
putting its arms in front, get away if you cannot execute a Dash + Y - it will
use the occasion to explode forward with some momentum once it gets out of its
guard stance.

        To be sure, you do not want to be in the Gorilla's line of fire. The
best way to bypass this is to stick with using long-range bullets, so as to not
be in the Gorilla's range, and then jump over its head when it comes near you.



        After, you shall be returned to Blingsville, and will automatically
obtain the Bullet m Nut. Now that we are basically done in Blingsville, head out
to the exit, and go to the Citadel Ruins.



-=-=-=-=-=-=-
CITADEL RUINS
=-=-=-=-=-=-=
[KWCDR]

        �Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb,
                      Boomwalker
        �Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric
                   Zappers, Earth Statue, Wind Statue


        You have another fairly simple runthrough in Citadel Ruins - in fact, if
you did the Temple Statues quest in Gearbourg, you should recognize the scenery,
as it is in fact basically the exact same layout. Some things to watch out for
are the high amount of boxes that you can break open (of which all of them can
offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper.
These guys are basically mini-pods that fly around and shoot electric bolts from
underneath them at you. They are very fragile, but can often interfere when you
do not desire any, so take care of them quick and then focus on the real
threats.

        At the end of the level, you shall face off against another robotic
Glade, Terabolt.


--------
TERABOLT
--------
        The swan-like Terabolt, by design of being superior to Megabolt and
Gigabolt, is radically different from its two predecessors. First off is its
speed factor, in which it literally can go from side to side in a second flat.
However, I have yet to see any actual attack associated with this swift speed,
so I advise you to not worry too much about it.

        Terabolt's first attack involves it momentarily stopping, and then
shoooting several missiles out of its tail end. The missiles will temporarily go
off the screen, and then come back careening down homing in on your location.
Unless you have moved out of the way significantly, you usually have no chance
in dodging these, so your best solution is to just put up your guard and
minimalize damage taken from the missiles.

        Its second attack involves shooting a ball of pure energy out from its
mouth. Fortunately, it is a small orb of energy, and the actual attack itself
travels fairly slow, so you usually will have time to either jump out of the way
or defend yourself against it.

        Terabolt's final attack is also probably its one fatal flaw; Terabolt
will pause in the middle of the screen, and then turn to face the screen,
breaking the fourth wall. Its fins will then detach from its body, and one will
go on either side of you, and follow you up and down as you jump up and fall
down. After a short while, once you stay in one position for too long (usually
when you fall or when your acceleration upward fades away and you start falling
down), the two fins will generate a laser beam between them. In all honesty, you
can usually avoid this with smart timing (mainly through jumping once, letting
it start up, and then double jumping to avoid it, or pressing the Down button
when falling).

        There is also an exploit with this last attack of Terabolt's. While you
are going up and down, you can conveniently place yourself near Terabolt itself,
who will be harmless and defenseless while its fins are operating. Sneak in an
attack every time you go up and down, and usually you will deal much greater
damage to Terabolt than the laser can do to you.




        Afterwards, watch another cutscene. At this point, you will have another
VERY SHORT branch path, as you can go to one of two different locales for the
third Major Exam; Raiden or Oak Land. After you make your choice, head over
there.


-=-=-=-=
OAK LAND
=-=-=-=-
[KWOAK]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        In Oak Land, the G-Hall traps involves boulders that fall down from the
side of the screen and roll towards the center, eventually crumbling. Avoid
getting hit from them. You can also corner your opponent and hope for a stray
rock to distract him.


------------------
DEREK THE SUN BEAT
------------------
        Derek (The Sun Beat) has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that Derek is fairly nimble on the ground, so expect some lighting-quick
slashes. Additionally, because of Derek's weapon of choice (a scythe-like
Glade), he has a decent amount of range, so do not expect to get too close to
him without being hit in return.

        Derek has a couple of Bullet attacks that he can use. His first involves
him raising his hand above his head, and then bringing forth a trio of giant
icycles, which he then throws forward into the ground in front of him. The
second bullet lets him shoot a fireball, which slowly and then sharply curves up
after going straight once it gets near you.

        Overall, you have fought guys with the exact same movement and attack
styles before, and as long as you watch out for his Bullets, you should be
fairly good.



------
HIBITO
------
        Here is to your rematch with Hibito, as the last time you fought him was
all the way back in Newtown. With nothing but upgraded MP, the same strategy
still applies; as he is a main character, you should view him as a strong
threat. He can jump up into the air and then stab his sword down. He can up-
sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to
break open your defense and knock you into the air, and then follow up with any
other number of moves. In short, the advantage that you had over all your
opponents up to this point in having a wide variety of attacks is now negated,
as Hibito is someone who is you equal in that regard.

        Hibito also has three bullets that he can use. The first is an Attack Up
bullet, allowing him to increase his strength for a short period of time. The
second bullet lets him shoot a fireball, which slowly and then sharply curves up
after going straight (which is exactly the same Bullet as Derek the Sun Beat
used in your last battle). His final attack allows him to send a wave of fire
out of his hand that hits everything for about a quarter of the screen in front
of it, and can damage multiple times.

        Overall, however, you should stick to exploiting what Hibito tends to;
agression and speed. Hibito will use Beat Combos often, and will try to rush in
often. Each of these times (or when he does both combined), he usually leaves
himself open to attack. Spring something on him such as p Water or any kind of
trip, and you can easily cause heavy damage to him. If he starts putting up his
defense and does not give in, take the offensive, move after him, and start
nailing him with your own Dash + Y attack to knock him around. Finally, since
you are using Kyle, you should try using your long range to your advantage. You
can use a Speed Up if you want to match Hibito's natural agility, and then knock
him off his feet once Hibito tries to move in close.

        Lastly, use this arena's rock traps to your advantage. If you fall
behind him in MP during the battle, knock him away from you for a bit and heal
yourself, and then press him against a wall to be knocked down by a boulder
coming down. Hibito also tends to be very aggressive at this point in time, so
hit him at point-blank range and from afar with any Water Bullets you may have
equipped yourself with beforehand.



        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=
RAIDEN
=-=-=-
[KWRID]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        For Raiden's exam, the traps in the hall involve three pillars that pods
go up and down on. When two pods focus on each other, they will let out a beam
of electricity between them, damaging anything in between. You can move the pods
themselves by hitting them.


--------------------
BANDA THE BEAT LOVER
--------------------
        Banda (The Beat Lover) has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that Banda is fairly nimble on the ground, so expect some lighting-quick
slashes.

        Banda also utilizes two bullets that you should watch out for. His first
bullet shall send out a wispy ball that travels across the field fairly quickly.
If you get hit by it, your character shall be confused by it for about ten
seconds, and your button inputs for D-Pad Left and Right will reverse (ie. if
you hit right, you will go left). This fades away after ten seconds, as
mentioned before. For his second bullet, he will drop a beige-ish mushroom on
the floor. If you happen to walk or be knocked into the mushroom, you will
receive much the same effects as being hit by the cloud, so do not touch it.

        Overall, you have fought guys with the exact same movement and attack
styles before, and as long as you watch out for his Bullets, you should be
fairly good.



---
GUY
---
        Guy is potentially the most difficult of all the other three main
characters to take on. It is not even in the realm of that he has as many moves
programmed for him, but rather what his moves entail. While he does not have
quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he
will move so fast that he literally will leave a blur, and he can also attack as
quickly, jabbing at you or knocking you upward before you have a chance to
blink. Furthermore, he has a one-two-kick combination which he can use to break
through your guard and send you sprawling, in addiction to his regular Dash + Y
attack.

        However, even after that, he still has two more dangerous tricks up his
sleeve. The first is his Beat Combo. While you may think you can just defend
against it (and ideally, you can), oftentimes you may not even have the reflex
to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed
up by an up-down attack. Lastly, Guy is unique among the characters in his
flexibility; whenever he jumps onto the figurative 'wall' of any battlefield
(the edge of the screen), he can actually bounce off that wall and in the
opposite direction, as opposed to having to go against momentum and turn around
and flail while falling down. Do NOT expect to get him up close with his back
cornered to a wall and be keeping it that way.

        Because of all this, you are somewhat compensated; Guy only has one
bullet. Unfortunately, it is still a potentially deadly one, as it allows him to
send a beam across the arena that is as tall and still a bit higher than Guy
himself. If you see him charging up for a Bullet attack, JUMP out of the way, or
put your guard up. Either is better than taking the full brunt of his attack.

        For the most part, take advantage of the arena's traps. While Guy does
have a lightning attribute, and takes only a small amount of damage when caught
in the trap, he is still vulnerable at the same time to other Bullets, and
cannot defend. Move around along with him and fight for space, and whenever you
can get the chance, lure him into one of the discharge beams, then get on equal
footing and throw a Bullet causing a lot of damage at him. You can also use this
time to heal if his attacks are consistently getting to you while not letting
you touch him.



        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[KWSN1]

        Watch the initial cutscene in here. You can head to the G-Center and do
the lone quest offered in town if you want, but you MUST go to the Bullet Shop -
this will be the last time in some time that you will be able to buy new
bullets, and as you do not get the chance to return to earlier places until
after you beat the game, you may be hurting when you face off a certain boss.
Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it
- trust me, it will come in heal.

        After that is done, head to the center-north screen of town (it is the
one that is flashing on your top screen). Here, watch another cutscene. After
you are done in town, exit out and head to the Maze Forest.


-=-=-=-=-=-
MAZE FOREST
=-=-=-=-=-=
[KWMZF]

        �Box Bullets: Tub Storm, Petal Vest, m Toxin
        �Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse


        Not much to say about the actual area. Despite Dark Variants being built
up throughout the storyline as tougher than regular Variants, they are actually
MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it
takes to finish off regular Variants. Near the end, you will face off against a
boss.


-------------
DARK TERABOLT
-------------
        Dark Terabolt, in comparison to the regular version, tends to be a LOT
more aggressive, and will execute several consecutive attacks within only a few
seconds. It also has a new attack that you should watch out for.

        Dark Terabolt's first attack involves it momentarily stopping, and then
shoooting several missiles out of its tail end. The missiles will temporarily go
off the screen, and then come back careening down homing in on your location.
Unless you have moved out of the way significantly, you usually have no chance
in dodging these, so your best solution is to just put up your guard and
minimalize damage taken from the missiles.

        Its second attack involves shooting a ball of pure energy out from its
mouth. Fortunately, it is a small orb of energy, and the actual attack itself
travels fairly slow, so you usually will have time to either jump out of the way
or defend yourself against it.

        Dark Terabolt's new attack involves it flying from end to end. When it
does this, it will release black bombs from its body that land on the ground. If
you touch them, the bomb will automatically explode on you. Eventually, after a
while, the bomb will explode on their own - the have a short explosion radius,
so you do not need to stay too far away from them to not risk damage.

        Dark Terabolt's final attack is also probably its one fatal flaw; Dark
Terabolt will pause in the middle of the screen, and then turn to face the
screen, breaking the fourth wall. Its fins will then detach from its body, and
one will go on either side of you, and follow you up and down as you jump up and
fall down. After a short while, once you stay in one position for too long
(usually when you fall or when your acceleration upward fades away and you start
falling down), the two fins will generate a laser beam between them. In all
honesty, you can usually avoid this with smart timing (mainly through jumping
once, letting it start up, and then double jumping to avoid it, or pressing the
Down button when falling).

        There is also an exploit with this last attack of Dark Terabolt's. While
you are going up and down, you can conveniently place yourself near Dark
Terabolt itself, who will be harmless and defenseless while its fins are
operating. Sneak in an attack every time you go up and down, and usually you
will deal much greater damage to Dark Terabolt than the laser can do to you.
Considering Dark Terabolt's aggression here, you should really focus on damaging
it during this fight, and unleash hard-hitting attacks (such as Phoenix or Light
Wing) by jumping up as high as possible to avoid the fins.



        After, continue on to the Mad Company. SAVE YOUR GAME first.

-=-=-=-=-=-
MAD COMPANY
=-=-=-=-=-=
[KWMDC]

        �Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb,
                   Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly,
                   Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear

        The Mad Company level is easily the longest section in the game, as it
is split up into three different runthrough sections, and five different boss
fights. If you lose even one of the fights, you will have to restart. Thus, be
very prepared.

        In any case, the first runthrough will introduce you to a few new
enemies. Robot Guards are basic machines that run around the place; while they
can cause you some harm, they are easy to destroy if you just keep attacking and
do not give them a chance to respond. Mad Guards are upgraded versions of the
scythe-wielding Thuggers you fought oh so long ago, and are not very difficult
either aside from their surprising agility. Zappers you may remember from the
Citadel Ruins; they are once again easy to kill, requiring only one or two hits
to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy-
handed hits and charging down the hallway, hitting anything in its path. When
taking on one of these guys, be sure to focus all your attention on it, and do
not get close to it unless you intend to go all out on attacking it.

        Eventually, you will come to your first boss fight.


-----------------
DARK VARIANT #005
-----------------
        As you already have Dark Mice, Bears, Wolves, and Butterflies, the next
Dark Variant in line is #005, which is actually a fairly refreshing battle to
fight against. #005 is a tall monster that most remembles a praying mantis, and
has a couple of attacks to watch out for. The first is when it will stand up
straight, and then slash both of its claws; this will send a wave of energy down
the arena as high as #005 itself. If you can dodge it quick enough, jump, but
otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its
tail into the ground, and have an extension of its tail pop out of the ground.
If you get knocked into this thing, it will damage you. Its final attack will
involve Dark Variant #005 going to one of the edges of the screen, creating a
minor shockwave in the ground, and then leaping diagonally down the screen at
your current location.

        #005's first Bullet attack that it is capable of is a copy of the f
Water bullet; in short, a wave of water crosses the floor, dying out after three
frequencies. As long as you jump over it or stay far enough back, it will not
even touch you. It is also capable of sending out a fairly large purple ball of
toxin going straight forward - dodge it by jumping back or running the opposite
direction.

        Overall, though, the fifth Dark Variant is a pushover. It simply almost
never guards himself, and it is so often setting up for an attack or suffering
lag from one it just did that you can bring in a Beat Combo and hack away at it.
This is particularly useful for its final physical attack, when it leaps down;
you can just guard and then quickly use a Beat Combo before it has time to
react.



        After the battle, continue on through the next area. Watch out for
Firebombs, which walk along the hallway and will explode on contact. You shall
also face some new enemies in Heavy Mad Guards, which are basically underpowered
clones of Grappers you have fought before, such as Turk McDirk, and without the
Bullets as well. You will end up having to take on another opponent.


----
ZEKE
----
        This time around, you will actually have to defeat Zeke. Fortunately,
the same strategy applies from before.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a very good chance of needing to heal during the battle
(unless you are during this for the umpteenth time), there are a few things that
you can do if Zeke constantly backs you into a wall and then attacks you while
you are summoning your Bullet. The first is to double jump into the air and then
use your Bullet, while hoping Zeke is unable to hit you (he has the range to do
so, but that does not mean he always will). Another way to do this is to
actually use your p Heal, then quickly use an attack that will push him back if
he is too close to you such that he cannot get the effects of the m Heal as
well.

        Thankfully, your HP total should have increased since the last battle to
be on par with Zeke, and your Glading skills should also have improved. If you
were close to or pulled out a win against Zeke in your last match at him in the
Thugger's Den, then do not sweat it in your battle here.



        Once the battle is done, continue on through the next area. You will
face some more token pockets of resistance from some Heavy Mad Guards and Robot
Sentinels, but considering that you have made it this far, they should not
present any sort of problem. Once you press your way through to the end, you
shall face off against a third boss.


-----------
PRESIDENT D
-----------

        D's first attack is a vicious once, which you should watch out for; when
D slashes his sword at you, it will also let out a purple burst of energy that
travels along the floor, which goes as high as approximately his midsection.
Jump over it if you see it coming; otherwise, dodge if you lack the time to
jump. His physical speed in moving from edge to edge of the screen is very very
quick, within the blink of an eye, leaving you little time to guard against a
surprise strike; his speed is comparable with Terabolt in Kyle's Story.

        D also has another weird attack up his sleeve; he can summon multiple
odd eye-like orbs that are dispersed across the screen. Because they shall
damage you and explode on contact, you will be forced to reroute all your jumps
to go around these eyes as opposed to just straight through. He also has a
variation of this, where he will summon a bunch of these eyes in front of him,
and then disperse them manually, hitting you if you are in the path of one of
them.

        President D is also capable of using an Attack Up Bullet, which
temporarily powers up his offensive ability, as well as Defense Up, able to
strengthen his defense. Another Bullet he can use is the Beckon bullet, which
you cannot obtain until after you have completed the stories of all four main
characters; a shadow will appear in the ground, and a hand will come out to try
and grab you. If you see this shadow appear, MOVE AWAY. Most anything is
preferably to this.

        Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I
must stress this. Once President D drops to the 1700MP mark, he will unleash his
ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars
of shadow will appear next to each other wherever you are on the screen, suck
you up and throw you around, and ultimately cause a great amount of damage. Even
putting your guard up does nothing, as it will break through instantly and do
the same. Whenever you see D stop and do the motion of slamming his sword into
the ground, DASH AWAY. If you can move quickly enough, the attack will hit where
you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you
jump, it is far too slow than if you just move away.

        Thankfully, there are plenty of moments that you can exploit President
D. He normally does not defend himself unless he is absolutely stationary, so
while he is moving around, you can attack him without having to deal with his
guard. If he does put his guard up while you are straight up using your weapon,
use your Dash + Y weapon for some relief. Notably, however, he is also very
vulnerable when using his attacks. The two that you should especially take
advantage of are when he summons his eyeballs (which he takes his sweet time in
doing), where you should use a long-range attack, and his latter shadow tornado
attack, while he has his sword in the ground. The latter attack is especially
good, as you will need some time to hit him without being in risk of his siccing
the Shadow Tornado attack on you.

        In all, expect to lose the first time through, at a minimal. D is a
godmoder, and he can easily take out 500MP+ at a time with only a couple of
attacks, and usually gives you very little time to pull out a healing bullet
without causing further damage to you. At some point in the battle, it comes
down to skill, and that is something I simply cannot help you in.



        Another win, another battle after that...


----------
FINAL BOSS
----------
        It is not exactly the final boss; however, storyline wise, this is the
climax of the plot, and I could not really think of a name otherwise for him.
Eh.

        The arena itself is fairly long, and not restricted to a single frame,
so you can run around a bit.

        Final Boss has two arms to either side of his head, the head being the
only vulnerable point on his entire body. The two arms can disform and reform,
bringing with it a shadow bat or a shadow creature on the ground. The bats can
additionally reform into a spike that throws itself at the ground, sacrificing
itself in the process. With the shadow creatures, if you sense an impending
attack is about to come from the FB, use a Dash + Y attack on the shadow
creature; you will be invulnerable so long as you are in the attack's animation.

        The arms themselves are also capable of stabbing down at your position,
so make sure to watch from every side to guard yourself against them. They can
also do it both at once, and can move around flexibly. Thankfully, they do not
knock you over, so you at least have that annoyance out of the way.
Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE
CENTER. This is because one of the shadow tornadoes from the previous fight will
appear on either end of the screen, and you do NOT want to be knocked into
either of those. Thankfully, they disappear after a short while.

        A single arm can also let out a single vortex of energy, which lets out
a tornado that rolls across the screen. If you see this, DEFEND, and it will
just push you back until it dies out. If you guard against this tornado, then it
will not suck you up.

        The head itself also has a single attack up its (figurative) sleeve.
When you see a purplish orb of energy emitting from its mouth, RUN AWAY from
wherever you are, as the Final Boss shall launch a blast of energy that slowly
expands outwards in a circular shape before imploding.

        Fortunately, the battle is easy if you know what to do. Despite only the
head being vulnerable, it has no way of defending itself. This literally means
that you can just jump up and down during the whole entire battle, constantly
swatting at it. However, as some of the enemies will consistently try to hurt yo
during the battle, you will want to stick to bullets. For some Bullets that home
in on your target, such as Phoenix and Light Wing, double jump to the top of the
screen (where nothing can touch you) and activate your Bullet up there to be
floating in mid-air until you are finished summoning your Bullet. Others that
need to go straight, you can still do the same trick, but you need to line up
with the head and do it while there are no bat enemies around.

        Finally, whenever you need to heal, do it when there ARE NOT any shadow
tornadoes to the side, and you should be good.



        With another win in your pocket, you shall be put into another
underground area. Continue on and deal with all the Variants put into your path,
and you should soon reach the final boss of this level.


----------
DARK CLONE
----------
        Your clone, being controlled by a computer AI, can probably pull of some
slicker moves than you can at times. Since you have controlled your character
for a whole story segment, however, you should be well aware of the strengths
and weaknesses of your opponent. Furthermore, you have two advantages over your
opponent; first, you likely have more MP than he does, and second, he has no
bullets that he can use. You do.

        Since you are playing with Kyle, my main recommendation is to just stick
to keeping away from your clone, and use longer-range Bullets. That way, you do
not have to deal with getting your long range attacks turned against you, and
your opponent will not get near you. Any way, he should go down easily enough,
especially if you have weathered the likes of Zeke, President D, and the Final
Boss, all in short order.



        After the battle, watch some cutscenes, then go back to Synesthesia.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[KWSN2]

        Make your way to the G-Center, and then talk to the lady at the booth to
finally be allowed to take on the fourth and last Major Exam.

        In Synesthesia's G-Hall, lava will momentarily burst out of select spots
on the ground that you should be able to identify by their appearance. Lava can
also fall down from the sky.


---
GUY
---
        If you fought Guy in Raiden, this is pretty much the same deal as
before, with the lone exception of having more MP.

        Guy is potentially the most difficult of all the other three main
characters to take on. It is not even in the realm of that he has as many moves
programmed for him, but rather what his moves entail. While he does not have
quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he
will move so fast that he literally will leave a blur, and he can also attack as
quickly, jabbing at you or knocking you upward before you have a chance to
blink. Furthermore, he has a one-two-kick combination which he can use to break
through your guard and send you sprawling, in addiction to his regular Dash + Y
attack.

        However, even after that, he still has two more dangerous tricks up his
sleeve. The first is his Beat Combo. While you may think you can just defend
against it (and ideally, you can), oftentimes you may not even have the reflex
to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed
up by an up-down attack. Lastly, Guy is unique among the characters in his
flexibility; whenever he jumps onto the figurative 'wall' of any battlefield
(the edge of the screen), he can actually bounce off that wall and in the
opposite direction, as opposed to having to go against momentum and turn around
and flail while falling down. Do NOT expect to get him up close with his back
cornered to a wall and be keeping it that way.

        Because of all this, you are somewhat compensated; Guy only has one
bullet. Unfortunately, it is still a potentially deadly one, as it allows him to
send a beam across the arena that is as tall and still a bit higher than Guy
himself. If you see him charging up for a Bullet attack, JUMP out of the way, or
put your guard up. Either is better than taking the full brunt of his attack.

        For the most part, take advantage of the arena's traps. Learn the
positions the fire falls down from or spurts up from, and push Guy back into
these areas. Once he gets hit by fire, he will temporarily drop his guard, so
you can throw a Bullet causing a lot of damage at him. You may also choose to
use this time to heal if his attacks are consistently getting to you while not
letting you touch him.



------
HIBITO
------
        Here is to your rematch with Hibito, as the last time you fought him was
all the way back in Newtown, or Oak Land if you took your exam there. With
nothing but upgraded MP, the same strategy still applies; as he is a main
character, you should view him as a strong threat. He can jump up into the air
and then stab his sword down. He can up-sweep you. He is able to use Air Beat
Combos. He can use this Dash + Y attack to break open your defense and knock you
into the air, and then follow up with any other number of moves. In short, the
advantage that you had over all your opponents up to this point in having a wide
variety of attacks is now negated, as Hibito is someone who is you equal in that
regard.

        Hibito also has three bullets that he can use. The first is an Attack Up
bullet, allowing him to increase his strength for a short period of time. The
second bullet lets him shoot a fireball, which slowly and then sharply curves up
after going straight. His final attack allows him to send a wave of fire out of
his hand that hits everything for about a quarter of the screen in front of it,
and can damage multiple times.

        Overall, however, you should stick to exploiting what Hibito tends to;
agression and speed. Hibito will use Beat Combos often, and will try to rush in
often. Each of these times (or when he does both combined), he usually leaves
himself open to attack. Spring something on him such as p Water or any kind of
trip, and you can easily cause heavy damage to him. If he starts putting up his
defense and does not give in, take the offensive, move after him, and start
nailing him with your own Dash + Y attack to knock him around. Finally, since
you are using Kyle, you should try using your long range to your advantage. You
can use a Speed Up if you want to match Hibito's natural agility, and then knock
him off his feet once Hibito tries to move in close.

        Lastly, remember that this arena uses fire traps, so Hibito will take
very little damage from the lava if he gets hit. If you fall behind him in MP
during the battle, knock him away from you for a bit and heal yourself. Hibito
also tends to be very aggressive at this point in time, so hit him at point-
blank range and from afar with any Water Bullets you may have equipped yourself
with beforehand.



------
DAICHI
------
        It is time for the final showdown, the match that decides your status.

        Once again, I must stress the importance of the fact that Daichi is a
titular character. This means that he has more techniques and attacks that he
can use than the average Grapper, and also means that you are in for a long
battle. Daichi in particular is probably the slowest of the main four. However,
the strengths that he gets in tradeoff for this include an intense amount of
offensive power, and a large hammer that can beat out Kyle's range with certain
attacks.

        For the most part, keep your distance from Daichi. This is because of
several of his regular attacks. The first one to watch out for his his ability
to spin around in a circle, flailing his hammer around. When he is like this, it
is nigh upon impossible to sneak in a hit without getting injured yourself, so
it is simply better to take advantage of him with a Bullet here. He can also
back you up into a corner and spam Beat Combo and this spin, so if you get into
this situation, immediately either put up your guard or try dashing past him.
Another thing that you should watch out for is that Daichi can do a sort of leap
and then fall flat on his stomach, while hammering the ground in front of him.
He can cover a surpising amount of distance in the setup for the attack, so keep
your eyes open. The last thing is to not try to go in for a Dash + Y attack;
Daichi can perform his own Dash + Y technique with ease, and he will do it as
often as possible. Do not intensify the match by putting yourself at risk.

        Daichi's first bullet allows him to summon a pillar of rock in front of
him, which then shoots out two boulders at different trajectories. Once the
rocks hit the ground, they shall break on impact. His second one causes a rock
spike to come out of the ground right in front of him. Fortunately, he does not
use anything else, so there will not be any surprises.



