The World Ends With You FAQ Written and copyrighted by lopp3 [email protected] Current version 0.80 I�d like to begin with THINGS I NEED FROM YOU GUYS: -Noise drops. Especially drops from Ultimate difficulty. Legal {0000} +++++++++++++ This guide is written by me, don�t use it anywhere except GameFAQs without my permission from [email protected], blah blah... Table of Contents Section 0 Legal {0000} Version History {0001} Section 1 Characters {1000} Battling {1001} Pins & Psychs {1002} Fashion {1003} Section 2 Walkthrough {2000} Boss strategies {2001} Secret Reports {2002} Section 3 List of pins {3000} Bestiary {3001} Credits {3002} Version History {0001} +++++++++++++ 0.1 � 5/1/08 First work done, up through Shiki day 3. 0.25 � 5/1/08 Up through Shiki day 5. 0.4 � 5/2/08 On to Joshua day 2. Boss Strategies, Characters, and Bestiary starting to form. 0.55 � 5/3/08 Continuing to work on walkthrough, bestiary, etc. Accepted by GameFAQs. 0.70 � 5/7/08 Main story walkthrough and bosses complete. Working on secret reports, etc. 0.73 � 5/7/08 Almost done with the bestiary. 0.77 � 5/9/08 Small updates. 0.80 � 5/12/08 More updates. Have some Pig Noise. I promise that Another Day is coming. Section 1 Characters {1000} +++++++++++++ >>Neku Sakuraba Neku is an annoying, antisocial young emo who detests human contact and Shiki. He seems to have lost his memory upon entry into the Reapers� Game. He attacks entirely using the powers granted to him by pins, and can move freely. He fights on the bottom screen. >>Shiki Misaki Neku�s first partner. She talks a lot and likes to fiddle with her pink phone. She really gets on Neku�s nerves, but they stick together anyway. She attacks using a doll she sewed when she was young. Her attacks can be done using the directional buttons (face buttons for lefties). She fights on the top screen. >>Sanae Hanekoma A strange guy who saves your life in Day 2 with Shiki and explains much of the workings of the Game. You don�t know anything about him except that he was born March 3rd and owns a cafe. >>Beat Beat is rather (okay, extremely) energetic, and loves yapping on about all sorts of things. He and his partner are there for you, but Beat loves to rub even the smallest victory in Neku�s face. He calls you �Phones.� He fights on the top screen. >>Rhyme Rhyme is a quiet little girl (no kidding!) who hangs out with Beat. She offsets his ridiculously brash personality by giggling softly and confiding in Shiki. Though she seems timid, she�s actually very brave and ready to take on any Noise she and Beat encounter. >>Joshua A snobbish genius who seriously gets on Neku�s nerves, even though they�re partners after Shiki returns to life. His advice is spot-on, apparently. He can target multiple enemies at once with his Telekinesis psych. He fights on the top screen. He�s more than just shady. >>Yodai Higashizawa The Game Master during the first week. He loves cooking metaphors more than anything else. He�s large and intimidating, but rather dull. His dreadlocks complete the idiot-thug image. >>Sho Minamimoto The Game Master during the second week. He loves piling up junk which he calls art, as well as spouting random mathematical gibberish. He carried around a megaphone until he stole 777�s microphone. He�s definitely crazy. >>Megumi Kitaniji He�s the Conductor of this place. He obviously poses quite a danger to Neku and everybody else, seeing as he runs the Game. You don�t know much about him other than he works for the Composer. >>Yashiro Uzuki A bratty pink haired Reaper. She likes to pretend she�s really strong, but ranks low because of her notable shortcoming of not producing any results. >>Mitsuki Konishi The �Iron Maiden�. She�s tough, industrious, and the Game Master during the third week. She often plays something like secretary to Kitaniji, though she herself is extremely dangerous. Cold and calculating, as opposed to nutters like Sho. >>Koki Kariya Kariya obviously hates being a Reaper and whines nonstop about having to go around trying to erase people. His favorite flavor of lollipop is unknown. He keeps Uzuki in line, but only barely. Battling {1001} ++++++++++++ Battling in The World Ends With You is a delicate balance of keeping your partner alive and attacking, while simultaneously making sure that Neku is racking up combos. This section covers the fusion powers of your partners as well as deck building and advisable pins. Partner: Shiki Shiki�s fusion is quite simple. At the end of each branch of the combo tree is a card. When you reach a card, the game will test to see if it matches with the first card shown at the top. This cycle continues until you match all three cards, whereupon you activate Fusion. Partner: Joshua Five cards with numbers on them show up at the top of Joshua�s screen. Each one has a dash, an up arrow, or a down arrow. If the card has a down arrow, pick a combo branch that�ll give you a number lower than the one on the card. Dash means pick one that�s the same, and up arrow means pick