        After, you will get a G-Con Type 3. You will also have the ability to
use the Phat Beat Combo in multiplayer or when repeating story scenarios. You
are not quite done yet, however; head to the center of town and talk to Tusk
twice to leave Synesthesia.


-=-=-=-=-=-=-
SS BLUE WHALE
=-=-=-=-=-=-=
[KWSSB]

        Watch a scene, and prepare for what is truly the final battle of Kyle's
Story.


--------------
OMEGA TERABOLT
--------------
        Pretty much the first thing that you should note about Omega Terabolt is
its dimensions; it has a large height and little girth, so you are capable of
hitting it with ease. Omega Terabolt also has no natural guard function, so most
of the time, if you can get up close to it, you can use your Beat Combo, or use
a Bullet from afar. It DOES have a makeshift heart shield that it summons up
sometimes to defend itself with, but it uses it rarely, and it is not that
effective anyways.

        The first of three OT's attacks involve it invoking a yellow triangle
around its body, and then dashing across the screen. This attack is INCREDIBLY
FAST, and because it covers the entire height of Omega Terabolt itself, do not
even consider jumping if you see it coming, as you will simply not have enough
time to jump out of the way. Instead, just guard. Omega Terabolt can also
unleash another strong technique in which it brings its arms down, and lets
loose three circular bolts that spiral off in the lower, middle, and upper
angles of whichever side Terabolt is facing (and the directions lower, middle,
and upper are relative to Terabolt's position; if it is on the ground, the lower
attack will be on the ground, but if it is in the air, the lower attack will be
parallel to its legs).

        Omega Terabolt also has an 'ultimate attack' up its sleeve in which
hearts will begin to appear around OT, and it backs up to one end of the screen.
A few seconds later, it will shoot out a pink beam of energy across the screen.
The beam can last for quite a while, so do not expect to be able to jump out of
it and just avoid all damage altogether; you may have to defend against it if
you cannot get used to the timing. On the other hand, you can use the time that
Omega Terabolt takes to prep up for the attack and blast it with a couple of
bullets before going on guard. If you also happen to have the time to do it, you
CAN in fact exploit this attack; while Terabolt is charging up on the back end,
go to where it is and jump up and behind it, as opposed to being in front of it.
During the duration of its attack, just hit it a few times.

        Its first and only Bullet allows Omega Terabolt to sprout a bunch of
roses. After a few seconds, thorns will grow about twice the length of the
actual rose to either side of the flowers, so be sure to get away from the roses
once Omega Terabolt summons them. However, it uses this Bullet rarely, so do not
expcet to see it often.

        Also, remember that you have just acquired the G-Con 3, which allows
your BP to be charged up to 9. This means that you can use more Bullets at a
time than before, so if you wish to, you can adopt a strategy of 'Bullets-Attack
while recharging BP-Bullets', as it certainly can be more effective now with
more BP.



        After, some more cutscenes, and the credit rolls. After, you will have
the ability to use Shelly in multiplayer battle, and also earn the title Aqua
Major. If you go into Kyle's Story again, you can go to any location you have
gone before and repeat the storyline during that location (with a few
exceptions; if you visited a place twice during the storyline, such as
Synesthesia, you CANNOT redo the first one) with your current level, G-Con and
Bullets. However, you will have to start branch paths that you have not yet
completed from their first location. If you want to completely restart the whole
story, you will have to do it in the options button in the main menu.





-=-=-=-=-=-=-
HAYWIRE ROBOT
=-=-=-=-=-=-=
[KQHWR]

        �Location: Selbuy City
        �Objective: Defeat your opponent
        �Reward: Toxin Mush Bullet

        Fortunately, the enemy robot that you fight is really not at all that
difficult. Usually, it will be moving around, and jump up in the air. While it
is doing this, it will not damage you at all, even with the spike in front of
its body. The only two methods that it has to damage you is to spit out a
missile from the front of its body (which will home in on; if you cannot dodge
it, which will likely be the case, then you should instead guard against it as
you should usually have enough time to prepare for putting your guard up) and,
when you are right in front of it, it can launch you up in the air after triple-
hitting you using its spike.

        Overall, stay out of its direct path. If you are in the line of fire of
a missile, just guard, and you should only take a very minimal amount of damage.
Spam bullets for the most part, and only go in to attack if you intend to be
aggressive. If you do, Dash + Y and Up + Y/X can be very useful, and starting
your Beat Combo while the robot's guard is down can also be a good solution to
causing damage to what is a bit of a high defense.


-=-=-=-=-=-=-
PHOENIX FLOCK
=-=-=-=-=-=-=
[KQPHF]

        �Location: Selbuy City
        �Objective: Defeat all Phoenix enemies
        �Reward: Phoenix Bullet
        �Box Bullets: Speaker Z, Rose Thorn, f Water
        �Monsters: Phoenix, Flowers, Light Butterfly, Fire Butterfly

        This quest does not focus on defeating any single enemy; instead, you
must go through a side-scrolling mission and defeating all the Phoenix enemies
in each area (the birds with fire around them). For each of the screens, until
you defeat all the Phoenixes, you cannot continue onto the next area. Defeating
the firebirds themselves are pretty easy, as you can use a variety of techniques
and basically any offensive bullet when you are on level ground with them to
kill them. Whenever they are in the air above you, focus mainly on jumping and
then using your spear to attack them, and a few of these attacks should
eliminate every Phoenix. As several of them tend to fly around, you will have to
follow after them.

        Some notes to be made are that while the other enemies are optional, you
should fight them to gain some more experience and level up, the extra MP as a
result being critical for the early portion of your game. The light and fire
Butterfly variants are very easy to kill; when they hit the ground, simply start
spamming your X-button attack to jab at them with three consecutive hits in
short order, and they should be done for. The Flower Variants are a bit
trickier; hit them a couple of times, and when they start to spontaneously
react, back off as they will explode and let out two fireballs in a trajectory
path to the left and right of their position. Lastly, on the third screen, do
not forget to drop down beneath the metal grating at the beginning (Down + B
when over top of it) and break open the chest beneath.


-=-=-=-=-=-=-=-=-=-
FIGHTING STRATEGIES
=-=-=-=-=-=-=-=-=-=
[KFGST]

As contributed by 'Zenofire'


Water Grappler - Kyle isn't the strongest of the bunch... So i like to keep my
opponents in the air. Bullets 048 (m Water) and 049 (f Water) do just that. m
Water is a very inexpencive (only 2 BP) way to shoot the oppent in the air, and
the damage aint bad either (200 - 300). f Water covers the entire floor and also
knocks them off their feet. Swiching off between the 2 is the key way to confuse
your oppnent. As an added bonus, when you get them in a corner use Bullet 100
Tuna Tuna for 8 hits of 50 - 60 each, thats 400+ damage!


--------------------------------------------------------------------------------
                                 DAICHI'S STORY
--------------------------------------------------------------------------------
[WDBTS]
                                1. Walkthrough
                                 a. Dolittle City        [DWDC1]
                                 b. Plainsville          [DWPLV]
                                 c. Seaside City         [DWSSC]
                                 d. Diver Coast          [DWDVC]
                                ae. Gun Valley           [DWGVL]
                                be. Oceana Spring        [DWOCS]
                                af. Gearbourg            [DWGRB]
                                bf. Aquapolis            [DWAQP]
                                 g. Luther Woods         [DWLTW]
                                 h. Alexandria           [DWALX]
                                 i. Midway City          [DWMWC]
                                 j. Thugger's Den        [DWTHD]
                                 k. Newtown              [DWNWT]
                                al. Blingsville          [DWBL1]
                                      -Tournament
                                bl. Blingsville          [DWBL2]
                                      -Rescue
                                 m. Citadel Ruins        [DWCDR]
                                an. Oakland              [DWOAK]
                                bn. Raiden               [DWRID]
                                 o. Synesthesia          [DWSN1]
                                 p. Dolittle City        [DWDC2]
                                 q. Maze Forest          [DWMZF]
                                 r. Mad Company          [DWMDC]
                                 s. Dolittle City        [DWDC3]
                                 t. Synesthesia          [DWSN2]
                                 u. Dolittle City        [DWDC4]

                                2. Quests
                                 a. Training System      [DQTRS]
                                 b. Beat Festa           [DQBFS]

                                3. Fighting Strategies   [DFGST]


-=-=-=-=-=-=-
DOLITTLE CITY
=-=-=-=-=-=-=
[DWDC1]

        After a couple of scenes, you shall get into your first battle, with
Asuka. For the first bit, just attack with your X and Y buttons. For the
second segment, add jumping using B and guarding with R to your arsenal. You
will not necessarily have to use all of the commands, however, as each battle
shall end after a set amount of damage.

        Watch the scene, then head right a screen and into the house to watch
another cutscene. After, head right a screen again to watch more talking. Head
left afterwards and exit town, finishing up with one last cutscene. On the world
map, make your way to Plainsville.


-=-=-=-=-=-
PLAINSVILLE
=-=-=-=-=-=
[DWPLV]


        At the start of town, head right a screen and enter the nearby G-Center.
Talk to the lady at the right counter. Watch a couple of scenes, and you will be
brought into a brief tutorial of fighting in Draglade. If you have already done
any other character's story, skip these whole next two paragraphs, as it is the
exact same thing as every other tutorial.

        You are technically supposed to use three light and three hard attacks,
then block three times, and use three Bullets, but I have seen on the occasion
that you can get away with less. For the fourth one, just tap the p Heal to
switch it with your p Fire, and then activate it. For the fifth one, press and
hold the L button, and hit the instructor with attacks in symphony with the
beat. For the sixth, you will have to be more exact with your beats. After some
more basics, you will need to fight the instructor.

        Given the basics so far, you should not have too difficult a fight. Spam
your regular attacks for the most part, and use your beat combos when he leaves
himself open. If the two of you are separated by a fair distance, you can get
away with your p Fire. Also, if you get truly low on your MP, use p Heal, but
make sure that the instructor is out of the way; if he is next to you, he will
also be healed by the p Heal.

        Before leaving town, you can do optional sidequests by talking to the
clerk at the left counter in the G-Center in town. Quest strategies are detailed
in the quests section if you need them. You can also pick up preordained Beat
Combos up here (and you can customize them as well). Meanwhile, on the opposite
side of town is a bullet shop now open that will sell you new bullets (if you
have done anybody else's story at all so far, however, your bullets from that
story will cross over to here). Quest strategies can be found in the quests
section. After you are done, leave town, and head to Seaside City on the
overworld map.

-=-=-=-=-=-=
SEASIDE CITY
=-=-=-=-=-=-
[DWSSC]

        Watch the cutscene coming into Seaside City, then head right. For the
most part, stay away from the bear variant, and instead shoot offensive bullet
after bullet into him. Only move in close for the attack if you are confident
that you can pull of a Dash+Y knockout move. If, for whatever reason you let the
bear close enough to hit you, it can do things; either he will slash his claws
at you, or (much more likely) he will curl up into a ball and roll straight
forward at you, knocking you down. Thankfully, after the latter attack he will
be dazed, so if the opportunity arises, use your Beat Combo relentlessly.

        Should you HAVE to go up close, use Daichi's Up + X attack (which causes
him to launch himself forward in a kamikaze attack) or your Dash + Y attack,
which for Daichi is amazingly easy to use.



        After, there is not much remaining to do in town. About the only thing
you can do in town is go to the Bullet Shop (which has some of the same stock as
Melthea and some new), but after that is over, your only remaining destination
is out of town. Once you have committed, proceed to Diver Coast.


-=-=-=-=-=-
DIVER COAST
=-=-=-=-=-=
[DWDVC]

        Proceed right a screen from the entrance, and you shall take on a boss.

--------
MEGABOLT
--------
        Megabolt is a large crab-like boss robot that likes to move around a
lot. It has three main attacks; the first is that it will disappear off the
screen, only to come back on rushing forward a constant amount of distance
before it stops. If you are in the way of its rush, you will get damaged by the
contact. The longer it is in contact with you, the more damage you shall
receive, so stay out of the way when it does this, and counterattack during the
crab's refractory period. After the lag, it will start moving from side to side.
For the first bit of time when it is doing this, you will not take damage, so
pound away. However, quickly retreat, as it will end this attack off by suddenly
jerking to one side and bowling over everything in its path.

        The second attack for the crab is that it will jump up and down. If you
happen to be in its way when it starts coming down, it shall knock you out of
the way. However, you will not receive damage if you strike it while it is going
up. Its third and final attack is that it will start to face one way and then
rotate its arms in opposite directions, and start spitting fire out of its
mouth. This is when it is most vulnerable, as it will stay in that position and
carry on with its attack. Stay out of its way for the beginning, until you learn
to recognize what it does right before it starts to spit out fire. Once you have
learned its pattern, go behind its back next time before it has the chance to
breath fire, then relentlessly strike at its back with Beat Combos while it is
going away at the front. It simply CANNOT stop its attack halfway through,
leaving you plenty of time to take care of it. You should also stay in the
middle for the most part to exploit this attack, as you will have room to slip
behind to his back side with this.

        So long as you become familiar with the pattern of the crab boss's three
attacks (and no, you cannot flip it over to deal massive damage), you can keep
smashing away at it while staying out of the way of its attacks.



        After the battle has finished, head right into the next area, and enter
the G-Center here. Talk to the lady at the right desk to be directed to your
next G-Center, which will be home to the first major exam you shall take. Do the
optional quest and pick up any bullets as you will, then exit out onto the
overworld.

        Now, Daichi's story begins to branch into two separate paths here. You
can head to the settlement of Aquapolis by way of Oceana Spring, or head to
Gearbourg through Gun Valley. If you wish to refer to the table of contents
offered at the beginning of the walkthrough for Daichi's Story, Oceana Spring
and Aquapolis will be referred to as ae and af, while Gun Valley and Gearbourg
shll be sectioned under be and bf. The branches will converge after awhile back
into one path.


-=-=-=-=-=
GUN VALLEY
=-=-=-=-=-
[DWGVL]

        �Monsters: Fire Mouse, Fire Wolf, Wind Butterfly


        For the most part, just travel right in Gun Valley until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.


-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it (especially since you are using Daichi).
As the snake will pretty much stay stable in one position for nearly the entire
fight if it does not decide to leap up, there is absolutely nothing to stop you
from keeping a safe distance and firing bullet after bullet at it. It is cheap,
admittedly, but you are free to do whatever works for you.



        With the fight done, head on to Gearbourg.


-=-=-=-=-=-=-
OCEANA SPRING
=-=-=-=-=-=-=
[DWOCS]

        �Monsters: Water Mouse, Fire Wolf, Water Tortoise


        For the most part, just travel right in Oceana Spring until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        Once the battle is over, head off to Aquapolis.


-=-=-=-=-
GEARBOURG
=-=-=-=-=
[DWGRB]

        After the cutscene, get some new stuff at the Bullet Shop if you require
it, then head right a few scenes until you get to the G-Center. Talk to the lady
at the right counter to start your pair of fights.

        Be prepared for these two fights; in the Gearbourg battle arena, you
have four pipes, two on each side of the screen. When the vacuum starts up, the
pipes will suck you in; the bottom-left pipe will suck you in and shoot you out
the top-left pipe, and vice versa. The same goes for the right side. While it
may interrupt what was becoming a good combo for you, you can also use it to
surprise opponents that are sticking to their guns, digging in their heels and
defending for the entirety of the battle.


----------------------------
CRAFTWERK THE RHYTHM MACHINE
----------------------------
        There is not all that much to say about Craftwerk (other than that I do
not know where they come up with these names for all of the Generic Grappers).
For most of the fight, he will try to use his size to his advantage and stick to
his common physical attacking, with a quick jab using his arm and a down-cut. He
also very rarely activates his Beat Combo. Lastly, if you jump into the air, he
has a tendency to follow you.

        Craftwerk also uses a number of water-affiliated bullets. The first
Bullet lets him throw a wave of water that crosses the floor of the arena in a
wave-like motion, eventually dying out after three waves. This is VERY EASY to
avoid, and can be done by just jumping back a bit (as it has a short distance
that it can travel across before dying). Additionally, he can also use p Heal to
heal himself. If he does this latter attack, quickly go and push him away from
it, or at least try to take advantage of it yourself. His final bullet is Tuna
Tuna, which summons a fish that flops around, and slaps you if you get close.
However, he uses this VERY rarely.

        Near the end, he may tend to be a bit more aggressive. To damage him,
you can usually stick to a tactic of luring him in and then hitting him at
point-blank range with either long or short-range Bullets to catch him off-
guard, or utilizing Beat Combos. Overall, he just happens to be a pushover.



------
SHELLY
------
        Shelly is the first of the group of nine characters whom you can fight
with in multiplayer and wireless mode that you shall battle in the actual story.
This I must stress because it means that Shelly has in her arsenal more than
just a pair of generic regular attacks. She can perform several moves, as well
as her own unique Beat Combo.

        The most major note that should be made is that she uses a bow, which
means to expect long-range attacks. She can shoot sideways, she can jump up into
the air and shoot diagonally down, she can shoot diagonally up (this latter
attack sending three arrows at once), and she can even shoot into the ground
when standing still.

        What makes her more devastating is that nearly all her long-range
attacks will cause a sheet of ice to appear wherever their end points are, or if
they hit you. This means that even if you are out of the arrow's range, you can
still get hit by the ice if you are only slightly behind the arrow, and if you
get hit by the arrow, you get damaged to a further extent, and stunned by the
ice. Obviously, you can try to defend, which will work, but you should also try
maneuvering over some of the attacks (especially if you are in the air to begin
with). Her attack directly into the ground will cause a pillar of ice to appear
to either side of her.

        Beware, as Shelly can also do close-range attacks with her bow; these
are usually of the slashing and sweeping up category, but she also can do her
own Dash + Y combo up front, so do not expect to be able to defend when she
comes in and being able to keep your guard. Finally, she has a lone Bullet that
she can use, in which she tosses a ball of ice forward that expands into several
icycles going up to either side of it once it hits the ground.



        After, go through a couple of cutscenes, then exit town and head on to
the Luther Woods.



-=-=-=-=-
AQUAPOLIS
=-=-=-=-=
[DWAQP]

        Watch the scene. Head left to the Aquapolis Bullet Shop to pick up any
new bullets that you may need, then proceed right of the entrance into the Major
G-Center. Do the optional Fish Rumble quest if you wish, then talk to the lady
at the right counter. Listen to her explanation, then take the first Major Exam.
After a cheesy cutscene, you will end up taking on the first competitor of the
exams.


------
ISSHIN
------
        Isshin has pretty much only two attacks, both of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His only Bullet is Speed Up,
which allows him to gain a great amount of speed.

        The thing that is difficult about Isshin is that he loves to dash
around, lots. And move around he will. He likes to use his Beat Combo a lot, and
will dash into you and try to use his quick Beat before you have the opportunity
to blink.

        As such, you will be required to take the battle to him. As Isshin often
will be quick to put his guard up when not dashing, you can perform the Dash + Y
attack to knock him off balance. Mostly, however, take advantage of his love for
motion. Lay a trap Bullet such as Rose Thorn to hit him while he is screwing
around, and then let loose a long-range Bullet while he is dashing towards you.
In any case, due to his low MP and the fact that he is not one of the story-
important foes that you will face, he should not end up being any kind of
problem.



----------------
COBRA THE HELMET
----------------
        There is not too much to say about Cobra the Helmet. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his lone Bullet, which allows him to summon a trio of icyles and send them
into the ground in front of him. To damage him, you can usually stick to a
strategy of luring him and then hitting him at point-blank range with either
long or short-range Bullets to catch him off-guard, or utilizing Beat Combos.
Overall, he just happens to be a pushover.



        After, go through a couple of cutscenes, then exit town and head on to
the Luther Woods.


-=-=-=-=-=-=
LUTHER WOODS
=-=-=-=-=-=-
[DWLTW]

        �Box Bullets: Boomwalker, Wind Vest
        �Monsters: Wind Wolf, Earth Mouse, Electric Butterfly, Earth Bear, Wind
                   Tortoise

        This is a pretty basic walk-through stage, with nothing special going on
until the end. You will probably want to bring a Water or Wind Bullet to
dispatch most of the enemies. I especially prefer p Water, as it allows you to
shoot a straight stream of water that damages multiple times and goes through
anything it hits, allowing you to slaughter several foes at once. Having
anything that can hit two or more people at once will also be useful for later.

        At the end, watch a cutscene, and you shall fight a Bat Boss.

---
BAT
---
        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you see the bat charging up energy into its body, run away from the
bat. Usually, it will summon a spinning tornado that will move towards you (if
the bat is in the center of the screen, however, the tornado will not be able to
make it all the way to the edge). However, it will sometimes let loose a bunch
of flames around its body, which slowly expands outwards to the edge of the
screen. Usually, you cannot dodge this, so instead put your guard up against it.

        Your opponent will also sometimes disappear into the background, and you
can see its shape (albeit smaller than up close) in the background. Wait until
it momentarily disappears, and then dash away from your location, as the bat
will slam onto that location in a few seconds after it disappears. Once it
reappears, you can get a few hits worth on it.



        After, watch a scene, and then head on to Alexandria.


-=-=-=-=-=
ALEXANDRIA
=-=-=-=-=-
[DWALX]

        Head right once done with the initial cutscene two screens, and then
watch another cutscene. Once inside the laboratory, watch a scene. Proceed all
the way to the very end of the laboratory, and enter the last door in here. A
great number of cutscenes later and one Bullet Cleanse later, exit Alexandria,
and head off to Midway City.


-=-=-=-=-=-
MIDWAY CITY
=-=-=-=-=-=
[DWMWC]

        As soon as you come in, you shall have to fight off a Dark Wolf.


---------
DARK WOLF
---------
        For the most part, the dark wolf tends to be aggressive, moving around a
great deal. However, the wolf usually hesitates in every move that it does until
it finally gets close to your character, at which point it will dive at you to
try and cause damage. Restrain the wolf from harming you by attacking it with
bullets every time it tries to get into point-blank range; there are several
good and cheap multi-hit bullets such as p Water that can be used at this point
in the game, along with several other stronger (but much more expensive) bullets
such as Sam-3 or higher. Of course, the farther you are in the game by the time
you finally get here, the better your arsenal.

        If the wolf DOES manage to get up close to you, you must put up your
guard. This much I cannot stress enough; if it does manage to get an unguarded
hit on you, it can easily take out as much as a third of your life depending on
whose story you are playing. The minimalized damage you take is a much better
alternative than trying to jump and risking coming to harm. If you are low on
MP, make sure to get away from the wolf and use a Heal bullet. Should you really
be in dire straits, you can also double jump into the air (where the wolf is
unable to reach you), use your Heal, and try to get some of the effects while
still in the air.

        Finally, it should also be noticed that (although rare), the Dark Wolf
can spit out a fireball from its mouth. This usually occurs when it is at a long
range distance, and it happens relatively quick, so be prepared at a moment's
notice to press the R button to put up your guard, should the Dark Wolf decide
not to go for a straight-up attack and instead go for a different tactic.



        After you have won, head left two screens, and enter the nearby
building. Watch a scene, and you will be taken to the Thugger's Den
automatically.


-=-=-=-=-=-=-
THUGGER'S DEN
=-=-=-=-=-=-=
[DWTHD]


        �Monsters: Poison Tortoise, Poison Mouse, Poison Butterfly

        This area may be chalk full of Poison Variants; however, none of them
are any tougher than their regular counterparts, so you should have no problem
in fending them off. Blow through the foes, and near the end of the area, you
will run into a boss fight.


----
ZEKE
----
        It should be noted beforehand that defeating Zeke is OPTIONAL. You are
in fact expected to lose, and so this strategy is only for the masochist few who
wish to try toppling this monster.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a 100% chance of needing to heal during the battle, there
are a few things that you can do if Zeke constantly backs you into a wall and
then attacks you while you are summoning your Bullet. The first is to double
jump into the air and then use your Bullet, while hoping Zeke is unable to hit
you (he has the range to do so, but that does not mean he always will). Another
way to do this is to actually use your p Heal, then quickly use an attack that
will push him back if he is too close to you such that he cannot get the effects
of the p Heal as well.

        Overall, however, you must realize this; if you are attempting this on
your first playthrough, do not be surprised if you get your behind handed to
you. Yes, Zeke CAN be defeated. However, given what is probably limited Glading
experience prior to this fight, your own natural skill may not be able to handle
what is likely a 3:1 HP ratio to a character who can cause heavy damage. You can
redo this fight after you beat the game, with better bullets and higher HP, so
do not fret too much if you are a perfectionist.



        After, watch a few cutscenes, then head to Newtown.


-=-=-=-
NEWTOWN
=-=-=-=
[DWNWT]

        Make your stop at the Bullet Shop as needed, and then head to the G-
Center. Do the optional quest if you wish, then talk to the lady at the right
counter in order to take the second exam.

        Unlike the first Exam (and every exam after this) there will be no traps
operating in the G-Center in Newtown, so you do not need to alter standard
strategy to account for field effects. Also, you shall fight three people
instead of two this time around.


--------
HAZY FAZ
--------
        Hazy Faz is just an upgrade of some of the Thuggers that you have
already fought before. For most of the battle, Faz will try to make use of his
large size and will stick to his common physical attacking, with a quick jab
using his arm and a down-cut. He only occasionally activates his Beat Combo.
Lastly, if you jump into the air, he has a tendency to follow into the air.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his two Bullets, the first allows him to send a thin beam of light energy
across the screen, the second that lets him send an arc of electricity along the
floor, making him probably one of the most dangerous generic Grappers you
will fight in the game. To damage him, you can usually stick to a strategy of
luring him and then hitting him at point-blank range with either long or short-
range Bullets to catch him off-guard, or utilizing Beat Combos, and luring him
into the electric traps. Overall, however, Hazy Faz is fairly small-time.



------
HADCHI
------
        Probably the best thing about Hadchi is that he only has 1200MP, and you
can actually cause reasonable amounts of damage when you get an open strike on
him (40-50MP apiece), so that this fight does not take longer than it should.

        In any case, Hadchi has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His final two attacks involves
the use of a fireball attack, where he shoots out a straight bolt of fire that
goes in the horizontal direction he is facing and expands as it moves away, and
an f Toxin attack, which if it hits you, will keep you poisoned and losing HP
for some time.

        The thing that is difficult about Hadchi is that he loves to dash
around, lots. And move around he will, onto the middle and top platforms,
dropping down the platforms, and between the opposite ends of the fighting
arena. Most usually, he will chase after you, and constantly harass you, giving
you little opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Hadchi often
will be quick to put his guard up, you can perform the Dash + Y attack to knock
him off balance. Mostly, however, take advantage of his love for motion. When he
is on the ground, jump up a platform, then do Down + B to drop down and change
your drop into a swinging cut at Hadchi. The reverse is also true; if Hadchi is
lured onto a platform, drop down a floor, then when he drops down, follow
through with a combo attack to cause great harm while he is unable to guard
(being in the air).



------
HIBITO
------
        And you will finally have your first showdown with one of the other
three main characters. As Hibito is a main character, this means that he can
perform a much larger variety of moves than all the other NPCs in the games. He
can jump up into the air and then stab his sword down. He can up-sweep you. He
is able to use Air Beat Combos. He can use this Dash + Y attack to break open
your defense and knock you into the air, and then follow up with any other
number of moves. In short, the advantage that you had over all your opponents up
to this point in having a wide variety of attacks is now negated, as Hibito is
someone who is you equal in that regard.

        Hibito also has three bullets that he can use. The first is an Attack Up
bullet, allowing him to increase his strength for a short period of time. The
second bullet lets him shoot a fireball, which slowly and then sharply curves up
after going straight. His final attack allows him to send a wave of fire out of
his hand that hits everything for about a quarter of the screen in front of it,
and can damage multiple times.

        Overall, however, you should stick to exploiting what Hibito tends to;
agression and speed. Hibito will use Beat Combos often, and will try to rush in
often. Each of these times (or when he does both combined), he usually leaves
himself open to attack. Spring something on him such as p Water or any kind of
trip, and you can easily cause heavy damage to him. If he starts putting up his
defense and does not give in, take the offensive, move after him, and start
nailing him with your own Dash + Y attack to knock him around.



        After the battle, you shall be given a G-Con Type 2, which lets you
raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head
off to Blingsville.


        At this point, it should be noted that in Blingsville, there are two
separate things that you can do in Blingsville. The first thing is taking a
tournament. The second event you can do is go through a forest area and fight a
boss as part of a rescue effort. However, you can only do one section during
your playthrough (but can revisit and do the other area after you beat the
game). The tournament section will be the first Blingsville part, and the rescue
section will be the second Blingsville part.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[DWBL1]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and
then enter the nearby G-Center. Do the quest if you want, then talk to the girl
at the right side to take part in the tournament. As no names are mentioned, all
grappers are numbered instead of named here.


----------
GRAPPER #1
----------
        Although you have not fought any in Daichi's story, Grapper #1 is
basically the same as the sword-wielding Thuggers that you may have faced in
other stories, and just somewhat beefed up.

        In any case, Grapper #1 has five attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that #1 is fairly nimble on the ground, so expect some lighting-quick
slashes.

        His twi Bullets involves the use of a fireball attack, where he shoots
out a straight bolt of fire that goes in the horizontal direction he is facing
and expands as it moves away, and an f Toxin attack, which if it hits you, will
keep you poisoned and losing HP for some time.

        Overall, if you have made practice out of Thugger A's before, Grapper #1
should be no problem to you.



----------
GRAPPER #2
----------
        This Pirate Grapper possesses two physical attacks. The first is where
he will take really quick dash forward (and by quick, I mean it), and slash at
you. For the second attack, he will jump up into the air ever so slightly, and
come back down brandishing his hookarm with the motion of a down-chop. Both
techniques are fairly powerful, and so should be avoided under most
circumstances.

        Grapper #2 can also go into his own Beat Combo. When he does this, he
tends to become more aggressive, and if he gets into your way, multiple slashes
will come in quick repetition, followed by an ending blow to knock you off your
feet. If you can, dodge this attack. You can get behind him and hit his back to
knock him out of Beat Mode. Otherwise, just defend yourself to take less damage
than the norm.

        Grapper #2 also uses three different bullets. His first one that he uses
is m Water, which summons a geyser right in front of him. The second allows him
to summon a spiked rock out on either side of him, while the third brings out a
Bear Trap that will snap shut on you if you walk into it. Because all three
Bullets are very much close-range attacks, if you stay away from Grapper #2 and
pound him with longer-range attacks, he is nothing.



----------
GRAPPER #3
----------
        Grapper #3 is aggressive. This time, I mean it when I say he is
aggressive, as he is constantly attacking. While his attacks themselves are
relatively tame (the standard up-slash and stab, along with his Beat Combo), you
should watch out for his behaviour, and adapt to it. For the most part, take
advantage of it and knock him up into the air when he goes too fast, then steal
the moment and use it to beat him up further.

        He also utilizes a few good bullets. Grapper #3's first bullet is a
basic m Wall, which allows him to create a large wall of earth that will be hard
for you to jump over, and can effectively trap you on one side of the field
until it crumbles apart. His second bullet is a fireball that will home in on
you, and then curve up as it gets near. His final bullet allows him to summon a
group of large icycles above himself, and then throw them down into the ground,
smashing whatever is in between.


----
KYLE
----
        And here is to another showdown with one of the other three main
characters. As Kyle is a main character, this means that he can perform a much
larger variety of moves than all the other NPCs in the games. He can jump up
into the air and then stab his sword down. He can up-sweep you. He is able to
use Air Beat Combos. He can use this Dash + Y attack to break open your defense
and knock you into the air, and then follow up with any other number of moves.
In short, the advantage that you had over all your opponents up to this point in
having a wide variety of attacks is now negated, as Kyle is someone who is you
equal in that regard.

        Kyle also uses a number of water-affiliated bullets. The first Bullet
lets him throw a wave of water that crosses the floor of the arena in a wave-
like motion, eventually dying out after three waves. This is VERY EASY to avoid,
and can be done by just jumping back a bit (as it has a short distance that it
can travel across before dying). Additionally, he can also use p Heal to heal
himself. If he does this latter attack, quickly go and push him away from it, or
at least try to take advantage of it yourself. His final bullet is Tuna-Tuna,
which summons a fish that flops around, and slaps you if you get close. However,
he uses this VERY rarely.

        For the most part, if you need to attack Kyle up-front, you should
resort to quick in-and-out attacks, wherein you dash and attack him, then move
out of his range. This is because of Kyle's unusually long range - thanks to his
trident, he can easily hit you even if you are out of the range of most
attackers. His range applies to both land and air, as he can spin and swing
around his spear, warding off any slow attacks. You should try sticking to
staying far away and hitting him with long-range bullets, or laying traps for
him when he comes in close.



--------
MILL YUN
--------
        Despite his demeanour, Mill Yun actually is a step up above most of the
competition that you shall have faced up to this point. His axe can deal quite a
bit of damage, and he has some flexibility with his standard attacks. He can
also come down from the air quite hard, and he can smash you up into the air,
even with your guard up. Finally, when he becomes quite volatile, he also has a
special attack in which he swings his hammer around him in a circle at super-
speed, crushing anything in its path (and yes, it can break through your
defense). And of course, he also his his Beat Combo.

        He also utilizes a few good bullets. Mill Yun's first bullet is a basic
m Wall, which allows him to create a large wall of earth that will be hard for
you to jump over, and can effectively trap you on one side of the field until it
crumbles apart. His second bullet is a basic variation on the fireball bullet
that Grapper #3 had, except that his fireball will curve down a bit, and then
curve up. His final bullet allows him to summon a group of large icycles above
himself, and then throw them down into the ground, smashing whatever is in
between. In short, he is a carbon clone of Grapper #3 except for the direction.

        However, like nearly every other enemy in the game, Mill Yun can still
be defeated by a simple divide and conquer strategy. Stick to just brainlessly
beating him to a pulp when you are near him, and then back off and let him waste
his breath trying to touch you, and leave traps and use offensive Bullets on him
to slowly drain his MP and finally finish him off.



        After, you will be given the Bear Trap bullet by Bill Yun. Exit and
leave the town, then go to the Citadel Ruins.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[DWBL2]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and do
the quest in the G-Center if you want. When all of that is done, talk to the
lady in the purple dress, and offer to find her kid.

        �Box Bullets: Speaker, Remix B, Tub Storm
        �Monsters: Wind Mouse, Flower, Fire Bear, Phoenix

        Walk through the regular stage per the usual. Same deal as always. At
the end, you will finally take on a boss.


-------
GORILLA
-------
        The main reason that you should fear the Gorilla is for its sheer attack
power. Even if you are defending, it can still take off over 100 MP with a
single hit. Combined with its sheer height, if you need to heal, do not bother
staying on the ground for it; instead, double jump into the air and heal up
there.

        In any case, the Gorilla only has one actual attack, in which it shall
slap your character full-body with its hand, and send you flying if you are not
guarding. The danger is in its quick attacking, as it can dash in before you can
blink to send you reeling. The Gorilla also has a couple of defensive maneuvers
that can actually harm you if you are in its path, but it shall not actively
attack you with. The first of these two techniques involves it beating its
chest, and increasing its attack power. Secondly, when it defends itself by
putting its arms in front, get away if you cannot execute a Dash + Y - it will
use the occasion to explode forward with some momentum once it gets out of its
guard stance.

        To be sure, you do not want to be in the Gorilla's line of fire. The
best way to bypass this is to stick with using long-range bullets, so as to not
be in the Gorilla's range, and then jump over its head when it comes near you.



        After, you shall be returned to Blingsville, and will automatically
obtain the Bullet Rose Road. Now that we are basically done in Blingsville, head
out to the exit, and go to the Citadel Ruins.


-=-=-=-=-=-=-
CITADEL RUINS
=-=-=-=-=-=-=
[DWCDR]

        �Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb,
                      Boomwalker
        �Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric
                   Zappers, Earth Statue, Wind Statue


        You have another fairly simple runthrough in Citadel Ruins - in fact, if
you did the Temple Statues quest in Gearbourg, you should recognize the scenery,
as it is in fact basically the exact same layout. Some things to watch out for
are the high amount of boxes that you can break open (of which all of them can
offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper.
These guys are basically mini-pods that fly around and shoot electric bolts from
underneath them at you. They are very fragile, but can often interfere when you
do not desire any, so take care of them quick and then focus on the real
threats.

        At the end of the level, you shall meet up with a Bat boss.


---
BAT
---
        Although you fought a boss much like this in the Luther Woods, there
are a few key differences in the attacks that this Bat boss can use.

        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you notice it charging up energy in its body, dash away from its
location. It will let loose a burst of sonic energy that expands out in a
circle. However, once you have seen the attack once and realized its range with
the attack, you can take the advantage next time to hit it with a bullet while
it is still in the middle of its sonic burst. It will sometimes let loose a
bunch of flames around its body, which slowly expands outwards to the edge of
the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this,
so instead put your guard up against it.

        Once you have whittled the Bat down to about half HP, it will start
using its final attack, in which it disappears off-screen, then flies in a u
shape across the screen, trying to knock you over. When it starts doing this,
either jump above it, or guard. It will use this attack a lot more after this,
so be sure to heal up when needed, and press the advantage when it is using its
other two attacks.



        Afterwards, watch another cutscene. At this point, you will have another
VERY SHORT branch path, as you can go to one of two different locales for the
third Major Exam; Raiden or Oak Land. After you make your choice, head over
there.


-=-=-=-=
OAK LAND
=-=-=-=-
[DWOAK]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        In Oak Land, the G-Hall traps involves boulders that fall down from the
side of the screen and roll towards the center, eventually crumbling. Avoid
getting hit from them. You can also corner your opponent and hope for a stray
rock to distract him. Because you are using Daichi, you will also take less
damage from the boulders than other characters would.


----------------
RED THE HOT BEAT
----------------
        Red (The Hot Beat) has two attacks, both of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that Red is fairly nimble on the ground, so expect some lighting-quick
slashes. Additionally, because of Red's weapon of choice (a scythe-like
Glade), he has a decent amount of range, so do not expect to get too close to
him without being hit in return. Although he has a Beat Combo, he lacks any
Bullets.

        Overall, if you have played any other story, then you shall have battled
thuggers with the same movement and regular physical attack as Red. Even if you
have not, Red is still typical fare, posing no real threat to your chances of
taking home the first match.



---
GUY
---
        Guy is potentially the most difficult of all the other three main
characters to take on. It is not even in the realm of that he has as many moves
programmed for him, but rather what his moves entail. While he does not have
quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he
will move so fast that he literally will leave a blur, and he can also attack as
quickly, jabbing at you or knocking you upward before you have a chance to
blink. Furthermore, he has a one-two-kick combination which he can use to break
through your guard and send you sprawling, in addiction to his regular Dash + Y
attack.

        However, even after that, he still has two more dangerous tricks up his
sleeve. The first is his Beat Combo. While you may think you can just defend
against it (and ideally, you can), oftentimes you may not even have the reflex
to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed
up by an up-down attack. Lastly, Guy is unique among the characters in his
flexibility; whenever he jumps onto the figurative 'wall' of any battlefield
(the edge of the screen), he can actually bounce off that wall and in the
opposite direction, as opposed to having to go against momentum and turn around
and flail while falling down. Do NOT expect to get him up close with his back
cornered to a wall and be keeping it that way.

        Because of all this, you are somewhat compensated; Guy only has one
bullet. Unfortunately, it is still a potentially deadly one, as it allows him to
send a beam across the arena that is as tall and still a bit higher than Guy
himself. If you see him charging up for a Bullet attack, JUMP out of the way, or
put your guard up. Either is better than taking the full brunt of his attack.


        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=
RAIDEN
=-=-=-
[DWRID]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        For Raiden's exam, the traps in the hall involve three pillars that pods
go up and down on. When two pods focus on each other, they will let out a beam
of electricity between them, damaging anything in between. You can move the pods
themselves by hitting them.


--------------
HARDBOILED RAY
--------------
        There is not too much to say about Hardboiled Ray. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you. Near the end, he may tend to be a bit more
aggressive, and will actually use his lone Bullet, which allows him to shoot out
two tornadoes, one on top of another. If he does this and you have the reaction
time to respond to it, guard. Otherwise, take the hit and then continue against
him. To damage him, you can usually stick to a strategy of luring him and then
hitting him at point-blank range with either long or short-range Bullets to
catch him off-guard, or utilizing Beat Combos. Overall, he just happens to be a
pushover.


------
SHELLY
------
        If you fought Shelly in Gearbourg, get ready for a rematch. Once again,
I must stress the importance of Shelly as a noble nine character (the nine
unique characters that are playable Grappers) because it means that Shelly has
in her arsenal more than just a pair of generic regular attacks. She can perform
several moves, as well as her own unique Beat Combo.

        The most major note that should be made is that she uses a bow, which
means to expect long-range attacks. She can shoot sideways, she can jump up into
the air and shoot diagonally down, she can shoot diagonally up (this latter
attack sending three arrows at once), and she can even shoot into the ground
when standing still.

        What makes her more devastating is that nearly all her long-range
attacks will cause a sheet of ice to appear wherever their end points are, or if
they hit you. This means that even if you are out of the arrow's range, you can
still get hit by the ice if you are only slightly behind the arrow, and if you
get hit by the arrow, you get damaged to a further extent, and stunned by the
ice. Obviously, you can try to defend, which will work, but you should also try
maneuvering over some of the attacks (especially if you are in the air to begin
with). Her attack directly into the ground will cause a pillar of ice to appear
to either side of her.

        Beware, as Shelly can also do close-range attacks with her bow; these
are usually of the slashing and sweeping up category, but she also can do her
own Dash + Y combo up front, so do not expect to be able to defend when she
comes in and being able to keep your guard. Finally, she has a lone Bullet that
she can use, in which she tosses a ball of ice forward that expands into several
icycles going up to either side of it once it hits the ground.



        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[DWSN1]

        Watch the initial cutscene in here. You can head to the G-Center and do
the lone quest offered in town if you want, but you MUST go to the Bullet Shop -
this will be the last time in some time that you will be able to buy new
bullets, and as you do not get the chance to return to earlier places until
after you beat the game, you may be hurting when you face off a certain boss.
Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it
- trust me, it will come in heal.

        After that is done, head to the center-north screen of town (it is the
one that is flashing on your top screen). Here, watch another cutscene. After
you are done in town, exit out and head to Dolittle City.


-=-=-=-=-=-=-
DOLITTLE CITY
=-=-=-=-=-=-=
[DWDC2]

        Watch the scene, and then fight the Dark Wolf and Dark Bear Variants.
After, a boss fight.


------
LIZARD
------
        I realize it is not an actual lizard. I am just avoiding spoilers for
this.

        Its first attack will involve it spitting out three fireballs; one going
straight forward, one going 45 degrees above the ground, and the third going 45
degrees below the ground. You can tell when it is going to use this technique by
a telltale movement of pitching its head up and howling. As long as you keep
your distance, you can completely dodge the fireball, and even if you are up
close, defending yourself against it will mean only single-digits or low double-
digits damage.

        When the lizard-like boss raises its head and begins charging up energy,
RUN AWAY. What it will use is the Beckon bullet, which you cannot obtain until
after you have completed the stories of all four main characters; a shadow will
appear in the ground, and a hand will come out to try and grab you. If you see
this shadow appear, then again, MOVE AWAY. Most anything is preferably to this.

        For physical attacks, the lizard will also jump into the air at
breakneck speed, then slam down onto the ground in either a diagonal or straight
direction. Usually you can stay out of the way of this because the lizard will
not go for a heavy big angle when moving diagonally, but if it starts going out
far from its original location, you can just guard.

        Finally, the lizard will sometimes curl up into a ball and then roll
straight at you. If you can see this coming, either jump, or use a Bullet with a
VERY low start-up time. Otherwise, put your guard up to minimize the damage
done.



        After, head out to the front entrance of town for a short scene, then
head out of town and proceed onwards to the Maze Forest.


-=-=-=-=-=-
MAZE FOREST
=-=-=-=-=-=
[DWMZF]

        �Box Bullets: Tub Storm, Petal Vest, m Toxin
        �Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse


        Not much to say about the actual area. Despite Dark Variants being built
up throughout the storyline as tougher than regular Variants, they are actually
MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it
takes to finish off regular Variants. Near the end, you will face off against a
boss.


---
BAT
---
        Of the two Bat Bosses that you have fought beforehand in this story,
this Bat takes after the Citadel Ruins Bat in movement and attack patterns.

        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you notice it charging up energy in its body, dash away from its
location. It will let loose a burst of sonic energy that expands out in a
circle. However, once you have seen the attack once and realized its range with
the attack, you can take the advantage next time to hit it with a bullet while
it is still in the middle of its sonic burst. It will sometimes let loose a
bunch of flames around its body, which slowly expands outwards to the edge of
the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this,
so instead put your guard up against it.

        Once you have whittled the Bat down to about half HP, it will start
using its final attack, in which it disappears off-screen, then flies in a u
shape across the screen, trying to knock you over. When it starts doing this,
either jump above it, or guard. It will use this attack a lot more after this,
so be sure to heal up when needed, and press the advantage when it is using its
other two attacks.


        After, continue on to the Mad Company. SAVE YOUR GAME first.


-=-=-=-=-=-
MAD COMPANY
=-=-=-=-=-=
[GWMDC]

        �Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb,
                   Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly,
                   Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear

        The Mad Company level is easily the longest section in the game, as it
is split up into three different runthrough sections, and five different boss
fights. If you lose even one of the fights, you will have to restart. Thus, be
very prepared.

        In any case, the first runthrough will introduce you to a few new
enemies. Robot Guards are basic machines that run around the place; while they
can cause you some harm, they are easy to destroy if you just keep attacking and
do not give them a chance to respond. Mad Guards are upgraded versions of the
scythe-wielding Thuggers you fought oh so long ago, and are not very difficult
either aside from their surprising agility. Zappers you may remember from the
Citadel Ruins; they are once again easy to kill, requiring only one or two hits
to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy-
handed hits and charging down the hallway, hitting anything in its path. When
taking on one of these guys, be sure to focus all your attention on it, and do
not get close to it unless you intend to go all out on attacking it.

        Eventually, you will come to your first boss fight.


-----------------
DARK VARIANT #005
-----------------
        As you already have Dark Mice, Bears, Wolves, and Butterflies, the next
Dark Variant in line is #005, which is actually a fairly refreshing battle to
fight against. #005 is a tall monster that most remembles a praying mantis, and
has a couple of attacks to watch out for. The first is when it will stand up
straight, and then slash both of its claws; this will send a wave of energy down
the arena as high as #005 itself. If you can dodge it quick enough, jump, but
otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its
tail into the ground, and have an extension of its tail pop out of the ground.
If you get knocked into this thing, it will damage you. Its final attack will
involve Dark Variant #005 going to one of the edges of the screen, creating a
minor shockwave in the ground, and then leaping diagonally down the screen at
your current location.

        #005's first Bullet attack that it is capable of is a copy of the f
Water bullet; in short, a wave of water crosses the floor, dying out after three
frequencies. As long as you jump over it or stay far enough back, it will not
even touch you. It is also capable of sending out a fairly large purple ball of
toxin going straight forward - dodge it by jumping back or running the opposite
direction.

        Overall, though, the fifth Dark Variant is a pushover. It simply almost
never guards himself, and it is so often setting up for an attack or suffering
lag from one it just did that you can bring in a Beat Combo and hack away at it.
This is particularly useful for its final physical attack, when it leaps down;
you can just guard and then quickly use a Beat Combo before it has time to
react.



        After the battle, continue on through the next area. Watch out for
Firebombs, which walk along the hallway and will explode on contact. You shall
also face some new enemies in Heavy Mad Guards, which are basically underpowered
clones of Grappers you have fought before, such as Turk McDirk, and without the
Bullets as well. You will end up having to take on another opponent.


----
ZEKE
----
        This time around, you will actually have to defeat Zeke. Fortunately,
the same strategy applies from before.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a very good chance of needing to heal during the battle
(unless you are during this for the umpteenth time), there are a few things that
you can do if Zeke constantly backs you into a wall and then attacks you while
you are summoning your Bullet. The first is to double jump into the air and then
use your Bullet, while hoping Zeke is unable to hit you (he has the range to do
so, but that does not mean he always will). Another way to do this is to
actually use your p Heal, then quickly use an attack that will push him back if
he is too close to you such that he cannot get the effects of the m Heal as
well.

        Thankfully, your HP total should have increased since the last battle to
be on par with Zeke, and your Glading skills should also have improved. If you
were close to or pulled out a win against Zeke in your last match at him in the
Thugger's Den, then do not sweat it in your battle here.



        Once the battle is done, continue on through the next area. You will
face some more token pockets of resistance from some Heavy Mad Guards and Robot
Sentinels, but considering that you have made it this far, they should not
present any sort of problem. Once you press your way through to the end, you
shall face off against a third boss.


-----------
PRESIDENT D
-----------

        D's first attack is a vicious once, which you should watch out for; when
D slashes his sword at you, it will also let out a purple burst of energy that
travels along the floor, which goes as high as approximately his midsection.
Jump over it if you see it coming; otherwise, dodge if you lack the time to
jump. His physical speed in moving from edge to edge of the screen is very very
quick, within the blink of an eye, leaving you little time to guard against a
surprise strike; his speed is comparable with Terabolt in Kyle's Story.

        D also has another weird attack up his sleeve; he can summon multiple
odd eye-like orbs that are dispersed across the screen. Because they shall
damage you and explode on contact, you will be forced to reroute all your jumps
to go around these eyes as opposed to just straight through. He also has a
variation of this, where he will summon a bunch of these eyes in front of him,
and then disperse them manually, hitting you if you are in the path of one of
them.

        President D is also capable of using an Attack Up Bullet, which
temporarily powers up his offensive ability, as well as Defense Up, able to
strengthen his defense. Another Bullet he can use is the Beckon bullet, which
you cannot obtain until after you have completed the stories of all four main
characters; a shadow will appear in the ground, and a hand will come out to try
and grab you. If you see this shadow appear, MOVE AWAY. Most anything is
preferably to this.

        Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I
must stress this. Once President D drops to the 1700MP mark, he will unleash his
ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars
of shadow will appear next to each other wherever you are on the screen, suck
you up and throw you around, and ultimately cause a great amount of damage. Even
putting your guard up does nothing, as it will break through instantly and do
the same. Whenever you see D stop and do the motion of slamming his sword into
the ground, DASH AWAY. If you can move quickly enough, the attack will hit where
you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you
jump, it is far too slow than if you just move away.

        Thankfully, there are plenty of moments that you can exploit President
D. He normally does not defend himself unless he is absolutely stationary, so
while he is moving around, you can attack him without having to deal with his
guard. If he does put his guard up while you are straight up using your weapon,
use your Dash + Y weapon for some relief. Notably, however, he is also very
vulnerable when using his attacks. The two that you should especially take
advantage of are when he summons his eyeballs (which he takes his sweet time in
doing), where you should use a long-range attack, and his latter shadow tornado
attack, while he has his sword in the ground. The latter attack is especially
good, as you will need some time to hit him without being in risk of his siccing
the Shadow Tornado attack on you.

        In all, expect to lose the first time through, at a minimal. D is a
godmoder, and he can easily take out 500MP+ at a time with only a couple of
attacks, and usually gives you very little time to pull out a healing bullet
without causing further damage to you. At some point in the battle, it comes
down to skill, and that is something I simply cannot help you in.



        Another win, another battle after that...


----------
FINAL BOSS
----------
        It is not exactly the final boss; however, storyline wise, this is the
climax of the plot, and I could not really think of a name otherwise for him.
Eh.

        The arena itself is fairly long, and not restricted to a single frame,
so you can run around a bit.

        Final Boss has two arms to either side of his head, the head being the
only vulnerable point on his entire body. The two arms can disform and reform,
bringing with it a shadow bat or a shadow creature on the ground. The bats can
additionally reform into a spike that throws itself at the ground, sacrificing
itself in the process. With the shadow creatures, if you sense an impending
attack is about to come from the FB, use a Dash + Y attack on the shadow
creature; you will be invulnerable so long as you are in the attack's animation.

        The arms themselves are also capable of stabbing down at your position,
so make sure to watch from every side to guard yourself against them. They can
also do it both at once, and can move around flexibly. Thankfully, they do not
knock you over, so you at least have that annoyance out of the way.
Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE
CENTER. This is because one of the shadow tornadoes from the previous fight will
appear on either end of the screen, and you do NOT want to be knocked into
either of those. Thankfully, they disappear after a short while.

        A single arm can also let out a single vortex of energy, which lets out
a tornado that rolls across the screen. If you see this, DEFEND, and it will
just push you back until it dies out. If you guard against this tornado, then it
will not suck you up.

        The head itself also has a single attack up its (figurative) sleeve.
When you see a purplish orb of energy emitting from its mouth, RUN AWAY from
wherever you are, as the Final Boss shall launch a blast of energy that slowly
expands outwards in a circular shape before imploding.