one that�s higher. Partner: Beat No cards appear for Beat; instead, two fireballs lay at opposite ends of the screen. Each branch will give you two cards; the cursor on the top shows where you will insert them. You can insert cards until they touch the fireballs, whereupon you�ll take damage. If you finish a branch with a skull, the game will eliminate all groups of the same suited cards for fusion stars and drop the rest. So, then there are pins for Neku. While the specific best pins are determined based on what point you are in the game, certain psych types are very useful. Useful Psych: Shockwave Shockwave is simple, damaging, generates lots of hits, and has quick reboot. Overall it�s a great group of pins, and will work its way into some 99% of decks. Good examples of Shockwave pins are Masamune, Kanesada, and Yoshimitsu. Useful Psych: Vortex Saber Vortex Saber makes Neku slash in a circle around him. This not only flinches just about every opponent, but it also does tons of damage. You won�t get these until the endgame, but they�re worth your attention. Good examples of Vortex Saber pins are Mitama and Lightning Rage. Useful Psych: Lightning Arrester/Force Rounds These are both activated by tapping empty space; thus is the reason I group them together. Force Rounds are small bullets which you�ll likely use for most of the main game; Lightning Arrester are hard to get and you�ll find solely in the endgame, but are extremely dangerous and usable in almost every deck. Good examples of Force Rounds pins are Playmate Beam and Lolita Bat. Good examples of Lightning Arrester pins are Lightning Rook and Electric Warning. Useful Psych: Stellar Flurry Not often do people use Shockwave and Stellar Flurry in one deck. I prefer Flurry myself, but it�s a preferential thing. Stellar Flurry has much less flinch, but does significantly more damage by hitting more. Good examples of Stellar Flurry pins include Lolita Chopper, Unjo, and Sushi. Useful Psych: Grave Marker Grave Marker is a very rare psych that you�ll generally not get until the final days of the main game, but prove useful for their dodging potential, flinch, and high damage. Good examples of Grave Marker pins are Fresh Line and Fly Line. >>TO BE COMPLETED<< Section 2 Walkthrough {2000} +++++++++++++ Chapter 1: Day 1, Shiki �REAPERS� GAME� >>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== After waking up in the Game and such, you�re defenseless. Try out your Player Pin�s scanning ability to get attacked by some Noise, only to be forced to run. You�ll trail it to the next map, where you�ll see another player, named Shiki. Shiki will...abruptly confront you and force you to be her partner. You have no choice in the matter, and unless you�re really as antisocial as Neku you should want a partner. Anyway, fight off the Noise using your new Pyrokinesis psych. Now head back to Scramble crossing and try heading up to 104. You�ll be blocked by an invisible wall (get used to this), only to find it suddenly dissolve. Walk to 104 to complete your mission. Chapter 1: Day 2, Shiki �DON�T KILL ME� >>>>>>>>>>>>>>>>>>>>>>> ==Station underpass== Try to bust out of the subway station only to find that another convenient wall has barred your path. One of the same creepy red hooded guys will hover around by the wall. Chat with him and learn that he wants you to kill all the Noise in the area. Each fight will have you using a different pin. Each will be explained during the fight, but just for reference slash an obstacle to use Telekinesis. And don�t worry, you still have Pyrokinesis on you at all times. ==West Exit bus terminal== You�ll run into two rather...vibrant Players here named Beat and Rhyme. They�ll teach you about your phone menu, then stomp off because Neku is such a jerk. You�ll soon receive the day�s mission: �Purge the cursed sculpture.� You�ll soon be thrust into a search for the correct statue. Try to leave the screen to the northwest to encounter...another wall! The red hood tells you to purge the statue. Walk over to the right a bit and notice the Moyai statue. Scan it, and purge the Noise hovering around it. Mission complete, right? Wrong! Obviously that wasn�t the right statue. But hey, the wall�s down. Head out to the west to reach the Hachiko statue, which you�ve suspected all along. ==Hachiko statue== Don�t bother with the people or anything else, just hit the statue. Navigate through the dialog boxes and examine the statue. You can�t do anything to it now, so head back. ==West Exit bus terminal== Go back to the Moyai statue and scan. No Noise this time, but there�s a guy whose thought bubble is entitled �Hachiko.� A clue, I say! Read his thoughts then back out of your scan to get the idea to polish the statue. Time to head back. ==Hachiko statue== Time to polish. Upon examining the statue it�ll be your only option. Start with the mystery blue mark and work across the whole statue. Strangely the blue mark expands until it makes a creepy pattern. You�ll promptly be attacked by a group of three Garage Wolves. You�ve probably faced these before, so you�ll likely be okay. Then comes the real kicker. 