        Fortunately, the battle is easy if you know what to do. Despite only the
head being vulnerable, it has no way of defending itself. This literally means
that you can just jump up and down during the whole entire battle, constantly
swatting at it. However, as some of the enemies will consistently try to hurt yo
during the battle, you will want to stick to bullets. For some Bullets that home
in on your target, such as Phoenix and Light Wing, double jump to the top of the
screen (where nothing can touch you) and activate your Bullet up there to be
floating in mid-air until you are finished summoning your Bullet. Others that
need to go straight, you can still do the same trick, but you need to line up
with the head and do it while there are no bat enemies around.

        Finally, whenever you need to heal, do it when there ARE NOT any shadow
tornadoes to the side, and you should be good.



        With another win in your pocket, you shall be put into another
underground area. Continue on and deal with all the Variants put into your path,
and you should soon reach the final boss of this level.


----------
DARK CLONE
----------
        Your clone, being controlled by a computer AI, can probably pull of some
slicker moves than you can at times. Since you have controlled your character
for a whole story segment, however, you should be well aware of the strengths
and weaknesses of your opponent. Furthermore, you have two advantages over your
opponent; first, you likely have more MP than he does, and second, he has only
one bullet (involving the launching two different of boulders at two different
trajectories). You have six.

        Since you are using Daichi, you should expect your opponent to be, well,
slow. Keep your distance away from your clone, and pummel him with long-range
Bullets. As long as you leep your distance, he should be harmless. In any case,
he should go down easily enough, especially if you have weathered the likes of
Zeke, President D, and the Final Boss, all in short order.



        After, return to Dolittle City.


-=-=-=-=-=-=-
DOLITTLE CITY
=-=-=-=-=-=-=
[DWDC3]

        Watch the scene once you get into town. Head to the front entrance, then
leave town and head to Synesthesia again.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[DWSN2]

        Make your way to the G-Center, and then talk to the lady at the booth to
finally be allowed to take on the fourth and last Major Exam.

        In Synesthesia's G-Hall, lava will momentarily burst out of select spots
on the ground that you should be able to identify by their appearance. Lava can
also fall down from the sky.


------
HIBITO
------
        And you will finally have your first showdown with one of the other
three main characters in Synesthesia. As Hibito is a main character, this means
that he can perform a much larger variety of moves than all the other NPCs in
the games. He can jump up into the air and then stab his sword down. He can up-
sweep you. He is able to use Air Beat Combos. He can use this Dash + Y attack to
break open your defense and knock you into the air, and then follow up with any
other number of moves. In short, the advantage that you had over all your
opponents up to this point in having a wide variety of attacks is now negated,
as Hibito is someone who is you equal in that regard.

        Hibito also has three bullets that he can use. The first is an Attack Up
bullet, allowing him to increase his strength for a short period of time. The
second bullet lets him shoot a fireball, which slowly and then sharply curves up
after going straight. His final attack allows him to send a wave of fire out of
his hand that hits everything for about a quarter of the screen in front of it,
and can damage multiple times.

        Overall, however, you should stick to exploiting what Hibito tends to;
agression and speed. Hibito will use Beat Combos often, and will try to rush in
often. Each of these times (or when he does both combined), he usually leaves
himself open to attack. Spring something on him such as p Water or any kind of
trip, and you can easily cause heavy damage to him. If he starts putting up his
defense and does not give in, take the offensive, move after him, and start
nailing him with your own Dash + Y attack to knock him around.



---
GUY
---
        Guy is potentially the most difficult of all the other three main
characters to take on. It is not even in the realm of that he has as many moves
programmed for him, but rather what his moves entail. While he does not have
quite as long a reach as Kyle, Guy is infamous for his blitzkrieg attacks; he
will move so fast that he literally will leave a blur, and he can also attack as
quickly, jabbing at you or knocking you upward before you have a chance to
blink. Furthermore, he has a one-two-kick combination which he can use to break
through your guard and send you sprawling, in addiction to his regular Dash + Y
attack.

        However, even after that, he still has two more dangerous tricks up his
sleeve. The first is his Beat Combo. While you may think you can just defend
against it (and ideally, you can), oftentimes you may not even have the reflex
to do so, as Guy's Beat Combo literally consists of a few rapid-punches followed
up by an up-down attack. Lastly, Guy is unique among the characters in his
flexibility; whenever he jumps onto the figurative 'wall' of any battlefield
(the edge of the screen), he can actually bounce off that wall and in the
opposite direction, as opposed to having to go against momentum and turn around
and flail while falling down. Do NOT expect to get him up close with his back
cornered to a wall and be keeping it that way.

        Because of all this, you are somewhat compensated; Guy only has one
bullet. Unfortunately, it is still a potentially deadly one, as it allows him to
send a beam across the arena that is as tall and still a bit higher than Guy
himself. If you see him charging up for a Bullet attack, JUMP out of the way, or
put your guard up. Either is better than taking the full brunt of his attack.

        For the most part, take advantage of the arena's traps. Learn the
positions the fire falls down from or spurts up from, and push Guy back into
these areas. Once he gets hit by fire, he will temporarily drop his guard, so
you can throw a Bullet causing a lot of damage at him. You may also choose to
use this time to heal if his attacks are consistently getting to you while not
letting you touch him.



----
KYLE
----
        And here is to the final showdown with one of the other three main
characters. As Kyle is a main character, this means that he can perform a much
larger variety of moves than all the other NPCs in the games. He can jump up
into the air and then stab his sword down. He can up-sweep you. He is able to
use Air Beat Combos. He can use this Dash + Y attack to break open your defense
and knock you into the air, and then follow up with any other number of moves.
In short, the advantage that you had over all your opponents up to this point in
having a wide variety of attacks is now negated, as Kyle is someone who is you
equal in that regard.

        Kyle also uses a number of water-affiliated bullets. The first Bullet
lets him throw a wave of water that crosses the floor of the arena in a wave-
like motion, eventually dying out after three waves. This is VERY EASY to avoid,
and can be done by just jumping back a bit (as it has a short distance that it
can travel across before dying). Additionally, he can also use p Heal to heal
himself. If he does this latter attack, quickly go and push him away from it, or
at least try to take advantage of it yourself. His final bullet is Tuna-Tuna,
which summons a fish that flops around, and slaps you if you get close. However,
he uses this VERY rarely.

        For the most part, if you need to attack Kyle up-front, you should
resort to quick in-and-out attacks, wherein you dash and attack him, then move
out of his range. This is because of Kyle's unusually long range - thanks to his
trident, he can easily hit you even if you are out of the range of most
attackers. His range applies to both land and air, as he can spin and swing
around his spear, warding off any slow attacks. You should try sticking to
staying far away and hitting him with long-range bullets, or laying traps for
him when he comes in close.



        After, you will get a G-Con Type 3. You will also have the ability to
use the Phat Beat Combo in multiplayer or when repeating story scenarios. You
are not quite done yet, however; you will be taken back to Dolittle City for the
last time.


-=-=-=-=-=-=-
DOLITTLE CITY
=-=-=-=-=-=-=
[DWDC4]

        Watch the scene in town, then head right a screen to fight the final
battle.

-----
ASUKA
-----
        Asuka, although not being one of the special four main characters, is
one of another set of four characters who are programmed with several physical
attacks as opposed to just a generic two-set. This means that there are a number
of things you should watch out for; in particular, Asuka has a fairly decent
range with her weapon, and can knock you out cold with a good number of them.
She also can spin around, hitting anything that comes in her path; when she does
this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B
attack.

        Asuka also has four bullets in her repetoire for her use. The first
allows her to shoot a small orb of energy that follows you around for about a
third of the screen before fading out. The second will cause a pillar of Earth
to spring up right underneath her (not in front or behind her, underneath her).
It is supposed to be for you to either walk into or be hit into and be further
damaged, but it fades away too fast to be truly a danger. The third allows her
to sprout a bunch of roses. After a few seconds, thorns will grow about twice
the length of the actual rose to either side of the flowers, so be sure to get
away from the roses once Asuka summons them. Asuka's fourth and final bullet
lets her send out a boomerang-like projectile straight across the screen that
spins around, able to damage you multiple times, and then returns back to her,
causing more damage.

        For the most part, you can beat her in up-front battle, as long as you
press your advantage; Asuka has some nice attacks going on, but she lacks
aggressiveness, and fails to protect herself with a guard most of the time. Lure
her in as you will and unleash a bullet, and you can easily cause her a great
amount of damage. You can also knock her up into the air (which is fairly easy
for the most part) and let loose another bullet for her to hit on impact to
greatly hurt her.



        After, some more cutscenes, and the credit rolls. After, you will have
the ability to use Asuka in multiplayer battle, and also earn the title Rock
Major. If you go into Daichi's Story again, you can go to any location you have
gone before and repeat the storyline during that location (with a few
exceptions; if you visited a place twice during the storyline, such as
Synesthesia, you CANNOT redo the first one) with your current level, G-Con and
Bullets. However, you will have to start branch paths that you have not yet
completed from their first location. If you want to completely restart the whole
story, you will have to do it in the options button in the main menu.



-=-=-=-=-=-=-=-
TRAINING SYSTEM
=-=-=-=-=-=-=-=
[DQTRS]

        �Location: Plainsville
        �Objective: Defeat your Opponent
        �Reward: Bomb Bullet

        This will probably be the easiest quest you will ever do. Seriously. You
will have two enemies who have been dubbed Zappers. These guys are basically
mini-pods that fly around and shoot electric bolts from underneath them at you.
All you have to do to avoid them is lure them above you and then run out of the
way when they start going into attack mode. Once both of them are preoccupied,
all that is needed is a Bullet or your Jump + X attack to basically kill them,
as they are fragile to the point of only needing a couple of hits to finish off.


-=-=-=-=-=
BEAT FESTA
=-=-=-=-=-
[DQBFS]

        �Location: Plainsville
        �Objective: Defeat all five Opponents
        �Reward: f Nut Bullet

        In this quest, you have to fight five consecutive opponents, with your
MP being restored in between each quest. Following are strategies for each
Grapper, but they should not present too much of a problem overall, especially
if Daichi is not the first character you are playing as, and you have gotten
used to the system as a whole.

----------
GRAPPER #1
----------
        Grapper #1 is pretty much like the Thugger A that you may have fought in
other stories. Considering the amount of practice that you may have had by now
with Thugger A's, #1 should be familiar to you.

        In any case, Grapper #1 has three attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that #1 is fairly nimble on the ground, so expect some lighting-quick
slashes.

        Grapper #1 also uses a single Confusion Bullet, shooting out a white
cloud that will confuse you if you are hit by it and not guarding.



----------
GRAPPER #2
----------
        Grapper #2 is just an upgrade of some of the brutish Thuggers that you
may have fought before in other stories (or of the Heavy Mad Guards at Mad
Company). For most of the battle, Faz will try to make use of his large size and
will stick to his common physical attacking, with a quick jab using his arm and
a down-cut. He only occasionally activates his Beat Combo. Lastly, if you jump
into the air, he has a tendency to follow into the air. As far as I can tell, he
does not actually possess any Bullets.



----------
GRAPPER #3
----------
        Grapper #3 has pretty much only two regular physical attacks. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His only Bullet is a fireball
that expands as it moves away from him in the horizontal direction, slowly
changing into a large circle of fire.

        The thing that is difficult about Isshin is that he loves to dash
around, lots. And move around he will. He likes to use his Beat Combo a lot, and
will dash into you and try to use his quick Beat before you have the opportunity
to blink.

        As such, you will be required to take the battle to him. As Isshin often
will be quick to put his guard up when not dashing, you can perform the Dash + Y
attack to knock him off balance. Mostly, however, take advantage of his love for
motion. Lay a trap Bullet such as Rose Thorn to hit him while he is screwing
around, and then let loose a long-range Bullet while he is dashing towards you.
In any case, due to his low MP and the fact that he is not one of the story-
important foes that you will face, he should not end up being any kind of
problem.



----------
GRAPPER #4
----------
        Grapper #4 possesses two physical attacks. The first is where he will
take really quick dash forward (and by quick, I mean it), and slash at you. For
the second attack, he will jump up into the air ever so slightly, and come back
down brandishing his hookarm with the motion of a down-chop. Both techniques are
fairly powerful, and so should be avoided under most circumstances.

        Grapper #4 can also go into his own Beat Combo. When he does this, he
tends to become more aggressive, and if he gets into your way, multiple slashes
will come in quick repetition, followed by an ending blow to knock you off your
feet. If you can, dodge this attack. You can get behind him and hit his back to
knock him out of Beat Mode. Otherwise, just defend yourself to take less damage
than the norm.

        Finally, Grapper #4 can also use his own Bullets. m Water lets him shoot
a geyser out of the geyser in front of him, while he can also use another Bullet
that causes a rock stalagmite to come out of the ground on either side of him.
As long as you keep your distance from #4, however, these Bullets are harmless.

        Of course, the frustrating part of the battle will come into play when
you are forced to come up with something to bypass his technique. Very rarely
will you be able to get a straight-up bullet past him, as he will constantly be
on his guard. The same goes for attacking him and using Beat Combos; only Dash +
Y hits will be guaranteed to break through his defense. The solution here is to
take advantage of something that #4 loves to do a lot - jumping around. When he
is in the air, Hook cannot defend himself, so take full advantage and knock him
out while he is in freefall, or activate your Beat Combo and use an Air Beat
Combo to knock the stuffing out of him.

        Additionally, while he is on the ground, you should take this time to
heal up whenever it is needed. As said before, he has some strong techniques, so
you need to constantly heal up and stay at the top of your game. Finally, when
looking for bullets to pull out against him, do not use attacks that instantly
go for him; instead, use Bullets that take their time in getting to him, such as
Rose Thorn (which only activates after being on the field for a few seconds) or
Phoenix (which goes around diagonally before finally hitting its target). While
he will defend sometimes, he will not always expect them, and when he does not,
big time damage shall result.



----------
GRAPPER #5
----------
        Grapper #5 is aggressive. This time, I mean it when I say he is
aggressive, as he is constantly attacking. While his attacks themselves are
relatively tame (the standard up-slash and stab, along with his Beat Combo), you
should watch out for his behaviour, and adapt to it. For the most part, take
advantage of it and knock him up into the air when he goes too fast, then steal
the moment and use it to beat him up further.

        He also utilizes three different bullets. One of them shoots out a
projectile of energy. A second only shoots a blue energy wave, while the third
bullet shoots out multiple red waves. In all cases, defend yourself if up close
or guard otherwise.



-=-=-=-=-=-=-=-=-=-
FIGHTING STRATEGIES
=-=-=-=-=-=-=-=-=-=
[DFGST]

As contributed by 'Zenofire'

Earth Grappler - Daichi is slow so trapping your oppent is key. This definaletly
works against all computers, including Zeke and is an easy way to lay a 300 -
400+ damage tech on them using Bullet 071 Rose Road. The timing isn't to tricky
but for best results use it high in the air. The objective is to get the bush to
land close to them if not next to them. If its close enough they should be
blocking. No matter how close you get to them they'll continue to block cuz they
know if they stop blocking the rose bush will get them. So, walk right up to
them and use a grab to toss them to the thorns they fear so much. ^^

--------------------------------------------------------------------------------
                                  GUY'S STORY
--------------------------------------------------------------------------------
[WGUYS]
                                1. Walkthrough
                                 a. Stealth Airport        [GWSA1]
                                 b. Inlet City             [GWILC]
                                 c. Seaside City           [GWSSC]
                                 d. Diver Coast            [GWDVC]
                                ae. Gun Valley             [GWGVL]
                                be. Oceana Spring          [GWOCS]
                                af. Gearbourg              [GWGRB]
                                bf. Aquapolis              [GWAQP]
                                 g. Sand Yego              [GWSYG]
                                 h. Alexandria             [GWALX]
                                 i. Midway City            [GWMWC]
                                 j. Thugger's Den          [GWTHD]
                                 k. Newtown                [GWNWT]
                                al. Blingsville            [GWBL1]
                                      -Tournament
                                bl. Blingsville            [GWBL2]
                                      -Rescue
                                 m. Citadel Ruins          [GWCDR]
                                an. Oakland                [GWOAK]
                                bn. Raiden                 [GWRID]
                                 o. Synesthesia            [GWSN1]
                                 p. Maze Forest            [GWMZF]
                                 q. Mad Company            [GWMDC]
                                 r. Synesthesia            [GWSN2]
                                 s. Stealth Airport        [GWSA2]

                                2. Quests
                                 a. Lucky Rat              [GQLCR]
                                 b. Price Gouging          [GQPRG]

                                3. Fighting Strategies     [GFGST]


-=-=-=-=-=-=-=-
STEALTH AIRPORT
=-=-=-=-=-=-=-=
[GWSA1]

        After a couple of scenes, you shall get into your first battle, with a
Thugger. For the first bit, just attack with your X and Y buttons. For the
second segment, add jumping using B and guarding with R to your arsenal. You
will not necessarily have to use all of the commands, however, as each battle
shall end after a set amount of damage. After, you will automatically go to
Inlet City.


-=-=-=-=-=
INLET CITY
=-=-=-=-=-
[GWILC]


        At the start of town, head right a screen and enter the nearby G-Center.
Talk to the lady at the right counter. Watch a couple of scenes, and you will be
brought into a brief tutorial of fighting in Draglade. If you have already done
any other character's story, skip these whole next two paragraphs, as it is the
exact same thing as every other tutorial.

        You are technically supposed to use three light and three hard attacks,
then block three times, and use three Bullets, but I have seen on the occasion
that you can get away with less. For the fourth one, just tap the p Heal to
switch it with your p Fire, and then activate it. For the fifth one, press and
hold the L button, and hit the instructor with attacks in symphony with the
beat. For the sixth, you will have to be more exact with your beats. After some
more basics, you will need to fight the instructor.

        Given the basics so far, you should not have too difficult a fight. Spam
your regular attacks for the most part, and use your beat combos when he leaves
himself open. If the two of you are separated by a fair distance, you can get
away with your p Fire. Also, if you get truly low on your MP, use p Heal, but
make sure that the instructor is out of the way; if he is next to you, he will
also be healed by the p Heal.

        Before leaving town, you can do optional sidequests by talking to the
clerk at the left counter in the G-Center in town. Quest strategies are detailed
in the quests section if you need them. You can also pick up preordained Beat
Combos up here (and you can customize them as well). Meanwhile, on the opposite
side of town is a bullet shop now open that will sell you new bullets (if you
have done anybody else's story at all so far, however, your bullets from that
story will cross over to here). Quest strategies can be found in the quests
section. After you are done, leave town, and head to Seaside City on the
overworld map.


-=-=-=-=-=-=
SEASIDE CITY
=-=-=-=-=-=-
[GWSSC]

        Watch a cutscene, and then a battle.

------
SHELLY
------
        It must be noted that this battle is an optional win; you do NOT HAVE TO
WIN. That being said, this strategy here is only for those who think they have
the skills to pull out a win.

        Shelly is the first of the group of nine characters whom you can fight
with in multiplayer and wireless mode that you shall battle in the actual story.
This I must stress because it means that Shelly has in her arsenal more than
just a pair of generic regular attacks. She can perform several moves, as well
as her own unique Beat Combo.

        The most major note that should be made is that she uses a bow, which
means to expect long-range attacks. She can shoot sideways, she can jump up into
the air and shoot diagonally down, she can shoot diagonally up (this latter
attack sending three arrows at once), and she can even shoot into the ground
when standing still.

        What makes her more devastating is that nearly all her long-range
attacks will cause a sheet of ice to appear wherever their end points are, or if
they hit you. This means that even if you are out of the arrow's range, you can
still get hit by the ice if you are only slightly behind the arrow, and if you
get hit by the arrow, you get damaged to a further extent, and stunned by the
ice. Obviously, you can try to defend, which will work, but you should also try
maneuvering over some of the attacks (especially if you are in the air to begin
with). Her attack directly into the ground will cause a pillar of ice to appear
to either side of her.

        Beware, as Shelly can also do close-range attacks with her bow; these
are usually of the slashing and sweeping up category, but she also can do her
own Dash + Y combo up front, so do not expect to be able to defend when she
comes in and being able to keep your guard. Finally, she has a lone Bullet that
she can use, in which she tosses a ball of ice forward that expands into several
icycles going up to either side of it once it hits the ground.

        You should also use the environment to your advantage; considering that
the battlefield is very long across, if you are getting annoyed by Shelly's
arrow attacks, run to the very opposite end, and use your p Heal Bullet until
you are healed up/Shelly gets to you.

        Overall, at this very early stage in the game, you are looking at a
difficult fight in taking down Shelly. For the most part, the best two things to
have coming into this fight are a few level-ups from doing the two quests
available in the previous city, and Bullets obtained from the stories of other
characters in your Bullet arsenal. These two things can make life much easier.



        Watch the cutscene, and then you will automatically head off to the
city. Watch the cutscene coming into Seaside City, then head right. For the
most part, stay away from the bear variant, and instead shoot offensive bullet
after bullet into him. Only move in close for the attack if you are confident
that you can pull of a Dash+Y knockout move. If, for whatever reason you let the
bear close enough to hit you, it can do things; either he will slash his claws
at you, or (much more likely) he will curl up into a ball and roll straight
forward at you, knocking you down. Thankfully, after the latter attack he will
be dazed, so if the opportunity arises, use your Beat Combo relentlessly.

        Should you HAVE to go up close, use Guy's Jump + Left/Right + Y Attack,
which causes him to soar through the sky and hit a target. Your X attack is also
a very good attack to keep back the bear with, thanks to its decent distance.
Unfortunately, after the battle, there is no reward for you, unlike in other



        After, there is not much remaining to do in town. About the only thing
you can do in town is go to the Bullet Shop (which has some of the same stock as
Melthea and some new), but after that is over, your only remaining destination
is out of town. Once you have committed, proceed to Diver Coast.


-=-=-=-=-=-
DIVER COAST
=-=-=-=-=-=
[GWDVC]

        Head right from the entrance. One screen over, you shall enter another
fight.

--------
GIGABOLT
--------
        Gigabolt uses two attacks. The first attack is where it will start
charging forward when triggered to do so (ie. when your character is in front of
it). It will stop after a specified distance, like most bosses with rush-forward
attacks in this game will do, and so long as you are in contact with it, harm
shall come to you. Hence, the further away that you stand from its initial
position, the less injured you will get if you do get in its way.

        The second attack, however, is where it all falls apart for Gigabolt. If
you are far enough away from the robot, it will start rotating its arms about
180 degrees up and down, and then shoot them onto the ground (sometimes it will
go into the air, and then start falling down). The arms then go to the opposite
edge of the screen. They then come back, and if you are not aware of their
return trajectory, you can get knocked over by it.

        The key section that you can exploit from the second attack is that the
arms always go to the opposite edge of the screen before returning. Lure
Gigabolt to one side of the screen, and make it shoot its robotic arms out. When
it does this, jump to Gigabolt's back side, turn on your Beat combo, and hack
away at it. When its arms finally come back, return to the front side and get
far away enough from it that Gigabolt will choose to shoot out its arms instead
of doing its short-range rush, and repeat. Eventually, you should be able to
cause enough damage to it to destroy the mechanical robot.



        Once finished the battle, watch the cutscene, then head right a screen
and talk to the lady at the right counter, who will direct you to the exam
centers. Finish up in town at the bullet shop or do the lone quest offered in
Diver Coast, then head out onto the world map.

        Now, Guy's story begins to branch into two separate paths here. You can
head to the settlement of Aquapolis by way of Oceana Spring, or head to
Gearbourg through Gun Valley. If you wish to refer to the table of contents
offered at the beginning of the walkthrough for Guy's Story, Oceana Spring and
Aquapolis will be referred to as ae and be, while Gun Valley and Gearbourg shall
be sectioned under be and bf. The branches will converge after awhile back into
one path.


-=-=-=-=-=
GUN VALLEY
=-=-=-=-=-
[GWGVL]

        �Monsters: Fire Mouse, Fire Wolf, Wind Butterfly


        For the most part, just travel right in Gun Valley until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        With the fight done, head on to Gearbourg.


-=-=-=-=-=-=-
OCEANA SPRING
=-=-=-=-=-=-=
[GWOCS]

        �Monsters: Water Mouse, Fire Wolf, Water Tortoise


        For the most part, just travel right in Oceana Spring until you hit the
next screen. You should, however, stick around to fight every enemy you come
across (of which there are only the two variety in this area) to get some quick
levelling up now, of which will be imperative very soon (you cannot revisit
areas until after you defeat the game, so you cannot expect to be able to farm
out some experience). At the end, you shall fight a Snake boss.

-----
SNAKE
-----
        The Snake offers four different attacks. The first one is a physical
attack; when you get very close to it, it will turn around ever so slightly, and
its tail will appear out in front of it. After a few seconds, it will then smack
you with its tail, sending you reeling back. For the second attack, an orb of
energy will start gathering around the snake, and shortly after, it will start
breathing fire for a large amount of area in front of it. If it starts to do
this latter attack, you would be well advised to run away. The Snake's final
technique is to spit out three small fireballs, one heading straight left, the
other two up-left and down-left at 45 degree angles (or right if facing the
opposite way). Finally, the fourth attack is that it will leap into the air, and
then land down where you are standing about five seconds later. To coutnerattack
this last one, quickly dash to one side of the arena, then turn around and start
dashing the other way to give yourself the maximum amount of space to dodge the
landing.

        For fighting the good fight, there are two different approaches you can
take to battling the Snake. The first is to be super-aggressive, and go forward
and start ripping into the Snake. As basically all of its attacks require some
downtime before it can perform them, you can pretty much cause some major damage
before it has a chance to respond. Furthermore, both of its fire-based attacks
can be interrupted by your mayhem, meaning that you can effectively just hack
and slash away at it until it finally uses its tail attack.

        The alternative strategem is to stay back as far away as possible from
the snake, and shoot bullets after it. As the snake will pretty much stay stable
in one position for nearly the entire fight if it does not decide to leap up,
there is absolutely nothing to stop you from keeping a safe distance and firing
bullet after bullet at it. It is cheap, admittedly, but you are free to do
whatever works for you.



        Once the battle is over, head off to Aquapolis.


-=-=-=-=-
GEARBOURG
=-=-=-=-=
[GWGRB]

        After the cutscene, get some new stuff at the Bullet Shop if you require
it, then head right a few scenes until you get to the G-Center. Talk to the lady
at the right counter to start your pair of fights.

        Be prepared for these two fights; in the Gearbourg battle arena, you
have four pipes, two on each side of the screen. When the vacuum starts up, the
pipes will suck you in; the bottom-left pipe will suck you in and shoot you out
the top-left pipe, and vice versa. The same goes for the right side. While it
may interrupt what was becoming a good combo for you, you can also use it to
surprise opponents that are sticking to their guns, digging in their heels and
defending for the entirety of the battle.


------------------
MIZ MAESTRO MUKURO
------------------
        Probably the best thing about Mukuro is that he only has 650MP, and you
can actually cause reasonable amounts of damage when you get an open strike on
him (40-50MP apiece), so that this fight does not take longer than it should.

        In any case, Mukuro has five attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself.

        His first Bullet allows him to shoot a poison cloud at you across the
screen. Guard against this or jump over it; if you get hit by it without your
defense up, you will become poisoned, which can take a nasty chunk of MP away
before the effects wear off. Mukuro's second Bullet sees him dropping a toxic
mushroom onto the floor; coming into contact with the mushroom causes the same
effect as the toxin cloud. His third bullet lets him send a wave of toxic water
across the room. However, this last Bullet wears off after three cycles, so if
you are a decent range away from Mukuro, you should not have to worry about it.

        The thing that is difficult about Mukuro is that he loves to dash
around, lots. And move around he will, onto the middle and top platforms,
dropping down the platforms, and between the opposite ends of the fighting
arena. Most usually, he will chase after you, and constantly harass you, giving
you little opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Mukuro often
will be quick to put his guard up, you can perform the Dash + Y attack to knock
him off balance. Mostly, however, take advantage of his love for motion. When he
is on the ground, jump up a platform, then do Down + B to drop down and change
your drop into a swinging cut at Mukuro. The reverse is also true; if Mukuro is
lured onto a platform, drop down a floor, then when he drops down, follow
through with a combo attack to cause great harm while he is unable to guard
(being in the air).



----------------
COBRA THE HELMET
----------------
        There is not too much to say about Cobra the Helmet. For most of the
battle, he will try to make use of his imposing presence and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He very
rarely activates his Beat Combo, however. Lastly, if you jump into the air, he
has a tendency to follow you.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his lone Bullet, which allows him to summon a trio of icyles and send them
into the ground in front of him. To damage him, you can usually stick to a
strategy of luring him and then hitting him at point-blank range with either
long or short-range Bullets to catch him off-guard, or utilizing Beat Combos.
Overall, he just happens to be a pushover.



        After, go through a couple of cutscenes, then exit town and head on to
the Sand Yego.


-=-=-=-=-
AQUAPOLIS
=-=-=-=-=
[GWAQP]

        Watch the scene. Head left to the Aquapolis Bullet Shop to pick up any
new bullets that you may need, then proceed right of the entrance into the Major
G-Center. Do the optional Fish Rumble quest if you wish, then talk to the lady
at the right counter. Listen to her explanation, then take the first Major Exam.
After a cheesy cutscene, you will end up taking on the first competitor of the
exams.


--------------------
RIVA THE BEAT SURFER
--------------------
        If you have done the Fish Rumble quest offered in Aquapolis, then Riva
is basically more of the same, but with a much lower MP total at the start,
making the battle easier.

        Said Grapper possesses two physical attacks. The first is where he will
take really quick dash forward (and by quick, I mean it), and slash at you. For
the second attack, he will jump up into the air ever so slightly, and come back
down brandishing his hookarm with the motion of a down-chop. Both techniques are
fairly powerful, and so should be avoided under most circumstances.

        Riva (The Beat Surfer) can also go into his own Beat Combo. When he does
this, he tends to become more aggressive, and if he gets into your way, multiple
slashes will come in quick repetition, followed by an ending blow to knock you
off your feet. If you can, dodge this attack. You can get behind him and hit his
back to knock him out of Beat Mode. Otherwise, just defend yourself to take less
damage than the norm.

        Finally, Riva can also use his own Bullets. f Water allows him to shoot
a stream of water that loops forward three wavelengths and damages anything it
touches, while p Heal allows him to heal himself. Should he use the former
attack, if you are far enough away from him or behind him, take advantage of his
lag from the attack to hit him with something hard. If he uses p Water,
immediately go all-out on him to knock him away from the area of effect (Dash +
Y will give him some time to heal, but will at least assuredly push him back).
He can also use m Water, which simply spurts a geyser right in front of him for
a few seconds.



----------------
RED THE HOT BEAT
----------------
        Red (The Hot Beat) has two attacks, both of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that Red is fairly nimble on the ground, so expect some lighting-quick
slashes. Additionally, because of Red's weapon of choice (a scythe-like
Glade), he has a decent amount of range, so do not expect to get too close to
him without being hit in return. Although he has a Beat Combo, he lacks any
Bullets.

        Overall, if you have played any other story, then you shall have battled
thuggers with the same movement and regular physical attack as Red. Even if you
have not, Red is still typical fare, posing no real threat to your chances of
taking home the first exam.



        After, go through a couple of cutscenes, then exit town and head on to
the Sand Yego.


-=-=-=-=-
SAND YEGO
=-=-=-=-=
[GWSYG]

        �Box Bullets: Rock Vest, Anti-Toxin, Fire Vest
        �Monsters: Electric Butterfly, Fire Mouse, Wind Wolf, Earth Tortoise,
                   Flower

        This is a pretty basic walk-through stage, with nothing special going on
until the end. You will probably want to bring a Water or Wind Bullet to
dispatch most of the enemies. I especially prefer p Water, as it allows you to
shoot a straight stream of water that damages multiple times and goes through
anything it hits, allowing you to slaughter several foes at once. Having
anything that can hit two or more people at once will also be useful for later.

        At the end, watch a cutscene, and you shall fight a pair of Thuggers.

--------
THUGGERS
--------
        There may be two Thuggers. But that is all that they have going for
them. First of all, they are really slow on their feet, and when they do get in
range of your character, often times they will take forever before deciding to
finally attack. On top of that, they lack any sort of Bullet attack, and can
only do a jab and an upward slash, both of which lack any real sort of power
except for the jab being able to knock you off your feet. Worse yet for them,
they BARELY even defend themselves.

        Additionally, both Thuggers lack a great amount of MP, so it does not
take long before you can finish them off. However, because of the openness of
the arena, and their tendency to just stay on the ground and run towards you,
you can use multi-hit Bullets to attack them, just as I recommended to you
early. After a bit, they will get smart and defend, but if you wait a few
seconds and let them run towards you again, you can shoot another Bullet and
catch them off-guard.



        After the battle, you will automatically cross over into Alexandria.


-=-=-=-=-=
ALEXANDRIA
=-=-=-=-=-
[GWALX]

        Head right once done with the initial cutscene two screens, and then
watch another cutscene. Once inside the laboratory, you will obtain a Cleanse
Bullet. Proceed all the way to the very end of the laboratory, and enter the
last door in here. A great number of cutscenes later, exit Alexandria, and head
off to Midway City.


-=-=-=-=-=-
MIDWAY CITY
=-=-=-=-=-=
[GWMWC]

        As soon as you come in, you shall have a rematch with the Thuggers from
earlier.

--------
THUGGERS
--------
        There really is not much to say about the Thuggers. They retain
basically the same attacks as before with their jab and up-sweep slash, and so
you should use the same strategies. About the only modification to their
behaviour is that they will attack somewhat more aggressively, but not so much
that you can handle them with ease using Bullets and regular strikes. And of
course, they still have their pitiful MP, so dispatching them should again not
be too much of a difficulty.



        Another scene, another boss.


------
GYAMON
------
        Let me stress this: Gyamon does NOT NEED TO BE DEFEATED. Unlike fighting
Zeke in other stories, Gyamon is very much high above you in sheer strength at
this point in time, so you will really have to pull out all the stops to muster
a win here.

        In any case, Gyamon is another of the main nine characters; as mentioned
before, this set of nine has more moves than just the regular two attacks that
every foe comes with. Gyamon in particular uses a claw that has almost as much
reach as Kyle does, and it can be fairly deadly. For the most part, watch out
for his quick dashes, as well as his air Down + Y attack. You should also watch
for his Dash + Y technique, as he will use it fairly frequently, and with great
ease. For the most part, if you have trouble hitting him, just keep your
distance for a while and familiarize yourself with his movements and offensive
techniques. His Beat Combo can also be fairly dangerous, devastating in this
battle.

        Gyamon's bullets stick mainly to confusion-type attacks. His first
bullet will be to shoot some white smog at you; if you get hit it by it, you
will be confused for about five seconds, and your inputting left on the D-Pad
will cause you to go right, and vice versa. Gyamon's second bullet is a
variation of the first, except that it is larger and slower. He can also drop a
mushroom on the floor which causes the same effects if you bump into it. Given
the sheer difficulty of this battle, if it looks like you will have a close call
if you try to jump over a cloud, guard instead.



-=-=-=-=-=-=-
THUGGER'S DEN
=-=-=-=-=-=-=
[GWTHD]

        �Monsters: Poison Mouse, Poison Tortoise, Thugger A, Thugger B, Thugger
                   C

        You will start the area off by fighting the scythe-wielding Thugger
alone. Once you have finished him off, take out a Poison Mouse, then continue on
and dispose of the rapier-wielding Thugger. You will also run into some carbon
clones of the scythe Thugger, as well as a new Thugger - a fist-fighting one.
Once you get to the end, watch a cutscene, then a boss battle.

------
SHELLY
------
        This time around, you should have levelled up sufficiently and gotten a
few decent bullets enough to defeat Shelly.

        Shelly is the first of the group of nine characters whom you can fight
with in multiplayer and wireless mode that you shall battle in the actual story.
This I must stress because it means that Shelly has in her arsenal more than
just a pair of generic regular attacks. She can perform several moves, as well
as her own unique Beat Combo.

        The most major note that should be made is that she uses a bow, which
means to expect long-range attacks. She can shoot sideways, she can jump up into
the air and shoot diagonally down, she can shoot diagonally up (this latter
attack sending three arrows at once), and she can even shoot into the ground
when standing still.

        What makes her more devastating is that nearly all her long-range
attacks will cause a sheet of ice to appear wherever their end points are, or if
they hit you. This means that even if you are out of the arrow's range, you can
still get hit by the ice if you are only slightly behind the arrow, and if you
get hit by the arrow, you get damaged to a further extent, and stunned by the
ice. Obviously, you can try to defend, which will work, but you should also try
maneuvering over some of the attacks (especially if you are in the air to begin
with). Her attack directly into the ground will cause a pillar of ice to appear
to either side of her.

        Beware, as Shelly can also do close-range attacks with her bow; these
are usually of the slashing and sweeping up category, but she also can do her
own Dash + Y combo up front, so do not expect to be able to defend when she
comes in and being able to keep your guard. Finally, she has a lone Bullet that
she can use, in which she tosses a ball of ice forward that expands into several
icycles going up to either side of it once it hits the ground.



        After the battle is over, watch a cutscene, and you will then be put out
on the world map. Head to Newtown.


-=-=-=-
NEWTOWN
=-=-=-=
[GWNWT]

        Make your stop at the Bullet Shop as needed, and then head to the G-
Center. Do the optional quest if you wish, then talk to the lady at the right
counter in order to take the second exam.

        Unlike the first Exam (and every exam after this) there will be no traps
operating in the G-Center in Newtown, so you do not need to alter standard
strategy to account for field effects. Also, you shall fight three people
instead of two this time around.


--------
HAZY FAZ
--------
        Hazy Faz is just an upgrade of some of the Thuggers that you have
already fought before. For most of the battle, Faz will try to make use of his
large size and will stick to his common physical attacking, with a quick jab
using his arm and a down-cut. He only occasionally activates his Beat Combo.
Lastly, if you jump into the air, he has a tendency to follow into the air.

        Near the end, he may tend to be a bit more aggressive, and will actually
use his two Bullets, the first allows him to send a thin beam of light energy
across the screen, the second that lets him send an arc of electricity along the
floor, making him probably one of the most dangerous generic Grappers you
will fight in the game. To damage him, you can usually stick to a strategy of
luring him and then hitting him at point-blank range with either long or short-
range Bullets to catch him off-guard, or utilizing Beat Combos, and luring him
into the electric traps. Overall, however, Hazy Faz is fairly small-time.



-----
ZALGO
-----
        Probably the best thing about Zalgo is that he has a very weak defense,
taking a lot more damage from your hits in comparison to other Grappers, so this
fight does not take longer than it should.

        In any case, Zalgo has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. His first Bullet involves the
use of a p Wind, where he summons a tornado that goes in the horizontal
direction he is facing and up at the same time. He is also capable of using the
Stun Gun, which basically lets him shoot static electricity into the area right
in front of him.

        The thing that is difficult about Zalgo is that he loves to dash around,
lots. And move around he will, onto the middle and top platforms, dropping down
the platforms, and between the opposite ends of the fighting arena. Most
usually, he will chase after you, and constantly harass you, giving you little
opportunity to stay on the defensive.

        As such, you will be required to take the battle to him. As Zalgo often
will be quick to put his guard up, you can perform the Dash + Y attack to knock
him off balance. Mostly, however, take advantage of his love for motion. When he
is on the ground, jump up a platform, then do Down + B to drop down and change
your drop into a swinging cut at Zalgo. The reverse is also true; if Zalgo is
lured onto a platform, drop down a floor, then when he drops down, follow
through with a combo attack to cause great harm while he is unable to guard
(being in the air).



------
DAICHI
------
        Once again, I must stress the importance of the fact that Daichi is a
titular character. This means that he has more techniques and attacks that he
can use than the average Grapper, and also means that you are in for a long
battle. Daichi in particular is probably the slowest of the main four. However,
the strengths that he gets in tradeoff for this include an intense amount of
offensive power, and a large hammer that can beat out Kyle's range with certain
attacks.

        For the most part, keep your distance from Daichi. This is because of
several of his regular attacks. The first one to watch out for his his ability
to spin around in a circle, flailing his hammer around. When he is like this, it
is nigh upon impossible to sneak in a hit without getting injured yourself, so
it is simply better to take advantage of him with a Bullet here. He can also
back you up into a corner and spam Beat Combo and this spin, so if you get into
this situation, immediately either put up your guard or try dashing past him.
Another thing that you should watch out for is that Daichi can do a sort of leap
and then fall flat on his stomach, while hammering the ground in front of him.
He can cover a surpising amount of distance in the setup for the attack, so keep
your eyes open. The last thing is to not try to go in for a Dash + Y attack;
Daichi can perform his own Dash + Y technique with ease, and he will do it as
often as possible. Do not intensify the match by putting yourself at risk.

        Daichi's first bullet allows him to summon a pillar of rock in front of
him, which then shoots out two boulders at different trajectories. Once the
rocks hit the ground, they shall break on impact. His second one causes a rock
spike to come out of the ground right in front of him. Fortunately, he does not
use anything else, so there will not be any surprises.



        After the battle, you shall be given a G-Con Type 2, which lets you
raise your BP up to 7. After, listen to the lady talk, then exit Newtown. Head
off to Blingsville.

        At this point, it should be noted that in Blingsville, there are two
separate things that you can do in Blingsville. The first thing is taking a
tournament. The second event you can do is go through a forest area and fight a
boss as part of a rescue effort. However, you can only do one section during
your playthrough (but can revisit and do the other area after you beat the
game). The tournament section will be the first Blingsville part, and the rescue
section will be the second Blingsville part.



-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[GWBL1]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and
then enter the nearby G-Center. Do the quest if you want, then talk to the girl
at the right side to take part in the tournament. As no names are mentioned, all
grappers are numbered instead of named here.


----------
GRAPPER #1
----------
        Grapper #1 is pretty much like the Thugger A that you have been fighting
a bit of recently, and is a basic clone of Red The Hot Beat if you fought him in
Aquapolis. Considering the amount of practice you should have had by now, #1
should be familiar to you.

        In any case, Grapper #1 has five attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that #1 is fairly nimble on the ground, so expect some lighting-quick
slashes.

        Grapper #1 also uses three different bullets. His first one that he uses
is m Water, which summons a geyser right in front of him. The second allows him
to summon a spiked rock out on either side of him, while the third brings out a
Bear Trap that will snap shut on you if you walk into it. Because all three
Bullets are very much close-range attacks, if you stay away from Grapper #1 and
pound him with longer-range attacks, he is nothing.

        Overall, having made practice out of Thugger A's before, Grapper #1
should be no problem to you.



----------
GRAPPER #2
----------
        If you fought Riva the Beat Surfer in Aquapolis, Grapper #2 is more of
the same, except with less bullets.

        Said Grapper possesses two physical attacks. The first is where he will
take really quick dash forward (and by quick, I mean it), and slash at you. For
the second attack, he will jump up into the air ever so slightly, and come back
down brandishing his hookarm with the motion of a down-chop. Both techniques are
fairly powerful, and so should be avoided under most circumstances.

        Grapper #2 can also go into his own Beat Combo. When he does this, he
tends to become more aggressive, and if he gets into your way, multiple slashes
will come in quick repetition, followed by an ending blow to knock you off your
feet. If you can, dodge this attack. You can get behind him and hit his back to
knock him out of Beat Mode. Otherwise, just defend yourself to take less damage
than the norm.

        Finally, #2 has one bullet that he can use. It involves the use of a
fireball attack, where he shoots out a straight bolt of fire that goes in the
horizontal direction he is facing and expands into a circular sphere as it moves
away.



----------
GRAPPER #3
----------
        Grapper #3 is aggressive. This time, I mean it when I say he is
aggressive, as he is constantly attacking. While his attacks themselves are
relatively tame (the standard up-slash and stab, along with his Beat Combo), you
should watch out for his behaviour, and adapt to it. For the most part, take
advantage of it and knock him up into the air when he goes too fast, then steal
the moment and use it to beat him up further.

        Grapper #3 also has three bullets that he can use. His first involves a
bunch of flowers planting themselves, and then the roots from the flowers go
above the flowers and grabs everything within range. His second attack brings
out a sort of brown boomerang-like object, which he then throws spinning right
at you. His final attack causes three rock stalagmites to come out of the
ground; if you jump over them, a pipe will come out of the stalagmites to hit
you.



----
KYLE
----
        And here is to another showdown with one of the other three main
characters. As Kyle is a main character, this means that he can perform a much
larger variety of moves than all the other NPCs in the games. He can jump up
into the air and then stab his sword down. He can up-sweep you. He is able to
use Air Beat Combos. He can use this Dash + Y attack to break open your defense
and knock you into the air, and then follow up with any other number of moves.
In short, the advantage that you had over all your opponents up to this point in
having a wide variety of attacks is now negated, as Kyle is someone who is you
equal in that regard.

        Kyle also uses a number of water-affiliated bullets. The first Bullet
lets him throw a wave of water that crosses the floor of the arena in a wave-
like motion, eventually dying out after three waves. This is VERY EASY to avoid,
and can be done by just jumping back a bit (as it has a short distance that it
can travel across before dying). Additionally, he can also use p Heal to heal
himself. If he does this latter attack, quickly go and push him away from it, or
at least try to take advantage of it yourself. His final bullet is Tuna-Tuna,
which summons a fish that flops around, and slaps you if you get close. However,
he uses this VERY rarely.

        For the most part, if you need to attack Kyle up-front, you should
resort to quick in-and-out attacks, wherein you dash and attack him, then move
out of his range. This is because of Kyle's unusually long range - thanks to his
trident, he can easily hit you even if you are out of the range of most
attackers. His range applies to both land and air, as he can spin and swing
around his spear, warding off any slow attacks. You should try sticking to
staying far away and hitting him with long-range bullets, or laying traps for
him when he comes in close.



--------
MILL YUN
--------
        Despite his demeanour, Mill Yun actually is a step up above most of the
competition that you shall have faced up to this point. His axe can deal quite a
bit of damage, and he has some flexibility with his standard attacks. He can
also come down from the air quite hard, and he can smash you up into the air,
even with your guard up. Finally, when he becomes quite volatile, he also has a
special attack in which he swings his hammer around him in a circle at super-
speed, crushing anything in its path (and yes, it can break through your
defense). And of course, he also his his Beat Combo.

        He also utilizes a few good bullets. Mill Yun's first bullet is a basic
m Wall, which allows him to create a large wall of earth that will be hard for
you to jump over, and can effectively trap you on one side of the field until it
crumbles apart. His second bullet is a basic variation on the fireball bullet
that Grapper #3 had, except that his fireball will curve down a bit, and then
curve up. His final bullet allows him to summon a group of large icycles above
hisself, and then throw them down into the ground, smashing whatever is in
between.

        However, like nearly every other enemy in the game, Mill Yun can still
be defeated by a simple divide and conquer strategy. Stick to just brainlessly
beating him to a pulp when you are near him, and then back off and let him waste
his breath trying to touch you, and leave traps and use offensive Bullets on him
to slowly drain his MP and finally finish him off.



        After, you will be given the Vanish bullet by Bill Yun's butler. Exit
and leave the town, then go to the Citadel Ruins.


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=
[GWBL2]

        Head right from the entrance, and watch the cutscene. Pick up any
bullets you might need from the Bullet Shop on the left side of the town, and do
the quest in the G-Center if you want. When all of that is done, talk to the
lady in the purple dress, and offer to find her kid.

        �Box Bullets: Speaker, Remix B, Tub Storm
        �Monsters: Wind Mouse, Flower, Fire Bear, Phoenix

        Walk through the regular stage per the usual. Same deal as always. At
the end, you will finally take on a boss.


-------
GORILLA
-------
        The main reason that you should fear the Gorilla is for its sheer attack
power. Even if you are defending, it can still take off over 100 MP with a
single hit. Combined with its sheer height, if you need to heal, do not bother
staying on the ground for it; instead, double jump into the air and heal up
there.

        In any case, the Gorilla only has one actual attack, in which it shall
slap your character full-body with its hand, and send you flying if you are not
guarding. The danger is in its quick attacking, as it can dash in before you can
blink to send you reeling. The Gorilla also has a couple of defensive maneuvers
that can actually harm you if you are in its path, but it shall not actively
attack you with. The first of these two techniques involves it beating its
chest, and increasing its attack power. Secondly, when it defends itself by
putting its arms in front, get away if you cannot execute a Dash + Y - it will
use the occasion to explode forward with some momentum once it gets out of its
guard stance.

        To be sure, you do not want to be in the Gorilla's line of fire. The
best way to bypass this is to stick with using long-range bullets, so as to not
be in the Gorilla's range, and then jump over its head when it comes near you.



        After, you shall be returned to Blingsville, and will automatically
obtain the Bullet Daze Mush. Now that we are basically done in Blingsville, head
out to the exit, and go to the Citadel Ruins.


-=-=-=-=-=-=-
CITADEL RUINS
=-=-=-=-=-=-=
[GWCDR]

        �Box Bullets: p Nut, Bolt Vest, f Fire, Bear Trap, Frost Bomb,
                      Boomwalker
        �Monsters: Fire Statue, Water Statue, Firebomb, Water Bear, Electric
                   Zappers, Earth Statue, Wind Statue


        You have another fairly simple runthrough in Citadel Ruins - in fact, if
you did the Temple Statues quest in Gearbourg, you should recognize the scenery,
as it is in fact basically the exact same layout. Some things to watch out for
are the high amount of boxes that you can break open (of which all of them can
offer some fairly nice goodies) and a new type of enemy, dubbed the Zapper.
These guys are basically mini-pods that fly around and shoot electric bolts from
underneath them at you. They are very fragile, but can often interfere when you
do not desire any, so take care of them quick and then focus on the real
threats.

        At the end of the level, you shall meet up with a Bat boss.

---
BAT
---
        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you see the bat charging up energy into its body, run away from the
bat. Usually, it will summon a spinning tornado that will move towards you (if
the bat is in the center of the screen, however, the tornado will not be able to
make it all the way to the edge). However, it will sometimes let loose a bunch
of flames around its body, which slowly expands outwards to the edge of the
screen. Usually, you cannot dodge this, so instead put your guard up against it.

        Your opponent will also sometimes disappear into the background, and you
can see its shape (albeit smaller than up close) in the background. Wait until
it momentarily disappears, and then dash away from your location, as the bat
will slam onto that location in a few seconds after it disappears. Once it
reappears, you can get a few hits worth on it.



        Afterwards, watch another cutscene. At this point, you will have another
VERY SHORT branch path, as you can go to one of two different locales for the
third Major Exam; Raiden or Oak Land. After you make your choice, head over
there.


-=-=-=-=
OAK LAND
=-=-=-=-
[GWOAK]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        In Oak Land, the G-Hall traps involves boulders that fall down from the
side of the screen and roll towards the center, eventually crumbling. Avoid
getting hit from them. You can also corner your opponent and hope for a stray
rock to distract him.


------------------
STEP THE BLUE BEAT
------------------
        Step (The Blue Beat) has four attacks, two of them physical. The two
physical ones involve him slashing his sword Glade from top to bottom in a half-
circle attack, and is often coupled with him dashing forward. His second
technique is to do a jump and combine it with an upward sweep, which will knock
you off your feet if you do not defend yourself. It should be noted, however,
that Step is fairly nimble on the ground, so expect some lighting-quick
slashes. Additionally, because of Step's weapon of choice (a scythe-like
Glade), he has a decent amount of range, so do not expect to get too close to
him without being hit in return. Do not forget his Beat Combo.

        Step also has two VERY RARELY used water-elemental attacks. The
first involves him summoning a bunch of ice droplets coming from the heavens
above and falling to the Earth, which can damage anyone or anything that they
hit. The second involves him raising his hand above his head, and then bringing
forth a giant icycle, which he then throws forward. For either of these attacks,
definitely just run out of the way quickly.

        Once again, Step is just a carbon copy of the Thugger B's that you have
fought a lot of awhile back, so do not sweat it when fighting.



----
YUKI
----
        Yuki has a great amount of flexibility in his moves. Probably the one
that he loves to spam the most is an attack where he will jump into the air, and
use his rapier from bottom to top in a half-moon swing. He also utilizes a
technique where he dashes right at you, cutting a swathe of air when he does it,
and harms you as soon as he connects. Additionally, being one of the noble nine
characters that can be used in multiplayer, he has his own Dash + Y attack (so
do not think you can defend all battle), and several other attacks up his
arsenal.

        Probably the most dangerous thing that he has up his sleeve is his Beat
Combo. Yuki borrows from a fencing style with his rapier when he brings out his
Beat Combo, and he also has a long range using it, able to tap you from a long
distance when he jabs his rapier out. His lone Bullet is the use of an m
Cyclone, where he will raise his hand out, and summon a tornado that stays
stable in one spot right in front of him.

        In the end, however, there is not much to say about Yuki. He has his own
fighting style, but after a few minutes of battling, you should be able to note
the weak points in his flashiness. If you have managed to fend off any other of
the regular characters you have fought so far, Yuki is no problem.



        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=
RAIDEN
=-=-=-
[GWRID]

        Do whatever you need to do with the Bullets shop, then head over to the
G-Center. Complete the quest here if required, and then talk to the lady to
start your two-fight exam.