0-------------Metal Corehog-------------0 Blech, he sure can attack from far away. Even when the puck is on Shiki, make sure Neku keeps moving. Either try to stay behind the Corehog, or stay away from him and make him fire his missiles. Bullet and Lightning will be your best friends here; try to avoid using something like Slash, which will put you easily within range of its enormous spike thrust attack. You may want to eliminate the minor enemies first, since they run around distractingly and can actually give you some hits if you don�t pay attention. Naturally, you should keep your Cure pin on you, since it�s good to have. 0---------------------------------------0 Now comes quite the scene. A bratty pink-haired Reaper will show up and broker you a deal: kill Shiki and she�ll release you. Neku, in his utter selfishness, agrees. You start trying to kill her, and the screen blacks out. Chapter 1: Day 3, Shiki �WHO 2 TRUST� >>>>>>>>>>>>>>>>>>>>>>> ==???== You wake up and it�s dark. Someone else is with you and it�s...Shiki? Didn�t we kill her? Guess not, because she already found the exit. You flashback all of a sudden to right as you were trying to kill her, and find out that an interesting looking man interrupted you and chased off the Reaper, saving both of your lives as it turns out. Well, the better for you. Your mission comes in, demanding you defeat the �master of A-East� in 360 minutes. A-East is a concert hall, so Shiki probably knows where it is. You also get the ability to set the difficulty to Easy, so if you�re struggling with combat here�s a good chance to get some practice in. Head south to exit. ==A-East== Look at that. We�re here already! But if that just there was the concert hall...we can�t do anything with no lights. Talk to the creepy goth to see if he has any advice. Turns out he�s a �famous� rocker and his tech is missing. Let�s go find him, eh? But before we do, head into Lapin Angelique. Personally I wouldn�t recommend buying anything in here, but you�re more than welcome. Chances are that Shiki doesn�t have the bravery to wear it though. Try to head south to hit a wall. The Reaper will tell you to defeat �these� Noise, which are some Mosh Grizzlies. You can�t lose to them, and this whole fight is a tutorial for ESP cards. Once you�re sure you know how they work, move on. ==Dogenzaka== Head straight for Ramen Don. Our man will be sulking around here, and once you chase him outside you�ll see that he�s possessed by Noise. Defeat them (they�re easy) and he�ll suddenly wake up and dash back to A-East. ==A-East== The techie is back, but the lights are busted. Joy. He�ll sprint off to the north this time. The Reaper will require you to kill some Noise, so do it and move on. ==Shibukyu Main Store== You�ll run into Beat and Rhyme here. Talk with them to learn about memes. Memes are words which you can send directly to people�s brains. Only certain words are memes; you will be notified via phone when you�ve learned a new meme. They�ll also give you the meme �Blackout� for your own use. Test it on a random passerby, then hit the techie with it. You can shop up here too, if you want. The tech will run back to Dogenzaka. ==Dogenzaka== Time to pick up more memes. Scan the girl standing still between Cosmic Corner and Ramen Don for �cough drops�, and go into Ramen Don for �ramen�. You can use both of these memes on the techie (I�d recommend using both), but neither will secure the part that he needs for the lighting. For that we need to go out of our way. ==Concert Hall== Head to the upper right corner of the area and you�ll notice a man whom you can�t talk to, but whose lower half you can see. Scan him for the �fuse� meme. Time to hit the techie with this. ==Dogenzaka== Use it on the tech, then track him into Cosmic Corner. Now he�s not only got the fuse for the lights, but he bought some cough drops for 777. How nice. If you made him get the cough drops, 777 will give you a pin that can be exchanged for 20,000 yen or (apparently) a �sweet� item. Now to defeat the master of A-East. ==Concert Hall== It STILL isn�t working? What is going on here! Neku seems to think it�s the Noise, and for once, he�s onto something. 