        For Raiden's exam, the traps in the hall involve three pillars that pods
go up and down on. When two pods focus on each other, they will let out a beam
of electricity between them, damaging anything in between. You can move the pods
themselves by hitting them.


----------------
POWER ROCK DWARF
----------------
        There is not all that much to say about Power Rock Dwarf. For most of
the fight, he will try to use his size to his advantage and stick to his common
physical attacking, with a quick jab using his arm and a down-cut. He also very
rarely activates his Beat Combo. Lastly, if you jump into the air, he has a
tendency to follow you. He will sometimes spam his two Bullets, both of when
send white clouds out (they differ in size and speed) which, if they hit you
unguarded, will confuse you for about five seconds (when pressing right or left
with the D-Pad, the input will be the opposite of what your character will do).

        Near the end, he may tend to be a bit more aggressive. To damage him,
you can usually stick to a tactic of luring him in and then hitting him at
point-blank range with either long or short-range Bullets to catch him off-
guard, or utilizing Beat Combos. Overall, he just happens to be a pushover.



-----
ASUKA
-----
        Asuka, although not being one of the special four main characters, is
one of another set of four characters who are programmed with several physical
attacks as opposed to just a generic two-set. This means that there are a number
of things you should watch out for; in particular, Asuka has a fairly decent
range with her weapon, and can knock you out cold with a good number of them.
She also can spin around, hitting anything that comes in her path; when she does
this, hit her with a Bullet from a distance. Lastly, watch out for her Down + B
attack.

        Asuka also has four bullets in her repetoire for her use. The first
allows her to shoot a small orb of energy that follows you around for about a
third of the screen before fading out. The second will cause a pillar of Earth
to spring up right underneath her (not in front or behind her, underneath her).
It is supposed to be for you to either walk into or be hit into and be further
damaged, but it fades away too fast to be truly a danger. The third allows her
to sprout a bunch of roses. After a few seconds, thorns will grow about twice
the length of the actual rose to either side of the flowers, so be sure to get
away from the roses once Asuka summons them. Asuka's fourth and final bullet
lets her send out a boomerang-like projectile straight across the screen that
spins around, able to damage you multiple times, and then returns back to her,
causing more damage.

        For the most part, you can beat her in up-front battle, as long as you
press your advantage; Asuka has some nice attacks going on, but she lacks
aggressiveness, and fails to protect herself with a guard most of the time. Lure
her in as you will and unleash a bullet, and you can easily cause her a great
amount of damage. You can also knock her up into the air (which is fairly easy
for the most part) and let loose another bullet for her to hit on impact to
greatly hurt her.



        After you have won against both of your opponents, leave town, and head
to Synesthesia.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[GWSN1]

        Watch the initial cutscene in here. You can head to the G-Center and do
the lone quest offered in town if you want, but you MUST go to the Bullet Shop -
this will be the last time in some time that you will be able to buy new
bullets, and as you do not get the chance to return to earlier places until
after you beat the game, you may be hurting when you face off a certain boss.
Sell off any duplicates of Bullets you have, and buy m Heal if you still lack it
- trust me, it will come in heal.

        After that is done, head to the center-north screen of town (it is the
one that is flashing on your top screen). Here, watch another cutscene. After
you are done in town, exit out and head to the Maze Forest.


-=-=-=-=-=-
MAZE FOREST
=-=-=-=-=-=
[GWMZF]

        �Box Bullets: Tub Storm, Petal Vest, m Toxin
        �Monsters: Dark Wolf, Dark Tortoise, Dark Butterfly, Dark Mouse


        Not much to say about the actual area. Despite Dark Variants being built
up throughout the storyline as tougher than regular Variants, they are actually
MUCH weaker, and should succumb to about 1/2 to 2/3 the amount of damage that it
takes to finish off regular Variants. Near the end, you will face off against a
boss.


---
BAT
---
        Although you fought a boss much like this in the Citadel Ruins, there
are a few key differences in the attacks that this Bat boss can use.

        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you notice it charging up energy in its body, dash away from its
location. It will let loose a burst of sonic energy that expands out in a
circle. However, once you have seen the attack once and realized its range with
the attack, you can take the advantage next time to hit it with a bullet while
it is still in the middle of its sonic burst. It will sometimes let loose a
bunch of flames around its body, which slowly expands outwards to the edge of
the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this,
so instead put your guard up against it.

        Once you have whittled the Bat down to about half HP, it will start
using its final attack, in which it disappears off-screen, then flies in a u
shape across the screen, trying to knock you over. When it starts doing this,
either jump above it, or guard. It will use this attack a lot more after this,
so be sure to heal up when needed, and press the advantage when it is using its
other two attacks.


        After, continue on to the Mad Company. SAVE YOUR GAME first.


-=-=-=-=-=-
MAD COMPANY
=-=-=-=-=-=
[GWMDC]

        �Monsters: Robot Guards, Mad Guards, Robot Sentinel, Zapper, Firebomb,
                   Heavy Mad Guard, Ice Wolf, Ice Statue, Ice Butterfly,
                   Poison Statue, Ice Mouse, Ice Tortoise, Ice Bear

        The Mad Company level is easily the longest section in the game, as it
is split up into three different runthrough sections, and five different boss
fights. If you lose even one of the fights, you will have to restart. Thus, be
very prepared.

        In any case, the first runthrough will introduce you to a few new
enemies. Robot Guards are basic machines that run around the place; while they
can cause you some harm, they are easy to destroy if you just keep attacking and
do not give them a chance to respond. Mad Guards are upgraded versions of the
scythe-wielding Thuggers you fought oh so long ago, and are not very difficult
either aside from their surprising agility. Zappers you may remember from the
Citadel Ruins; they are once again easy to kill, requiring only one or two hits
to do so. Robot Sentinels are very tall knight-like enemies who rely on heavy-
handed hits and charging down the hallway, hitting anything in its path. When
taking on one of these guys, be sure to focus all your attention on it, and do
not get close to it unless you intend to go all out on attacking it.

        Eventually, you will come to your first boss fight.


-----------------
DARK VARIANT #005
-----------------
        As you already have Dark Mice, Bears, Wolves, and Butterflies, the next
Dark Variant in line is #005, which is actually a fairly refreshing battle to
fight against. #005 is a tall monster that most remembles a praying mantis, and
has a couple of attacks to watch out for. The first is when it will stand up
straight, and then slash both of its claws; this will send a wave of energy down
the arena as high as #005 itself. If you can dodge it quick enough, jump, but
otherwise guard; it comes VERY quick. #005 can also temporarily stop, dig its
tail into the ground, and have an extension of its tail pop out of the ground.
If you get knocked into this thing, it will damage you. Its final attack will
involve Dark Variant #005 going to one of the edges of the screen, creating a
minor shockwave in the ground, and then leaping diagonally down the screen at
your current location.

        #005's first Bullet attack that it is capable of is a copy of the f
Water bullet; in short, a wave of water crosses the floor, dying out after three
frequencies. As long as you jump over it or stay far enough back, it will not
even touch you. It is also capable of sending out a fairly large purple ball of
toxin going straight forward - dodge it by jumping back or running the opposite
direction.

        Overall, though, the fifth Dark Variant is a pushover. It simply almost
never guards himself, and it is so often setting up for an attack or suffering
lag from one it just did that you can bring in a Beat Combo and hack away at it.
This is particularly useful for its final physical attack, when it leaps down;
you can just guard and then quickly use a Beat Combo before it has time to
react.



        After the battle, continue on through the next area. Watch out for
Firebombs, which walk along the hallway and will explode on contact. You shall
also face some new enemies in Heavy Mad Guards, which are basically underpowered
clones of Grappers you have fought before, such as Turk McDirk, and without the
Bullets as well. You will end up having to take on another opponent.


----
ZEKE
----
        This time around, you will actually have to defeat Zeke. Fortunately,
the same strategy applies from before.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a very good chance of needing to heal during the battle
(unless you are during this for the umpteenth time), there are a few things that
you can do if Zeke constantly backs you into a wall and then attacks you while
you are summoning your Bullet. The first is to double jump into the air and then
use your Bullet, while hoping Zeke is unable to hit you (he has the range to do
so, but that does not mean he always will). Another way to do this is to
actually use your p Heal, then quickly use an attack that will push him back if
he is too close to you such that he cannot get the effects of the m Heal as
well.

        Thankfully, your HP total should have increased since the last battle to
be on par with Zeke, and your Glading skills should also have improved. If you
were close to or pulled out a win against Zeke in your last match at him in the
Thugger's Den, then do not sweat it in your battle here.



        Once the battle is done, continue on through the next area. You will
face some more token pockets of resistance from some Heavy Mad Guards and Robot
Sentinels, but considering that you have made it this far, they should not
present any sort of problem. Once you press your way through to the end, you
shall face off against a third boss.


-----------
PRESIDENT D
-----------

        D's first attack is a vicious once, which you should watch out for; when
D slashes his sword at you, it will also let out a purple burst of energy that
travels along the floor, which goes as high as approximately his midsection.
Jump over it if you see it coming; otherwise, dodge if you lack the time to
jump. His physical speed in moving from edge to edge of the screen is very very
quick, within the blink of an eye, leaving you little time to guard against a
surprise strike; his speed is comparable with Terabolt in Kyle's Story.

        D also has another weird attack up his sleeve; he can summon multiple
odd eye-like orbs that are dispersed across the screen. Because they shall
damage you and explode on contact, you will be forced to reroute all your jumps
to go around these eyes as opposed to just straight through. He also has a
variation of this, where he will summon a bunch of these eyes in front of him,
and then disperse them manually, hitting you if you are in the path of one of
them.

        President D is also capable of using an Attack Up Bullet, which
temporarily powers up his offensive ability, as well as Defense Up, able to
strengthen his defense. Another Bullet he can use is the Beckon bullet, which
you cannot obtain until after you have completed the stories of all four main
characters; a shadow will appear in the ground, and a hand will come out to try
and grab you. If you see this shadow appear, MOVE AWAY. Most anything is
preferably to this.

        Near the end, when President D is at around 1800MP, HEAL YOURSELF UP. I
must stress this. Once President D drops to the 1700MP mark, he will unleash his
ultimate attack, which is the pinnacle of brokenness - two tornado-like pillars
of shadow will appear next to each other wherever you are on the screen, suck
you up and throw you around, and ultimately cause a great amount of damage. Even
putting your guard up does nothing, as it will break through instantly and do
the same. Whenever you see D stop and do the motion of slamming his sword into
the ground, DASH AWAY. If you can move quickly enough, the attack will hit where
you WERE, but not where you are now. Also, do NOT JUMP OUT OF THE WAY. If you
jump, it is far too slow than if you just move away.

        Thankfully, there are plenty of moments that you can exploit President
D. He normally does not defend himself unless he is absolutely stationary, so
while he is moving around, you can attack him without having to deal with his
guard. If he does put his guard up while you are straight up using your weapon,
use your Dash + Y weapon for some relief. Notably, however, he is also very
vulnerable when using his attacks. The two that you should especially take
advantage of are when he summons his eyeballs (which he takes his sweet time in
doing), where you should use a long-range attack, and his latter shadow tornado
attack, while he has his sword in the ground. The latter attack is especially
good, as you will need some time to hit him without being in risk of his siccing
the Shadow Tornado attack on you.

        In all, expect to lose the first time through, at a minimal. D is a
godmoder, and he can easily take out 500MP+ at a time with only a couple of
attacks, and usually gives you very little time to pull out a healing bullet
without causing further damage to you. At some point in the battle, it comes
down to skill, and that is something I simply cannot help you in.



        Another win, another battle after that...


----------
FINAL BOSS
----------
        It is not exactly the final boss; however, storyline wise, this is the
climax of the plot, and I could not really think of a name otherwise for him.
Eh.

        The arena itself is fairly long, and not restricted to a single frame,
so you can run around a bit.

        Final Boss has two arms to either side of his head, the head being the
only vulnerable point on his entire body. The two arms can disform and reform,
bringing with it a shadow bat or a shadow creature on the ground. The bats can
additionally reform into a spike that throws itself at the ground, sacrificing
itself in the process. With the shadow creatures, if you sense an impending
attack is about to come from the FB, use a Dash + Y attack on the shadow
creature; you will be invulnerable so long as you are in the attack's animation.

        The arms themselves are also capable of stabbing down at your position,
so make sure to watch from every side to guard yourself against them. They can
also do it both at once, and can move around flexibly. Thankfully, they do not
knock you over, so you at least have that annoyance out of the way.
Unfortunately, when each arm lets out a purple spiralling vortex, STAY IN THE
CENTER. This is because one of the shadow tornadoes from the previous fight will
appear on either end of the screen, and you do NOT want to be knocked into
either of those. Thankfully, they disappear after a short while.

        A single arm can also let out a single vortex of energy, which lets out
a tornado that rolls across the screen. If you see this, DEFEND, and it will
just push you back until it dies out. If you guard against this tornado, then it
will not suck you up.

        The head itself also has a single attack up its (figurative) sleeve.
When you see a purplish orb of energy emitting from its mouth, RUN AWAY from
wherever you are, as the Final Boss shall launch a blast of energy that slowly
expands outwards in a circular shape before imploding.

        Fortunately, the battle is easy if you know what to do. Despite only the
head being vulnerable, it has no way of defending itself. This literally means
that you can just jump up and down during the whole entire battle, constantly
swatting at it. However, as some of the enemies will consistently try to hurt yo
during the battle, you will want to stick to bullets. For some Bullets that home
in on your target, such as Phoenix and Light Wing, double jump to the top of the
screen (where nothing can touch you) and activate your Bullet up there to be
floating in mid-air until you are finished summoning your Bullet. Others that
need to go straight, you can still do the same trick, but you need to line up
with the head and do it while there are no bat enemies around.

        Finally, whenever you need to heal, do it when there ARE NOT any shadow
tornadoes to the side, and you should be good.



        With another win in your pocket, you shall be put into another
underground area. Continue on and deal with all the Variants put into your path,
and you should soon reach the final boss of this level.


----------
DARK CLONE
----------
        Your clone, being controlled by a computer AI, can probably pull of some
slicker moves than you can at times. Since you have controlled your character
for a whole story segment, however, you should be well aware of the strengths
and weaknesses of your opponent. Furthermore, you have two advantages over your
opponent; first, you likely have more MP than he does, and second, he has no
bullets. You have six.

        Because you are using Guy, expect quick attacks from your opponent that
have a slow start-up time. Let your clone waste away his efforts on your guard,
and then retaliate with your own movement while he has let his own guard down.
You can also wait for him to go through the motions with his rapid-fire punch
and then hit him with a quick bullet. In any case, he should go down easily
enough, especially if you have weathered the likes of Zeke, President D, and the
Final Boss, all in short order.



        After the battle, watch some cutscenes, and you will be taken back to
Synesthesia automatically.


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=
[GWSN2]

        Make your way to the G-Center, and then talk to the lady at the booth to
finally be allowed to take on the fourth and last Major Exam.

        In Synesthesia's G-Hall, lava will momentarily burst out of select spots
on the ground that you should be able to identify by their appearance. Lava can
also fall down from the sky.


------
DAICHI
------
        You first fought Daichi in Newtown, so much of the strategy is still the
same. Once again, I must stress the importance of the fact that Daichi is a
titular character. This means that he has more techniques and attacks that he
can use than the average Grapper, and also means that you are in for a long
battle. Daichi in particular is probably the slowest of the main four. However,
the strengths that he gets in tradeoff for this include an intense amount of
offensive power, and a large hammer that can beat out Kyle's range with certain
attacks.

        For the most part, keep your distance from Daichi. This is because of
several of his regular attacks. The first one to watch out for his his ability
to spin around in a circle, flailing his hammer around. When he is like this, it
is nigh upon impossible to sneak in a hit without getting injured yourself, so
it is simply better to take advantage of him with a Bullet here. He can also
back you up into a corner and spam Beat Combo and this spin, so if you get into
this situation, immediately either put up your guard or try dashing past him.
Another thing that you should watch out for is that Daichi can do a sort of leap
and then fall flat on his stomach, while hammering the ground in front of him.
He can cover a surpising amount of distance in the setup for the attack, so keep
your eyes open. The last thing is to not try to go in for a Dash + Y attack;
Daichi can perform his own Dash + Y technique with ease, and he will do it as
often as possible. Do not intensify the match by putting yourself at risk.

        Daichi's first bullet allows him to summon a pillar of rock in front of
him, which then shoots out two boulders at different trajectories. Once the
rocks hit the ground, they shall break on impact. His second one causes a rock
spike to come out of the ground right in front of him. Fortunately, he does not
use anything else, so there will not be any surprises.



----
KYLE
----
        And here is to another showdown with one of the other three main
characters. As Kyle is a main character, this means that he can perform a much
larger variety of moves than all the other NPCs in the games. He can jump up
into the air and then stab his sword down. He can up-sweep you. He is able to
use Air Beat Combos. He can use this Dash + Y attack to break open your defense
and knock you into the air, and then follow up with any other number of moves.
In short, the advantage that you had over all your opponents up to this point in
having a wide variety of attacks is now negated, as Kyle is someone who is you
equal in that regard.

        Kyle also uses a number of water-affiliated bullets. The first Bullet
lets him throw a wave of water that crosses the floor of the arena in a wave-
like motion, eventually dying out after three waves. This is VERY EASY to avoid,
and can be done by just jumping back a bit (as it has a short distance that it
can travel across before dying). Additionally, he can also use p Heal to heal
himself. If he does this latter attack, quickly go and push him away from it, or
at least try to take advantage of it yourself. His final bullet is Tuna-Tuna,
which summons a fish that flops around, and slaps you if you get close. However,
he uses this VERY rarely.

        For the most part, if you need to attack Kyle up-front, you should
resort to quick in-and-out attacks, wherein you dash and attack him, then move
out of his range. This is because of Kyle's unusually long range - thanks to his
trident, he can easily hit you even if you are out of the range of most
attackers. His range applies to both land and air, as he can spin and swing
around his spear, warding off any slow attacks. You should try sticking to
staying far away and hitting him with long-range bullets, or laying traps for
him when he comes in close.



------
HIBITO
------
        And it is the final showdown with other titular characters. As always,
because of his main character status, you should view Hibito as a strong threat.
He can jump up into the air and then stab his sword down. He can up-sweep you.
He is able to use Air Beat Combos. He can use this Dash + Y attack to break open
your defense and knock you into the air, and then follow up with any other
number of moves. In short, the advantage that you had over all your generic
opponents up to this point in having a wide variety of attacks is now negated,
as Hibito is someone who is you equal in that regard.

        Hibito also has three bullets that he can use. The first is an Attack Up
bullet, allowing him to increase his strength for a short period of time. The
second bullet lets him shoot a fireball, which sends a large burst of fire
straight forward. His final attack allows him to send a wave of fire out of his
hand that hits everything for about a quarter of the screen in front of it, and
can damage multiple times.

        Overall, however, you should stick to exploiting what Hibito tends to;
agression and speed. Hibito will use Beat Combos often, and will try to rush in
often. Each of these times (or when he does both combined), he usually leaves
himself open to attack. Spring something on him such as p Water or any kind of
trip, and you can easily cause heavy damage to him. If he starts putting up his
defense and does not give in, take the offensive, move after him, and start
nailing him with your own Dash + Y attack to knock him around. Finally, try to
stop Hibito's speed if you need to. You can use a Speed Up if you want to match
Hibito's natural agility, and then knock him off his feet once Hibito tries to
move in close.

        Lastly, remember that this arena uses fire traps, so Hibito will take
very little damage from the lava if he gets hit. If you fall behind him in MP
during the battle, knock him away from you for a bit and heal yourself. Hibito
also tends to be very aggressive at this point in time, so hit him at point-
blank range and from afar with any Water Bullets you may have equipped yourself
with beforehand.



        After, you will get a G-Con Type 3. You will also have the ability to
use the Phat Beat Combo in multiplayer or when repeating story scenarios. You
are not quite done yet, however; head to the center of town and talk to Shelly
twice to leave Synesthesia.


-=-=-=-=-=-=-=-
STEALTH AIRPORT
=-=-=-=-=-=-=-=
[GWSA2]

        A cutscene, and then the final battle.


------
GYAMON
------
        Unlike the last time you fought Gyamon, in Midway City, this time around
Gyamon must be defeated to effectively finish off this story.

        In any case, Gyamon is another of the main nine characters; as mentioned
countless numbers of times, this set of nine characters have more moves than
just the regular two attacks that every foe comes with. Gyamon in particular
uses a claw that has almost as much reach as Kyle does, and it can be fairly
deadly. For the most part, watch out for his quick dashes, as well as his air
Down + Y attack. You should also watch for his Dash + Y technique, as he will
use it fairly frequently, and with great ease. For the most part, if you have
trouble hitting him, just keep your distance for a while and familiarize
yourself with his movements and offensive techniques. His Beat Combo can also be
fairly dangerous, devastating in this battle.

        Gyamon's bullets stick mainly to confusion-type attacks. His first
bullet will be to shoot some white smog at you; if you get hit it by it, you
will be confused for about five seconds, and your inputting left on the D-Pad
will cause you to go right, and vice versa. Gyamon's second bullet is a
variation of the first, except that it is larger and slower. He can also drop a
mushroom on the floor which causes the same effects if you bump into it.
However, in this battle in particular, he very rarely uses his bullets, so they
will tend to be a non-issue. You can also try using the long battlefield to your
advantage.

        Also, remember that you have just acquired the G-Con 3, which allows
your BP to be charged up to 9. This means that you can use more Bullets at a
time than before, so if you wish to, you can adopt a strategy of 'Bullets-Attack
while recharging BP-Bullets', as it certainly can be more effective now with
more BP.



        After, some more cutscenes, and the credit rolls. After, you will have
the ability to use Gyamon in multiplayer battle, and also earn the title Elec
Major. If you go into Guy's Story again, you can go to any location you have
gone before and repeat the storyline during that location (with a few
exceptions; if you visited a place twice during the storyline, such as
Synesthesia, you CANNOT redo the first one) with your current level, G-Con and
Bullets. However, you will have to start branch paths that you have not yet
completed from their first location. If you want to completely restart the whole
story, you will have to do it in the options button in the main menu.




-=-=-=-=-
LUCKY RAT
=-=-=-=-=
[GQLCR]

        �Location: Inlet City
        �Objective: Defeat the Lucky Rat
        �Reward: Air Slicer Bullet
        �Monsters: Fire Wolf, Flower, Wind Butterfly


        For the first little bit of the mission, you will face off against some
regular enemies that you should fight off to gain EXP and level a bit (never
mind that if you lose the mission and decide to repeat it, you can continue to
farm out Experience points).

        Near the end, you will finally come to the golden mouse referred to in
the quest name. Aside from its high MP, it is the same as other mice variant
that you will come to fight. It can sting you with its tail when you get near,
and it can curl up into a ball, and extend spikes from its body and roll into
you.

        Using Guy, for physical attacks, you will probably want to stay with
your X-attack, which allows you to perform a bunch of rapid-fire punches, and at
a reasonable enough distance so as to avoid harm from the tail. You should also
try to stay with using your bullets, as at this stage in the game, any offensive
bullet you have is probably what will cause the most harm.


-=-=-=-=-=-=-
PRICE GOUGING
=-=-=-=-=-=-=
[GQPRG]

        �Location: Inlet City
        �Objective: Defeat your Opponent
        �Reward: m Heal Bullet


         You should give your opponent a healthy amount of fear, as he has both
strength and size, and at this point in Guy's Story, you have a good chance of
losing if you do not take your chances correctly. In any case, his two normal
moves are to slash downwards and do an upward sweep. He also loves to move
around a lot, jump up and down, along with defending whenever presented
with an enemy taking the offensive against him. Be careful though, as he also
has an (admittedly rarely-used) Beat Combo; if ever you get trapped between a
solid place and his Beat Combo, and you cannot see anyway out of getting hit,
DEFEND. He has a fairly strong physical attack, so it is imperative that you
take as little damage as possible.

        This foe of yours also has three ice-elemental attacks up his sleeve.
The first involves him summoning a bunch of ice droplets coming from the heavens
above and falling to the Earth in front of him, which can damage anyone or
anything that they hit. The second involves him raising his hand above his head,
and then bringing forth a giant icycle, which he then throws forward. The last
involves him throwing a chunk of ice forward in a trajectory path. When it
lands, it will shapeshift into an icycle on the ground, which will then expand
out either way for a bit. For any three of these attacks, definitely just run
out of the way quickly. He will also charge up a ball of energy before doing any
one of the attacks; if you can manage to hit him from behind during or before
his bullet use, you can expose his backside for further damage.



-=-=-=-=-=-=-=-=-=-
FIGHTING STRATEGIES
=-=-=-=-=-=-=-=-=-=
[GFGST]

As contributed by 'Zenofire'

Lightning Grappler - Guy has the best, easy, multi hit attack. This is the BEST
way to use Bullet 084 Speaker Z. At any time, near or far, use Speaker Z then
pummle it with his lightning fast fists (heavy attack). This will send mounds of
shockwaves that, if not blocked, do apx 50 damage a piece. This also leaves your
oppnent stunned for a second so right when the speaker dissapears dash to them
and unleash your best beat combo! note: for best results, try and confuse the
computer by doing 3-6 light attacks on the speaker then switch to the lightning
fist for max damage.


--------------------------------------------------------------------------------
                                     QUESTS
--------------------------------------------------------------------------------
[2QSTS]

        Quests can be accessed by visiting the left counter in any G-Center.
These are optional missions that you can do with varying objectives (but usually
involving defeating a single opponent or a batch of foes) that will see you
awarded with a bullet if you complete the quest successfully. In addition to the
strategy for each quest, the settlement that you can find the quest at, your
reward, and any miscellaneous notes are bulleted.

        NOTE: Each character has a couple of quests that is EXCLUSIVE to their
section. Those quests are not located in this section; instead, they are found
in the story section of each character. To quickly find them, first use the code
given to you at the top for a character's story, then go to that section. Along
with the walkthrough for each person, a list of their exclusive quests is also
provided for convenience.

                                 a. Golden Beast        [QGLDB]
                                 b. Fish Rumble                [QFSHR]
                                 c. Temple Statues        [QTMST]
                                 d. To El Dorado        [QTLDR]
                                 e. Training                [QTRNN]
                                 f. King of Gorillas        [QKOGR]
                                 g. Terror in the Woods        [QTITW]
                                 h. UMA                        [Q#UMA]
                                 i. Dark Shadow                [QDRSH]

-=-=-=-=-=-=
GOLDEN BEAST
=-=-=-=-=-=-
[QGLDB]

        �Location: Diver Coast
        �Objective: Defeat your opponent
        �Reward: f Daze Bullet

        The Golden Wolf that this mission is named after relies mainly on trying
to move around lots and being able to inflict massive amounts of damage.
However, the wolf usually hesitates in every move that it does until it finally
gets close to your character, at which point it will dive at you to try and
cause damage. Restrain the wolf from harming you by attacking it with bullets
every time it tries to get into point-blank range; there are several good and
cheap multi-hit bullets such as p Water that can be used at this point in the
game, along with several other stronger (but much more expensive) bullets such
as Sam-3 or higher. Of course, the farther you are in the game by the time you
finally get here, the better your arsenal.

        If the wolf DOES manage to get up close to you, you must put up your
guard. This much I cannot stress enough; if it does manage to get an unguarded
hit on you, it can easily take out as much as a third of your life depending on
whose story you are playing. The minimalized damage you take is a much better
alternative than trying to jump and risking coming to harm. If you are low on
MP, make sure to get away from the wolf and use a Heal bullet. Should you really
be in dire straits, you can also double jump into the air (where the wolf is
unable to reach you), use your Heal, and try to get some of the effects while
still in the air.

        Finally, it should also be noticed that (although rare), the Golden Wolf
can spit out a fireball from its mouth. This usually occurs when it is at a long
range distance, and it happens relatively quick, so be prepared at a moment's
notice to press the R button to put up your guard, should the Golden Wolf decide
not to go for a straight-up attack and instead go for a different tactic.


-=-=-=-=-=-
FISH RUMBLE
=-=-=-=-=-=
[QFSHR]

        �Location: Aquapolis
        �Objective: Defeat your opponent
        �Reward: Tuna-Tuna Bullet

        The pirate you fight in this quest will probably be the most difficult
fight in the early game. Not only is he competent with his attacks, but he also
uses his defense to a very annoying extent such that it is an arduous task to
hurt him, as well as his insanely high HP count (2000).

        Said pirate Captain Hook possesses two physical attacks. The first is
where he will take really quick dash forward (and by quick, I mean it), and
slash at you. For the second attack, he will jump up into the air ever so
slightly, and come back down brandishing his hookarm with the motion of a down-
chop. Both techniques are fairly powerful, and so should be avoided under most
circumstances.

        Captain Hook can also go into his own Beat Combo. When he does this, he
tends to become more aggressive, and if he gets into your way, multiple slashes
will come in quick repetition, followed by an ending blow to knock you off your
feet. If you can, dodge this attack. You can get behind him and hit his back to
knock him out of Beat Mode. Otherwise, just defend yourself to take less damage
than the norm.

        Finally, Captain Hook can also use his own Bullets. f Water allows him
to shoot a stream of water that loops forward three wavelengths and damages
anything it touches, while p Heal allows him to heal himself. Should he use the
former attack, if you are far enough away from him or behind him, take advantage
of his lag from the attack to hit him with something hard. If he uses p Water,
immediately go all-out on him to knock him away from the area of effect (Dash +
Y will give him some time to heal, but will at least assuredly push him back).

        Of course, the frustrating part of the battle will come into play when
you are forced to come up with something to bypass his technique. Very rarely
will you be able to get a straight-up bullet past him, as he will constantly be
on his guard. The same goes for attacking him and using Beat Combos; only Dash +
Y hits will be guaranteed to break through his defense. The solution here is to
take advantage of something that Captain Hook loves to do a lot - jumping
around. When he is in the air, Hook cannot defend himself, so take full
advantage and knock him out while he is in freefall, or activate your Beat Combo
and use an Air Beat Combo to knock the stuffing out of him.

        Additionally, while he is on the ground, you should take this time to
heal up whenever it is needed. As said before, he has some strong techniques, so
you need to constantly heal up and stay at the top of your game. Finally, when
looking for bullets to pull out against him, do not use attacks that instantly
go for him; instead, use Bullets that take their time in getting to him, such as
Rose Thorn (which only activates after being on the field for a few seconds) or
Phoenix (which goes around diagonally before finally hitting its target). While
he will defend sometimes, he will not always expect them, and when he does not,
big time damage shall result.


-=-=-=-=-=-=-=
TEMPLE STATUES
=-=-=-=-=-=-=-
[QTMST]


        �Location: Gearbourg
        �Objective: Defeat all Temple Statues, Open the Treasure Chest
        �Reward: p Cyclone Bullet
        �Box Bullets: Gas Box, Petal Vest, m Wall
        �Monsters: Water Bear, Fire Statue, Water Statue, Earth Statue, Wind
                   Statue, Light Statue

        For this mission, you must destroy all the statue enemies in the level.
Statue enemies are fixed in one position, and can only attack from the front.
You can tell when they will attack because they will pause in their rotating
around, and their eyes will glow. Be sure to bring a bullet that has a really
long range, and is not Water or Wind-affiliated. This is because although the
statues do not move, they are still hard to approach from the front side (and
take a long time to kill). There are only two statues that are in positions
where you HAVE to kill them from the front side; one Water, one Wind. As such,
you do not want a bullet aligned with either element, or else it will take a lot
longer to kill them.

        Other than that, most other statues you can simply jump to their back
side and hack and slash away until they are destroyed, although this process can
take a fairly long time (at least fifty slashes with your Glade weapon if going
for physical attacking alone). There are a few tricky ones on top of platforms
that may take a bit longer to kill, but if you just jump up constantly and hit
them, it still is not that difficult.

        The only remaining thing to say is to HEAL OFTEN. There are two Water
Bear Variants in this level, so you need to make sure you are at full health
when you confront them, or else you could end up dying, making the process of
having to repeat the quest rather tedious. However, they do offer a respite from
the endless hacking and slashing, so have fun with the regular brawl. Lastly,
when on the third screen, make sure to check the chests beforehand to see which
ones rumble and which ones do not; the ones that move around you should hit from
the back side so as to not be launched back.

        Finally, on the last screen, open the chest on the ground to end the
quest.


-=-=-=-=-=-=
TO EL DORADO
=-=-=-=-=-=-
[QTLDR]

        �Location: Newtown
        �Objective: Defeat all Variants
        �Reward: f Blast Bullet
        �Monsters: Light Statue, Fire Tortoise, Fire Statue, Fire Bear, Fire
                   Wolf

        There is not any special boss or anything to fight at the end of this
level. Instead, you merely have to make your way throughout the stage, killing
all enemies. However (aside from the Statues), all the enemies are somewhat
powered up to how you may be used to, so it will take a while to take them out.
You will also want to bring a couple of strong Water Bullets to deal with the
foes that you shall meet in the process, particularly all the fire-aligned
enemies. When taking on the wolf, try to lure him to the back side of the
Statue, so you do not have to deal with any stray attacks from the statue.
After, when you get to the end and de-Matterize the Fire Bear and Fire Statue,
the mission ends.


-=-=-=-=
TRAINING
=-=-=-=-
[QTRNN]

        �Location: Blingsville
        �Objective: Defeat your opponent
        �Reward: f Water

        The first match is really, REALLY easy. Your opponent has two bullets
available to use; p Water, which shoots a straight stream of water across the
screen, and p Heal. If you see him raising his fingers, PUT UP YOUR GUARD, as
this is indication that he shall use p Water.

        Other than that, the first bodyguard just happens to be a carbon-copy of
earlier opponents, whose behaviour follows that of the constant follow and
attack. Since he only has 700 MP, you can flatten him with a couple of big hits,
comboed with the use of Bullets at opportune moments. If you so desire, you can
also just hit him from afar with Bullets while he is running towards you. Do
note, however, that he is capable of using a Beat Combo, so watch out for that.


        For the second round, you will want to change things up a little bit, as
your opponent is burlier, tougher, and boasts three times the MP. Fortunately
for you, he is also just an aggressive attacker, and his only Bullet is a SAM-3,
which fires three small missiles straight forward. Keep him in check with
several quick in-and-out attacks, and pound him with bullets when he least
expects it. Do not drop your guard if he gets close, and you should be good.


-=-=-=-=-=-=-=-=
KING OF GORILLAS
=-=-=-=-=-=-=-=-
[QKOGR]

        �Location: Oak Land
        �Objective: Defeat the Gorilla
        �Reward: f Burn Bullet
        �Box Bullets: Ice Spikes
        �Monsters: Poison Bear, Electric Wolf, Earth Tortoise, Poison Butterfly

        For the regular run of the area, you should not have too much of a
difficulty. Just kill everything you run across, and make sure that you have
your MP up to a decent amount; near the end, you may get a nasty surprise when
you have to face both a Poison Bear and Electric Wolf or two Electric
Wolfs/Poison Bears and you do not have your MP up to a good level. After taking
on that particular duo, the next screen has the Gorilla boss on it.

-------
GORILLA
-------
        The main reason that you should fear the Gorilla is for its sheer attack
power. Even if you are defending, it can still take off over 100 MP with a
single hit. For this quest in particular, it also has a vast amount of MP -
although there is no indicated total, it easily eclipses 5000MP. Combined with
its sheer height, if you need to heal, do not bother staying on the ground for
it; instead, double jump into the air and heal up there.

        In any case, the Gorilla only has one actual attack, in which it shall
slap your character full-body with its hand, and send you flying if you are not
guarding. The danger is in its quick attacking, as it can dash in before you can
blink to send you reeling. The Gorilla also has a couple of defensive maneuvers
that can actually harm you if you are in its path, but it shall not actively
attack you with. The first of these two techniques involves it beating its
chest, and increasing its attack power. Secondly, when it defends itself by
putting its arms in front, get away if you cannot execute a Dash + Y - it will
use the occasion to explode forward with some momentum once it gets out of its
guard stance.

        To be sure, you do not want to be in the Gorilla's line of fire. The
best way to bypass this is to stick with using long-range bullets, so as to not
be in the Gorilla's range, and then jump over its head when it comes near you.



-=-=-=-=-=-=-=-=-=-
TERROR IN THE WOODS
=-=-=-=-=-=-=-=-=-=
[QTITW]

        �Location: Raiden
        �Objective: Defeat the Gorilla
        �Reward: f Bolt
        �Box Bullets: Boomrunner, f Toxin
        �Monsters: Dark Bear, Poison Wolf, Earth Tortoise

        For the regular run of the area, you should not have too much of a
difficulty. Just kill everything you run across, and make sure that you have
your MP up to a decent amount; near the end, you may get a nasty surprise when
you have to face both a Dark Bear and Poison Wolf or two Poison Wolves and you
do not have your MP up to a good level. After taking on that particular duo, the
next screen has the Gorilla boss on it.

-------
GORILLA
-------
        The main reason that you should fear the Gorilla is for its sheer attack
power. Even if you are defending, it can still take off over 100 MP with a
single hit. For this quest in particular, it also has a vast amount of MP -
although there is no indicated total, it easily eclipses 5000MP. Combined with
its sheer height, if you need to heal, do not bother staying on the ground for
it; instead, double jump into the air and heal up there.

        In any case, the Gorilla only has one actual attack, in which it shall
slap your character full-body with its hand, and send you flying if you are not
guarding. The danger is in its quick attacking, as it can dash in before you can
blink to send you reeling. The Gorilla also has a couple of defensive maneuvers
that can actually harm you if you are in its path, but it shall not actively
attack you with. The first of these two techniques involves it beating its
chest, and increasing its attack power. Secondly, when it defends itself by
putting its arms in front, get away if you cannot execute a Dash + Y - it will
use the occasion to explode forward with some momentum once it gets out of its
guard stance.

        To be sure, you do not want to be in the Gorilla's line of fire. The
best way to bypass this is to stick with using long-range bullets, so as to not
be in the Gorilla's range, and then jump over its head when it comes near you.


-=-
UMA
=-=
[Q#UMA]

        �Location: Synesthesia
        �Objective: Find the Mysterious Animal
        �Reward: f Earth
        �Monsters: Electric Bear, Electric Butterfly, Tortoise, Wind Wolf

        The first part of the mission is a standard run through a desert area.
Fight off all the enemies, and keep your health up at good levels. Eventually,
you will come to the UMA at the end of the level.

---
BAT
---
        The bat for the most part will move left and right while hovering in the
air all the time, making it somewhat painful to jump up and attack it. Its first
attack involves it floating until it happens to be right above you; at this
time, it will sink and hit the ground. If you get hit by its pincer, it will
drain some of your MP, so make sure not to be. The real bonus is if you dodge
it; sometimes, the bat-like boss will get stuck in the ground, and you can go
and hack away at it (including using Beat Combos) until it frees itself.

        When you notice it charging up energy in its body, dash away from its
location. It will let loose a burst of sonic energy that expands out in a
circle. However, once you have seen the attack once and realized its range with
the attack, you can take the advantage next time to hit it with a bullet while
it is still in the middle of its sonic burst. It will sometimes let loose a
bunch of flames around its body, which slowly expands outwards to the edge of
the screen, as opposed to the sonic wave attack. Usually, you cannot dodge this,
so instead put your guard up against it.

        Once you have whittled the Bat down to about half MP (although there is
no MP counter in this fight), it will start using its final attack, in which it
disappears off-screen, then flies in a u shape across the screen, trying to
knock you over. When it starts doing this, either jump above it, or guard. It
will use this attack a lot more after this, so be sure to heal up when needed,
and press the advantage when it is using its other two attacks.


-=-=-=-=-=-
DARK SHADOW
=-=-=-=-=-=
[QDRSH]

        �Location: Synesthesia
        �Objective: Defeat the Silver-Haired Man
        �Reward: Beckon Bullet

----
ZEKE
----
        This is an exact repeat of all your battles with Zeke. The only
difference is that Zeke has more HP than usual.

        Zeke loves to move all over the place. If you move away from him to the
opposite end of the battlefield, often he will close that gap within seconds and
start fighting you again. In addition to his normal jab and up-slash attack, he
is also highly capable of jumping into the air and causing havoc if you try to
come with an airborne assault. He also tends to be very aggressive, and can
easily break through your guard, so watch out. Zeke also will put up his defense
in an instant if you even think about striking him, and then counterattack when
you leave yourself open, so do not even think for a moment to hack away at him
until you see a good opportunity. Finally, be well aware of Zeke's Beat Combo -
it is VERY hard to break through, and at one point he actually spins around,
wielding his two swords like a lethal tornado. When he does this, get FAR away
from him, and counterattack with a long-range bullet, or else just get out of
his way and guard from the other side.

        Zeke also has three Bullet attacks up his sleeve. Whenever he begins to
use any of the three, he will temporarily charge up before letting loose. The
first one is the reason why you should ALWAYS put up your guard as soon as Zeke
starts charging; he will let forth a beam of light that projects itself straight
across the screen. It will stay up for quite the long time, it will cause you
damage multiple times, and it will hurt. If you can guard, however, the total
amount of MP lost is usually reduced to less than 100. His second bullet
involves him throwing a ball of ice which lands on the ground. This ice will
then expand into an icycle, which then makes two icycles to either side of it.
This one is a fairly short-range attack, and you can either take the chance and
hit Zeke while he is in the middle of this attack, or run to the back end and
heal yourself. The final Bullet (which is VERY RARELY used) that Zeke has up his
sleeve is called Vanish, and you will not be getting it personally for quite a
while. In any case, Vanish allows Zeke to turn invisible temporarily, letting
him set up for a sneak attack (as soon as he makes his movement for attacking,
he will reappear). However, his shadow will still appear on the arena floor, so
if he performs this move, quickly get away from the shadow, and wait it out
until he runs out of time and reverts to normal, or shoot a long-range attack
and try to hit him (which will make him visible again).

        In order to defeat Zeke, you will have to abandon any amateur attack
styles that you use (usually of the "go all-out and hope to kill the enemy
quick" variety). Instead, you shall have to innovate using your bullets and
regular attacks. For one, Zeke usually will only be fooled by Bullets and take
damage from them once before getting smart and defending himself; after, you
will have to catch him with his guard down when he is dashing or walking towards
you to have a chance at harming him with a Bullet again. You can try jumping
into the air and then smashing down on him again. Do not use this too often, as
while you may succeed some times, other times he will have your head on a
platter. Also, whenever you have a good amount of MP, use your Dash + Y attack
to knock him off his feet after inflicting a decent amount of damage, and then
follow it up with something to cause him damage once he hits the ground, such as
m Geyser. Lastly, since in this case you are using Kyle, use your Long-Range
attacks such as Up + Y/X to your advantage; Zeke does not have as long a range
as you, and may not be expecting it if you hit him with the tip of your trident.

        Since you have a very good chance of needing to heal during the battle
(unless you are during this for the umpteenth time), there are a few things that
you can do if Zeke constantly backs you into a wall and then attacks you while
you are summoning your Bullet. The first is to double jump into the air and then
use your Bullet, while hoping Zeke is unable to hit you (he has the range to do
so, but that does not mean he always will). Another way to do this is to
actually use your p Heal, then quickly use an attack that will push him back if
he is too close to you such that he cannot get the effects of the m Heal as
well.



--------------------------------------------------------------------------------
                                    BULLETS
--------------------------------------------------------------------------------
[3BLLT]

        The location of each bullet describes where it can be found, the BP is
how many Beat Points it takes to use said bullet, and the description describes
how the bullet works.


#001 - p Fire
Location: Dropped by Fire Wolf Variant, Automatically Obtained At Start,
          Diver Coast, Gearbourg Bullet Shops (50�)
BP: 1
Description: Shoots a fireball straight forward in the horizontal direction
             the character is facing


#002 - Attack Up
Location: Dropped by Fire Mouse Variant, Seaside City, Melthea, Selbuy City
          Bullet Shops (500�)
BP: 2
Description: Temporarily increases the attack strength of your character


#003 - p Blast
Location: Melthea, Newtown Bullet Shops (450�)
BP: 2
Description: Shoots out a fireball that slowly expands into a large ring of fire
             going across the screen


#004 - p Heal
Location: Diver Coast, Aquapolis, Gearbourg, Newtown, Blingsville, Melthea,
          Oak Land, Raiden, Synesthesia, Selbuy City, Inlet City, Plainsville
          Bullet Shops (200�), Automaticall Obtained At Start
BP: 2
Description: The character will summon a rainstorm-like apparition above their
             head, which heals everything within range. Any enemy that comes
             within range is also healed


#005 - Cleanse
Location: Obtained in Alexandria (Story-Line)
BP: 3
Description: Cures any ailment that your character has been afflicted with


#006 - p Toxin
Location: Dropped by Poison Mouse Variant
BP: 2
Description: Shoots forth a small cloud of toxin that moves fairly quickly.
             If a foe gets hit by this and is not guarding itself, it will be
             poisoned


#007 - Ice Spikes
Location: Foothill Bullet Shop (7500�)
BP: 4
Description: Causes two giant icycles to come out of the ground about halfways
             across the screen from your character


#008 - p Wall
Location: Aquapolis Bullet Shop (100�)
BP: 2
Description: Causes a small rock wall as tall as your character to come out of
             the ground. No damage is caused - it is merely an obstacle


#009 - Armor Up
Location: Seaside City, Inlet City Bullet Shops (500�)
BP: 2
Description: Temporarily increases the defense of your character


#010 - p Bolt
Location: Inlet City, Aquapolis Bullet Shops (1100�)
BP: 2
Description: Causes a beam of discharged energy to be shot across the entire
             screen


#011 - m Bolt
Location: Raiden Bullet Shop (2200�)
BP: 3
Description: Causes a beam of discharged energy to be shot across the entire
             screen. The beam has a larger height than p Bolt, and lasts
             slightly longer


#012 - f Bolt
Location: Terror in the Woods Quest Reward
BP: 4
Description: Causes a beam of discharged energy to be shot across the entire
             screen. The beam has a larger height than f Bolt, and lasts
             slightly longer.


#013 - Speed Up
Location: Seaside City, Plainsville Bullet Shops (500�)
BP: 2
Description: Temporarily increases the movement speed of your character


#014 - p Wind
Location: Dropped by Wind Wolf Variant, Inlet City, Aquapolis, Newtown, Selbuy
          City Bullet Shops (450�)
BP: 2
Description: Sends a small tornado forward, which then curves upwards in a
             parabolic path


#015 - Phoenix
Location: Phoenix Flock Quest Reward [KYLE EXCLUSIVE]
BP: 4
Description: Summons a Phoenix bird, which then zig-zags across the field to
             home in on an enemy much like a projectile


#016 - SAM-1
Location: Newtown Bullet Shop (5000�)
BP: 2
Description: Launches four missiles that curve upwards in a trajectory before
             drastically falling downwards


#017 - Ice Drop
Location: Dropped by Heavy Mad Guards, Ice Butterfly, Inlet City, Diver Coast
          Bullet Shops (3500�)
BP: 3
Description: Three large icycles appear in the sky with the points facing
             downwards, which then throw themselves into the ground in front
             of the icycles


#018 - p Rock
Location: Plainsville, Diver Coast Bullet Shops (150�)
BP: 2
Description: Launches a boulder into the sky, which follows a typical trajectory
             path as it falls down with little horizontal motion


#019 - p Earth
Location: Gearbourg Bullet Shop (950�)
BP: 2
Description: Causes a rock stalagmite to come out of the ground in front of your
             character


#20 - p Elec
Location: Seaside City, Inlet City Bullet Shops (150�)
BP: 2
Description: Sends a bolt of electricity coursing along the ground. It can
             damage multiple times in contact with an opponent


#021 - Stun Gun
Location: Dropped by Zappers
BP: 2
Description: Creates a short-range field right in front of the character that
             shoots out electricity for about five seconds


#022 - p Nut
Location: Plainsville, Selbuy City, Seaside City Bullet Shops (200�)
BP: 2
Description: Drops a nut on the ground. Any opponent who runs into this will
             be damaged by it. Crumbles apart after approximately five seconds.
             You can hit the Nut to send it flying into your opponent


#023 - p Daze
Location: Diver Coast, Gearbourg, Inlet City Bullet Shops (800�)
BP: 3
Description: Shoots forth a small white cloud that moves fairly quickly.
             If a foe gets hit by this and is not guarding itself, it will be
             confused


#024 - Bear Trap
Location: Dropped by Dark Wolf Variant, Melthea Bullet Shop (250�)
BP: 3
Description: Drops a bear trap on the ground. If an opponent gets within range
             (but not necessarily on it - it can be standing next to it, where
             it will not be harmed), the bear trap will snap shut. Snaps shut
             on its own after a few seconds


#025 - Air Slicer
Location: Dropped by Wind Tortoise, Melthea, Plainsville, Aquapolis, Newtown
          Bullet Shops (550�)
BP: 2
Description: Lets your character jet through about half the screen at breakneck
             speed. Any opponents in your way who do not have their guard up
             will be tackled


#026 - m Fire
Location: Blingsville Bullet Shop (1200�)
BP: 2
Description: Launches a fireball that will home in on its target


#027 - f Fire
Location: Synesthesia Bullet Shop (3500�)
BP: 3
Description: Sends forth a fireball as tall as your character straight across
             the screen


#028 - m Blast
Location: Dropped by Phoenix Variant, Blingsville Bullet Shop (2800�)
BP: 3
Description: Shoots out a fireball that slowly expands into a large ring of fire
             going across the screen. The circle of fire has a larger radius
             than p Blast and larger fireballs inside the circle


#029 - f Blast
Location: Aquapolis Bullet Shop (5000�)
BP: 4
Description: Shoots out a fireball that slowly expands into a large ring of fire
             going across the screen. The circle of fire has a larger radius
             than m Blast and larger fireballs inside the circle


#030 - p Burn
Location: Dropped by Snake boss, Melthea, Gearbourg Bullet Shops (950�)
BP: 2
Description: Lets your character shoot out flames in the area in front of him,
             much like an actual flamethrower


#031 - m Burn
Location: Dropped by Fire Bear Variant, Foothill, Blingsville Bullet Shops
          (2200�)
BP: 3
Description: Lets your character shoot out flames in the area in front of him,
             much like an actual flamethrower. Has a larger range and larger
             flames than p Burn


#032 - f Burn
Location: King of Gorillas Quest Reward
BP: 4
Description: Lets your character shoot out flames in the area in front of him,
             much like an actual flamethrower. Has larger flames than m Burn


#033 - Fire Vest
Location: Dropped by Flower Variant, Raiden Bullet Shop (700�)
BP: 2
Description: Temporarily increases your character's resistance to fire
             attribute attacks


#034 - m Heal
Location: Blingsville, Synesthesia Bullet Shops (4000�)
BP: 4
Description: The character will summon a rainstorm-like apparition above their
             head, which heals everything within range. Any enemy that comes
             within range is also healed.