0-----------Vespertilio Canor-----------0 Note that Neku�s screen is dark, and you can see an odd enemy moving about. He�s invincible, so don�t bother attacking on the bottom. Right now, just run Neku around in a figure-8 to keep him from getting walloped, then focus all your effort on taking down the myriad of bats assailing Shiki. Getting all your ESP cards is a good way to knock them out. Once you�ve defeated some, the lights will flick on and you can see Canor yourself. Now it�s Neku�s time to shine. He�ll hardly bother you, especially when he starts emitting bats to fight Shiki (where he�s entirely vulnerable to all attacks from Neku), but after a while the lights will go back off. It should only take two cycles of intense wailing on Canor to take him down. 0---------------------------------------0 The timer�s just about to run out! But...Beat and Rhyme come to the rescue and kill some golden bat which was the ACTUAL master of A-East. Mission accomplished for real this time! Chapter 1: Day 4, Shiki �ERASED� >>>>>>>>>>>>>>>>>>>>>>> ==104 Building== You�ll wake up at the 104 building and soon receive a message telling you to reach Towa Records without a time limit. Sounds easy enough, so Beat and Rhyme will challenge you in a race, in which you decide to take no part. You�ll be dragged into 104 and forced to shop, but you needn�t buy anything. Walk out and head to Scramble Crossing. ==Scramble Crossing== Try heading to the right, and a Reaper will demand a pair of 1,000 yen coins. If you haven�t been squandering your pins these could be readily available, but turn your LVG down to half and almost every enemy will drop one. Scrounge up the cash and head to the right. ==Shibu Dept. Store== You can do some more shopping here too. Talk to Makoto in front of the store, then head right. The Reaper will ask for 500 yen, so give it to him. Proceed into Cadoi City. ==Cadoi City== You can have a nice chat with Beat and Rhyme here. If your Shiki has more than 118 Bravery then you can get some good items here. Also, this is a good spot to save your game for what�s coming up. ==Towa Records== ***SPOILERS*** Watch the scene to see Rhyme get erased. You�ll be thrust into a battle with some regular Noise, then a boss fight comes on. ***SPOILERS*** 0--------------Swing Shark--------------0 This guy can move between zones at will in a REALLY annoying way, and when he attacks he attacks in both at once. Thus, it is very important to keep Neku moving. If Neku doesn�t move much, he�ll be shark food. Eliminate the lesser enemies right off the bat; they�re not hard and will cause annoyance if you don�t eliminate them. When I fought him, his fin was almost solely on Shiki�s screen, so if this is the case, wait until the shark comes around where Shiki can hit it to attack, and jump whenever he tries to bite you. 0---------------------------------------0 Chapter 1: Day 5, Shiki >>>>>>>>>>>>>>>>>>>>>>> ==Tipsy Tose Hill== Wake up to receive your message. You�re instructed to reclaim Spain Hill from the Noise. Spain Hill is just to the north, how nice! However, we have errands to run first. Head east. ==AMX== Run into the store and purchase both CDs. This is all of value here. You can simply head back now. ==Tipsy Tose Hill== Now to proceed on. The wall can be cleared by defeating two of the largest Noise symbols in the area. Once you�ve done it, head north. ==Spain Hill== Go into Mexican Hot Dog to see the girls from before arguing trivially. Now, head out and try to go north. A slightly different looking hood will stop you, but if you bought the CDs, he�ll let you through. Go on, check it out. ==Molco== You can shop here and take down a pig. Nothing else will happen of any relevance. ==Spain Hill== Spring cleaning time, Master? Start taking down Noise. After you kill three of them, Shiki will prudently realize that this isn�t doing any good. You�ll soon see the angry girls emerge to a place where they can be scanned. Scan them to find a boatload of very strong yellow Noise hanging around. Take them all out, only to realize that they come back. Apparently you need to resolve their little argument to make the yellow Noise go away. Imprint one of them with the �Reaper Creeper� meme you got earlier and they�ll play the game. Simply move the coin to the White symbol each time (mind you, you�ll have to do it slowly otherwise they�ll freak out) and they�ll make up in their little argument. Now, before proceeding, this is a perfect time to save the game. I also recommend equipping the pins Masamune, Murasame, Cure Drink, and Force Rounds if you don�t already. Take on the last yellow Noise, then prepare for a cutscene with Higashizawa. Once that�s done, we take on a familiar-looking yet unfamiliarly-powerful beast. 0-----------Circle Pit Grizzly----------0 It�s a good thing you got Block with Shiki, because now it will prove very, VERY useful. Grizzly will attack her often and with plenty of ferocity, so blocking is the key to success; however, a good offense is the best defense, and the jump Shiki performs after her >>>>> or <<<<< combo will often help you dodge attacks. Neku is much worse off in this fight. Grizzly has a nasty jump- then-pound-the-ground attack which will mercilessly beat you down if you don�t learn to stay out of his way fast. Once again, the key to a good defense is a good offense. You should bash him utterly without mercy, all the pins you can muster up at once, and hastily retreat when they need to recharge. The key is dodging his attack and then making a swift and deadly approach. Shiki is more an exercise in button mashing than combat strategy. 