#035 - Anti-Toxin
Location: Dropped by Thugger A, Water Bear Variant, Aquapolis Bullet Shop (350�)
BP: 1
Description: Cures your character of poison if he has it


#036 - Anti-Daze
Location: Dropped by Thugger B, Aquapolis Bullet Shop (550�)
BP: 1
Description: Cures your character of confusion if he has it


#037 - Aqua Vest
Location: Oak Land Bullet Shop (700�)
BP: 2
Description: Temporarily increases your character's resistance to water
             attribute attacks


#038 - m Rock
Location: Oak Land Bullet Shop (1200�)
BP: 3
Description: Launches two boulders into the sky, which follows a typical
             trajectory path as it falls down with little horizontal motion.
             One boulder goes up high, while the second goes out at about a
             45 degree angle

#039 - f Rock
Location: Synesthesia Bullet Shop (3500�)
BP: 4
Description: Launches a very large boulder into the sky, which follows a typical
             trajectory path as it falls down with little horizontal motion.
             Once the boulder hits the ground, it will roll for a bit before
             ultimately crumbling apart


#040 - m Earth
Location: Oak Land Bullet Shop (2200�)
BP: 3
Description: Causes a rock stalagmite to come out of the ground both in front
             of and behind your character


#041 - f Earth
Location: UMA Quest Reward
BP: 4
Description: Causes a very large rock stalagmite to come out of the ground in
             front of your character. Has a very large range


#042 - m Wall
Location: Dropped by Earth Bear Variant, Box Bullet in Temple Statues Quest
BP: 3
Description: Causes a rock wall about a size and a half over your character
             to come out of the ground. No damage is caused - it is merely an
             obstacle


#043 - f Wall
Location: Oak Land Bullet Shop (3000�)
BP: 4
Description: Causes a rock wall about twice the height of your character
             to come out of the ground. No damage is caused - it is merely an
             obstacle


#044 - Rock Vest
Location: Dropped by Earth Statue Variant, Oak Land Bullet Shop (700�)
BP: 2
Description: Temporarily increases your character's resistance to earth
             attribute attacks


#045 - m Elec
Location: Dropped by Electric Butterfly Variant, Raiden Bullet Shop (1200�)
BP: 3
Description: Sends a bolt of electricity coursing along the ground on both the
             front and back side of your character. It can damage multiple times
             in contact with an opponent


#046 - Bolt Vest
Location: Dropped by Ice Statue Variant, Raiden Bullet Shop (700�)
BP: 2
Description: Temporarily increases your character's resistance to electric
             attribute attacks


#047 - m Spark
Location: Raiden Bullet Shop (1800�)
BP: 4
Description: Makes your character emit electricity in a very small area around
             his body for a few seconds


#048 - m Water
Location: Beat the Bear in Seaside City with Kyle
BP: 2
Description: A geyser of water spurts out of the ground in front of your
             character, damaging anything that comes into touch with it


#049 - f Water
Location: Phoenix Flock Box Bullet [KYLE EXCLUSIVE], Training Quest Reward
BP: 3
Description: Causes a wave of water to go across the ground for the value of
             three wavelengths before fading out


#050 - Light Wing
Location: Synesthesia Bullet Shop (5000�)
BP: 5
Description: Summons a Light Wing bird, which then zig-zags across the field to
             home in on an enemy much like a projectile


#051 - Dark Flash
Location: Foothill Bullet Shop (9999�) *ONLY OBTAINABLE AFTER BEATING HIBITO'S
          STORY
BP: 5
Description: Sends a dark bolt of energy to move forward at a slow pace; can
             damage an enemy it comes into multiple times. Very powerful


#052 - Wind Vest
Location: Dropped by Wind Statue Variant, Luther Woods Box Bullet
BP: 2
Description: Temporarily increases your character's resistance to wind
             attribute attacks


#053 - m Wind
Location: Dropped by Wind Mouse Variant, Mad Guard, Raiden Bullet Shop (3500�)
BP: 3
Description: Sends two tornadoes, one on top of another forward which then
             curve up


#054 - p Cyclone
Location: Temple Statues Quest Reward
BP: 3
Description: Summons a large gale of wind to appear that stretches across the
             entire height of the screen


#055 - m Cyclone
Location: Gearbourg Bullet Shop (5000�)
BP: 4
Description: Summons a large gale of wind to appear that stretches across the
             entire height of the screen. You can manually move it by pressing
             left or right on the D-Pad


#056 - Whoops!
Location: Plainsville, Blingsville Bullet Shops (3500�)
BP: 2
Description: Causes your character to lie flat on the ground for a couple of
             seconds


#057 - Gas Jump
Location: Synesthesia Bullet Shop (9500�)
BP: 3
Description: Gives your character a boosted jump that goes in a parabolic
             path. You can combo together two Gas Jumps to have a second
             higher jump


#058 - Swarm
Location: Dropped by Dark Bear Variant
BP: 2
Description: Causes bugs to automatically swarm over your opponent. You can use
             Swarm multiple times for the effect to pile up on your opponent


#059 - ? Box
Location: Win Blingsville Tournament with Hibito
BP: 2
Description: Brings down a box that has a random item in it; these items can
             include a lower and higher-end HP recovery, Attack Up, Defense
             Up, or Speed Up


#060 - Ice Vest
Location: Dropped by Ice Mouse Variant
BP: 2
Description: Temporarily increases your character's resistance to ice
             attribute attacks


#061 - m Toxin
Location: Box Bullet in the Maze Forest
BP: 3
Description: Causes a wave of toxic water to go across the ground for the value
             of three wavelengths before fading out. If your opponent is hit
             by it without having his guard up, s/he will be poisoned


#062 - f Toxin
Location: Seaside City Bullet Shop (1500�)
BP: 4
Description: Shoots forth a large cloud of toxin that moves somewhat quick.
             If a foe gets hit by this and is not guarding itself, it will be
             poisoned. While the cloud is larger than that of p Toxin, it moves
             at a slower pace


#063 - Toxin Mush
Location: Dropped by Thugger C, Electric Wolf Variant
BP: 3
Description: Drops a toxic mushroom onto the ground. If an opponent runs into
             it, s/he will be poisoned


#064 - m Daze
Location: Dropped by Poison Tortoise Variant
BP: 3
Description: Shoots forth a large white cloud that moves somewhat quick.
             If a foe gets hit by this and is not guarding itself, it will be
             confused. While the cloud is larger than that of p Daze, it moves
             at a slower pace


#065 - f Daze
Location: Golden Beast Quest Reward
BP: 4
Description: Shoots forth a very large white cloud that moves slowly.
             If a foe gets hit by this and is not guarding itself, it will be
             confused. While the cloud is larger than that of m Daze, it moves
             at a much slower pace


#066 - Daze Mush
Location: Dropped by Poison Butterfly Variant
BP: 3
Description: Drops a mushroom onto the ground. If an opponent runs into it, s/he
             will be confused


#067 - Toxin Vest
Location: Dropped by Poison Statue Variant
BP: 2
Description: Temporarily increases your character's resistance to poison
             attribute attacks


#068 - m Nut
Location: Synesthesia Bullet Shop (2000�)
BP: 3
Description: Drops two nuts on the ground. Any opponent who runs into these will
             be damaged by it. Crumble apart after approximately five seconds.
             You can hit the Nuts to send it flying into your opponent


#069 - f Nut
Location: Beat Festa Quest Reward [DAICHI EXCLUSIVE]
BP: 4
Description: Drops a very large nut on the ground. Any opponent who runs into
             this will be damaged by it. You can also hit it to send it flying
             into your opponent. Once it breaks apart, it will send a thorn
             going both left and right from where it disintegrates.


#070 - Petal Vest
Location: Box Bullet in the Maze Forest, Box Bullet in the Temple Statues
          Quest
BP: 2
Description: Temporarily increases your character's resistance to flower
             attribute attacks


#071 - Rose Road
Location: Rescue the Kid in Blingsville with Daichi
BP: 3
Description: Roses will sprout on the ground. After about five seconds, vines
             will sprout on either side of the roses, damaging any opponent
             in range


#072 - Bamboo
Location: Plainsville, Seaside City Bullet Shops (850�)
BP: 1
Description: Causes a small rock to appear in the ground. An opponent who comes
             within range of this rock or jumps over the rock will be attacked
             by a bamboo sprout that instantly grows up from the rock in
             response to movement


#073 - Bam-Bamboo
Location: Rescue the Kid in Blingsville with Hibito
BP: 3
Description: Causes a trio of small rocks to appear in the ground. An opponent
             who comes within range of these rocks or jumps over the rocks will
             be attacked by bamboo sprouts that instantly grow up from the rocks
             in response to movement


#74 - SAM-3
Location: Seaside City, Raiden Bullet Shops (5000�)
BP: 3
Description: Launches three missiles straight forward


#075 - SAM-10
Location: Dropped by Robot Sentinels, Foothill, Oak Land, Synesthesia Bullet
          Shops (5000�)
BP: 4
Description: Launches a giant missile that homes in on the enemy


#076 - Bomb
Location: Dropped by Dark Mouse Variant, Inlet City, Gearbourg Bullet Shops
          (400�)
BP: 2
Description: Summons an immobile bomb that explodes in contact with your foe, or
             else detonates after a given length of time. No damage is dealt
             to your character


#077 - Boomwalker
Location: Dropped by Dark Butterfly Variant
BP: 3
Description: Summons a bomb that walks forward slowly


#078 - Big Bomb
Location: Synesthesia Bullet Shop (3000�)
BP: 4
Description: Summons an immobile bomb that explodes in contact with your foe, or
             else detonates after a given length of time. No damage is dealt
             to your character


#079 - Beat Crack
Location: Oak Land Bullet Shop (3500�)
BP: 5
Description: Sends out a wave of energy that disrupts your opponent's active
             Beat Combo. Only works if the foe is unguarded against the attack


#080 - Remix A
Location: Selbuy City, Diver Coast Bullet Shops (3500�)
BP: 3
Description: Changes BC tone in the foe's Beat Combo to A tone


#081 - Remix B
Location: Box Bullet in Rescue the Kid in Blingsville
BP: 3
Description: Changes A tone in the foe's Beat Combo to BC tone


#082 - Sonar
Location: Gearbourg Bullet Shop (3500�)
BP: 2
Description: Sends a wave of energy across the screen


#083 - Speaker
Location: Melthea Bullet Shop (3500�)
BP: 3
Description: Produces a speaker that gives off a sound wave when hit


#084 - Speaker Z
Location: Foothill Bullet Shop (6000�)
BP: 4
Description: Produces a speaker that gives off a sound wave when hit. The wave
             of energy produced is larger than that of Speaker.


#085 - Frost Bomb
Location: Dropped by Ice Bear Variant, Newtown Bullet Shop (1200�)
BP: 3
Description: Launches a ball of ice into the air. Once the ball hits the ground,
             it shall split and create several icycles across the ground


#086 - Vanish
Location: Win Blingsville Tournament with Guy
BP: 4
Description: Allows you to become invisible; however, a shadow still appears on
             the floor


#087 - Taunt
Location: Blingsville Bullet Shop (9500�)
BP: 3
Description: Your characters dash becomes approximately twice as fast, and
             shall raise all of your regular stats (credits to Zenofire on
             this one).


#088 - Tub Drop
Location: Win Blingsville Tournament with Kyle
BP: 2
Description: A tub falls on your opponent from the top of the screen. If s/he
             gets hit, s/he will become confused


#089 - Ice Rink
Location: Selbuy City, Blingsville Bullet Shops (1200�)
BP: 2
Description: Creates an ice floor on top of a small section of the regular
             ground. Any foe walking on or landing on the ice will be damaged


#090 - Boomerang
Location: Plainsville, Newtown Bullet Shops (1300�)
BP: 4
Description: A boomerang will circle around your character a bit before being
             launched at your opponent, causing multiple amounts of damage, and
             then returning back to your own icon


#091 - Tub Storm
Location: Foothill Bullet Shop (9500�)
BP: 4
Description: Three tubs fall on your opponent from the top of the screen. If
             s/he gets hit by even one, s/he will become confused


#092 - Beckon
Location: Dark Shadow Quest Reward
BP: 4
Description: A shadowy hand appears from a hole in the ground behind your
             opponent and attacks him


#093 - Gravel
Location: Dropped by Earth Mouse
BP: 2
Description: Your player character gathers a bunch of small rocks and pebbles
             around him, and then dispels them all from 0RCS to 180RCS


#094 - Boomrunner
Location: Box Bullet in the Terror in the Woods Quest
BP: 4
Description: Summons a bomb that runs forward at a quick pace


#095 - Rose Upper
Location: Newtown Bullet Shop (950�)
BP: 3
Description: Roses will sprout on the ground. After about five seconds, vines
             will sprout from the flowers going up, and knock up any opponents
             standing nearby


#096 - Rose Thorn
Location: Box Bullet in the Phoenix Flock Quest
BP: 3
Description: Roses will sprout on the ground. After about five seconds, the
             roses will spit out five thorns; one going left and right, one
             going straight up, and one going up-left and up-right


#097 - Ice Rain
Location: Dropped by Ice Turtle Variant
BP: 2
Description: Causes a bunch of pebbles of ice to fall from the sky over your
             opponent, damaging him on contact

#098 - Ice Star
Location: Dropped by Ice Bear Variant
BP: 3
Description: Puts three ice stars in the air. Acts as an obstacle to damage any
             opponent who runs into them

#099 - p Water
Location: Dropped by Water Mouse Variant, Melthea, Selbuy City, Diver Coast
          Bullet Shops (250�)
BP: 2
Description: Causes a stream of water to be shot straight across the screen

#100 - Tuna-Tuna
Location: Reward for Fish Rumble quest in Aquapolis
BP: 3
Description: Summons a fish that flops around, and slaps any opponent that gets
             near



--------------------------------------------------------------------------------
                                   SHOP LIST
--------------------------------------------------------------------------------
[4SHLS]

        It should be noted beforehand that the first five Shops listed are each
exclusive to a certain character story. This means that you CANNOT access that
shop in any of the other stories. Currency is also not interchangeable between
stories (although bullets and beat combos are), so if you need to buy something
from a story-exclusive shop, make sure you have the sufficient funds.


-=-=-=-=
FOOTHILL - FIRE CHARACTER ONLY
=-=-=-=-

-------
BULLETS
-------

�p Heal 200
�m Burn 2200
�f Blast 5000
�SAM-10 5000
�Speaker Z 6000
�Ice Spikes 7500
�Tub Storm 9500
�Dark Flash* 9999

*(Dark Flash is only accessible after beating Fire Character's Story once)


-=-=-=-
MELTHEA - FIRE CHARACTER ONLY
=-=-=-=

-------
BULLETS
-------

�p Heal - 200�
�p Water - 250�
�Bear Trap - 250�
�p Blast - 450�
�Attack Up - 500�
�Air Slicer - 550�
�p Burn - 950�
�Speaker - 3500�

-----------
BEAT COMBOS
-----------

�Starfish - 100�
�Jumpstyle - 100�
�Eternal - 100�


-=-=-=-=-=-
SELBUY CITY - WATER CHARACTER ONLY
=-=-=-=-=-=

-------
BULLETS
-------

�p Heal - 200�
�p Nut - 200�
�p Water - 250�
�p Wind - 450�
�Bomb - 400�
�Attack Up - 500�
�Ice Rink - 1200�
�Remix A - 3500�

-----------
BEAT COMBOS
-----------

�Regimented Fun - 100�
�Radiation Vibe - 100�
�Huh? Huh? - 100�


-=-=-=-=-=
INLET CITY - LIGHTNING CHARACTER ONLY
=-=-=-=-=-

-------
BULLETS
-------

�p Elec - 150�
�p Heal - 200�
�Bomb - 400�
�p Wind - 450�
�Armor Up - 500�
�p Daze - 800�
�p Bolt - 1100�
�Ice Drop - 3500�


Plainsville

p Rock 150�
p Heal 200�
p Nut 200�
Speed Up 500�
Air Slicer 550�
Bamboo 850�
Boomerang 1300�
Whoops! 3500�


-=-=-=-=-=-=
SEASIDE CITY
=-=-=-=-=-=-

-------
BULLETS
-------

�p Elec - 150�
�p Heal - 200�
�Attack Up - 500�
�Armor Up - 500�
�Speed Up - 500�
�Bamboo - 850�
�f Toxin - 1500�
�Sam-3 - 5000�


-=-=-=-=-=-
DIVER COAST
=-=-=-=-=-=

-------
BULLETS
-------

�p Fire - 50�
�p Rock - 150�
�p Heal - 200�
�p Nut - 200 �
�p Water - 250�
�p Daze - 800�
�Remix A - 3500�
�Ice Drop - 3500�

-----------
BEAT COMBOS
-----------

�AC Record - 100�
�Below the Willow - 100�
�Basement Diary - 100�


-=-=-=-=-
AQUAPOLIS
=-=-=-=-=

-------
BULLETS
-------

�p Wall - 100�
�p Heal - 200�
�Anti-Toxin - 350�
�p Wind - 450�
�Air Slicer - 550�
�Anti-Daze - 550�
�p Bolt - 1100�
�f Blast - 5000�


-=-=-=-=-
GEARBOURG
=-=-=-=-=

-------
BULLETS
-------

�p Fire - 50�
�p Heal - 200�
�Bomb - 400�
�p Daze - 800�
�p Burn - 950�
�p Earth - 950�
�Sonar - 3500�
�m Cyclone - 5000�


-=-=-=-
NEWTOWN
=-=-=-=

-------
BULLETS
-------

�p Heal - 200�
�p Blast - 450�
�p Wind - 450�
�Air Slicer - 550�
�Rose Upper - 950�
�Frost Bomb - 1200�
�Boomerang - 1300�
�SAM-1 - 5000�


-=-=-=-=-=-
BLINGSVILLE
=-=-=-=-=-=

-------
BULLETS
-------

�p Heal - 200�
�Ice Rink - 1200�
�m Fire - 1200�
�m Blast - 1800�
�m Burn - 2200�
�Whoops! - 3500�
�m Heal - 4000�
�Taunt - 9500�


-=-=-=-=
OAK LAND
=-=-=-=-

-------
BULLETS
-------

�p Heal - 200�
�Aqua Vest - 700�
�Rock Vest - 700�
�m Rock - 1200�
�m Earth - 2200�
�f Wall - 3000�
�Beat Crack - 3500�
�SAM-10 - 5000�


-=-=-=
RAIDEN
=-=-=-

-------
BULLETS
-------

�p Heal - 200�
�Fire Vest - 700�
�Bolt Vest - 700�
�m Elec - 1200�
�m Spark - 1800�
�m Bolt - 2200�
�m Wind - 3500�
�SAM-3 - 5000�


-=-=-=-=-=-
SYNESTHESIA
=-=-=-=-=-=

-------
BULLETS
-------

�p Heal - 200�
�m Nut - 2000�
�Big Bomb - 3000�
�f Fire - 3500�
�f Rock - 3500�
�m Heal - 4000�
�SAM-10 - 5000�
�Gas Jump - 9500�
�Light Wing - 9999�



--------------------------------------------------------------------------------
                                 BATTLE BASICS
--------------------------------------------------------------------------------
[MBBS]

        Fighting (referred to in-game as "Grapping") is fairly simple in its
core form; your character can walk around, dash, jump up into the air, guard
against enemy strikes, and perform their own basic attacks.


        -> ATTACKING

        Your attacks in a battle are separated in Y attacks (light attacks) and
X attacks (hard attacks), with the former causing less damage but taking up less
lag time afterwards, and the latter doing more damage but requiring more cool-
down time after a strike. You can string together the up and down buttons with X
and Y to perform up-strikes or down-strikes. Down-attacks will also function
differently in the air. Finally, you can also do a special automatic attack when
you dash at a character and press your Y button.

        -> DASHING

        For the most part, your character will walk at a sluggish pace. In order
to get him or her to dash (although you cannot actually physically run in the
literal sense of the word), you need to double-tap the left or right D-Pad
button twice to do so. Doing so can allow you to deliver quick attacks, or even
perform an automatic special attack that breaks through the opponent's defense
and deals heavy damage (through the use of Dash + Y button).


        -> GUARDING

        This is a pretty function. Pressing the R button causes your character
do defend him or herself against enemy attacks, reducing the damage taken to a
very small amount. However, if the opposite character has a Dash + Y attack,
s/he can break your defense with it (only the noble nine characters have these).


        -> CROUCHING

        By pressing the down button on your D-Pad while on the ground, your
character can crouch, and can also defend him/herself at the same time. However,
as soon as you attack someone else, you will automatically go out of the crouch
position.


        -> BEAT COMBOS

        By pressing the L button, you can go into Beat Mode. When in Beat Mode,
a bar will appear in the lower right hand corner of the top-screen with a bunch
of notes. By attacking the enemy in synch with the play of the notes, you can
cause more damage than you usually would. You can customize your Beat Combos
from the Dragon Sequencer screen to strategically design it, or can also just
make a copy of a favorite song tune for the Draglade world.

        When using your Beat Combo, you will also take up Beat Points,
represented on the lower left hand corner of the top screen. Once your BP hits
zero, if you are in the middle of a Beat Combo, it shall stop automatically.


        -> BULLETS

        Throughout the game, you can collect 100 unique Bullets. Bullets are
basically techniques that you can use to activate special uses, ranging from
several types of attacks to special effects such as increasing your defense,
healing yourself, or granting you invisibility. In order to first use a Bullet,
you have to find it, and customize it into one of your six slots in the Dragon
Sequencer.

        Bullets also take up Beat Points every time you use them; when you lack
sufficient BP, your Bullet icon on the bottom screen will be temporarily blacked
out until you have enough BP.


--------------------------------------------------------------------------------
                                 A.I. EXPLOITS
--------------------------------------------------------------------------------
[MAIE]

        This is a section dedicated to detailing A.I. flaws that you can take
advantage of to seal (albeit cheap) wins when fighting.

        Probably the most annoying function of other Grappers is that they will
begin to constantly guard after the first few attacks, requiring you to do a
Dash + Y attack to break open the defense. However, they will only guard if you
actually 'focus your intent' on them.

        In short terms, it means that if you are facing them, they will guard
against your attack. If you are NOT facing them, they will NOT guard. For
example, if you turn your back to an opponent and use a two-way attack such as m
Elec, or lay down two way bullets such as a Rose Thorn, the side that travels
towards your foe will hit him and he will NOT defend against it. This works
against literally every Grapper that you will face in the game, and only on the
VERY RARE occasion will he actually defend (and usually these are against homing
attacks, such as Phoenix or SAM-10).

        So remember; you need to have _YOUR BACK TO YOUR OPPONENT_ in order for
this to work.



        GameFAQs user Shadow Wolf also had the following to say;

"They also will not guard if you are a certain distance away from them. You can
start up a combo from that distance and get the free hit. Great for fighting
turtles if you don't feel like spamming throws on 'em. Usually they won't guard
if there's another mob in front of them fighting you, either. If you're off-
screen and fire a bullet that reaches them that isn't a beam, they won't guard.
If it is a beam, they'll guard most of the time. If you lay down a trap bullet
they'll almost always get hit by it, unless it's Rose Road, which they'll
guard."



--------------------------------------------------------------------------------
                                     TITLES
--------------------------------------------------------------------------------
[MTLE]

        Below is a list of all 37 titles (that is correct, 37 - one of them is
an extra that has no space for it on the titles screen) that can be obtained in
Draglade, and how to get them. Many thanks go out to WanderingPencil/Ryuto from
the GameFAQs message boards for the entire list. Please note that some of the
requirements number-wise are vague, but the overall quality required to get them
IS listed.


No. 01 - Fire Major - Beat the game with Fire Hero
No. 02 - Aqua Major - Beat the game with Water Hero
No. 03 - Rock Major - Beat the game with Earth Hero
No. 04 - Elec Major - Beat the game with Lightning Hero
No. 05 - Moneybags - Your character must be holding 10,000� or more
No. 06 - Quester - Cleared all quests in the game; this includes co-op quests
No. 07 - Adventurer - Opened all chests in every regular game quest and area
No. 08 - Attacker - Rushed enemy with quick attacks
No. 09 - Rusher - Performed a big combo
No. 10 - Tough Guy - Withstood an enemy's attack
No. 11 - Berserker - Drained enemy's MP quickly
No. 12 - Matterhorn - Beat many enemies
No. 13 - Speed Star - Won a match quickly 10 times
No. 14 - Perfection - Won without taking damage 10 times
No. 15 - Gladiator - Won with low MP 10 times
No. 16 - Artist - Used Beat Combo a lot
No. 17 - Beater - Did COOL Beat Combos
No. 18 - Ph Artist - Used Phat Beat Combo a lot
No. 19 - Ph Beater - Did COOL Phat Beat Combos
No. 20 - Fire G - Used a Fire Bullet 100 times
No. 21 - Aqua G - Used a Water Bullet 100 times
No. 22 - Rock G - Used an Earth Bullet 100 times
No. 23 - Elec G - Used an Electric Bullet 100 times
No. 24 - Toxin G - Used a Toxin Bullet 100 times
No. 25 - Ice G - Used an Ice Bullet 100 times
No. 26 - Petal G - Used a Flower Bullet 100 times
No. 27 - Wind G - Used a Wind Bullet 100 times
No. 28 - Music G - Used a Music Bullet 100 times
No. 29 - Void G - Used a Void Bullet 100 times
No. 30 - Bulleteer - Collected all 100 Bullets
No. 31 - VS G - Grapped with a friend 300 times
No. 32 - VS King - Won many matches over a friend
No. 33 - NWC G - Grapped on Nintendo WFC
No. 34 - NWC King - Won many matches on Nintendo WFC
No. 35 - B Trader - Traded Several Bullets
No. 36 - S Trader - Traded Several Beat Scores
No. 37 - Cool Major - Made it to into the Top 100*

*#37 is not mandatory to fill up your Titles list. By Top 100, it means Top
 100 of all WiFi Players.




--------------------------------------------------------------------------------
                                      FAQ
--------------------------------------------------------------------------------
[MFAQ]


Q: Who are the noble nine that are constantly made reference to in the game?
A: The Noble Nine are the nine main characters that you can play in multiplayer
   and WiFi (the four main story characters, Yuki, Shelly, Gyamon, Asuka, and
   Zeke). They are distinct in-story because, unlike generic grappers, they
   come with large move-sets, as well as all being able to use Dash + Y specia
   attacks.

Q: How do I recruit Zeke?
A: First off, you must have finished every regular quest in the game at least
   ONCE on any character's story. Once you are done, you can go to Synesthesia
   and do the "Dark Shadow" quest, which basically involves refighting Zeke
   again with a higher MP total. After, you must also have done every one of
   the eight character-unique quests before you can finally obtain him.

Q: How do I customize my characters for multiplayer?
A: Go to the Dragon Sequencer on the main screen, and just choose the character
   whom you want to customize to do it.

Q: Who can I use in WiFi?
A: Unfortunately, only the four main characters are capable of being used
   online.

Q: How do I erase my game?
A: Access option from the game's title screen and choose to erase data.





Need help with something that's not in this FAQ? Got a comment to make? Find
something wrong in this FAQ, or else just want to contribute something extra?
Email me at darkstar.ripclaw AT gmail DOT com if you need any of these things.
Just a warning note; if I recognize a question as something being asked in this
FAQ, it's not getting answered.

If you are a WiFi player and wish to submit a character analysis for any of the
nine playable characters as far as multiplayer goes, make your English coherent.
I can edit grammar and spelling as required to fix it up and put in this FAQ,
but I also need to be able to understand the basic message in order to do so.
Please also leave your WiFi username and any alternative handles you wish to use
so that I may credit your strategy.


                                    CREDITS

The first contributor I would like to thank (this credits section being, for the
moment, in chronological order) is nat60 off of the GameFAQs Draglade message
board for pointing out that I had made an error in my walkthrough for the
tutorial in the initial G-Center, wherein I had put that you get p Water as one
of your bullets, when it is in fact p Heal.

Next on the line is Prota (also going by the GameFAQs username Killago0mba), who
supplied the list of all the bullet shops. Much thanks go out to him, as it
saved me a good deal of time.

Ryuto/WanderingPencil from the GameFAQs boards should also be given their
credit, as they provided me with a complete list of the titles, along with how
to obtain them. Very much thanks to them.

Zenofire for contributing information on what Taunt actually does, along with
some general fighting strategies for each of the main four characters.

I would also like to give props to PHEONIXWINGS07, again from the Draglade board
on GameFAQs, for first noting a number of errors with Zeke's final bullet attack
(Vanish, not Beckon, and he turns invisible, not moves into the floor).


                


                           Wish Upon A Darkstar


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                         A Darkstar Ripclaw Production

________________________________________________________________________________
�2008 Darkstar Ripclaw
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