0---------------------------------------0 Chapter 1: Day 6, Shiki �SUPERIORITY/INFERIORITY� >>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== You�re tasked with �dominating� the crossing at 3:00. Go over and scan Makoto (anyone else sick of following this guy around?) to learn that he�s supposed to air an ad for the mysterious red Player Pin at that very time. However, nobody will ever give a care because the pin is so unpopular. And your task is soon revealed: make people watch the ad. Scan Makoto again to get some absolutely ABSURD memes (�Totally gnarly�, �Come get some hot stuff�, and �Unreal, bro!�), then start following. He�ll talk to a girl (whose tough-guy boyfriend will step in momentarily) and try to make a sales pitch. When the time comes, imprint with �totally gnarly�. He�ll make a touching story about how his grandfather is gnarly from arthritis and needs to sell pins, blah, blah. Score one for Makoto. He�ll now move on to Center Street. You, however, are barred from Center Street by a Reaper (no surprises huh). He�ll ask some questions, the answers to which are 1. Egoda the Shop, 2. High heels, 3. Bubbles. The Reaper Review is yours! ==Center Street entrance== Talk with Makoto again, this time as he mingles with a fanatic Slammurai. Imprint with �Unreal, bro!� to convince the convention-goer that its attack and defense are both unreal, prompting him to snatch it out of Makoto�s likely sweaty hand. He�ll move on once again, and once again you have to do mundane chores to follow him. This time you�ll need three Rare Metals. Every Noise in this map has Noise 58 in it, so set your drop level to 5 or more and you should get three of them easy. You�re now open to AMX again, but you needn�t actually do anything until you reach Spain Hill. ==Spain Hill== Makoto is hanging out here, this time with none other than everyone�s favorite absent-minded techie. You�ll be prompted several times to inform him that he can get hit hot stuff here. Apparently he thinks pins are drugs and shadily sneaks off with one. Mission accomplished? ==Scramble Crossing== Don�t be so naive. The thing still hasn�t taken off, naturally. The Prince will accost Makoto and tell him about trendsetting, and thus it�s your job to make people look. Now it�s time to equip the single worst pin in the entire game. You�ll need to fight three enemies here and three at 104; I suggest fighting the easiest you can, since the pin makes you move around as fast as a snail with mono. So pick your fights carefully. Once you�ve taken down all the enemies here, head up north. ==104 Building== The same act up here. Take them down with utter efficiency; they�re much easier here. Chase Shiki back down to Scramble. ==Scramble Crossing== ***SPOILERS*** So it turns out that Shiki is actually in Eri�s body. When you talk to Shiki, she�ll go stand by Eri and listen to her talk about Shiki. Turns out Eri is just as jealous as Shiki is, and also that Shiki died in some kind of accident. ***SPOILERS*** Anyway, the ad airs with success. Mission accomplished for serious. Chapter 1: Day 7, Shiki �WAKELESS DREAM� >>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Every path except the one to Hachiko has been blocked from you. You can go around and examine each of the Reapers to find that one will give you a quiz (if you know the answers that�s great), one will ask for some shades, and one will ask for a pin. The questions are about a store in Shibukyu, which can be accessed from Hachiko. So go brush up on your info. ==Hachiko statue== Head on in to the department store. The path to the bus station is blocked by a Reaper asking for you to chain three monsters. The easiest monsters are to be found in 104, so we�ll make sure to go there later. For now, examine the store clerk�s name in KuraKura to be Yuu Narumi, that the brand of bandana they sell is Hip Snake, and that the required motion for Happy Beam is to slash Neku. Also pick up a pair of shades and a Happy Beam while you�re here. Now that we�re finished, head back. ==Scramble Crossing== Now you should be able to answer the quiz, though you needn�t really go to Center Street. Show the shades to the northernmost Reaper and head to 104 for now. Make sure to equip your Happy Beam. ==104 Building== This is far and wide the best place to chain stuff for little to no effort. The shark icons look intimidating, but they�re actually the best to chain, since each one has nothing but two J-Popguins. Once you�ve chained them, head back to Hachiko (oh, and if you upgraded your Happy Beam to a Natural Magnum then you can go east from Scramble Crossing). ==Hachiko statue== Now it�s time to prove that we can do it to the Reaper. He�ll let you through if you chained three monsters properly. ==West Exit Bus Terminal== Save as soon as you get here. If you can deal fighting a boss with Happy Beam on you, leave it, but otherwise swap everything out for the best pins you have. Once you�ve prepared yourself, chat with the Reaper in the middle of the road to engage in a boss fight. 0--------------Cornis Canor-------------0 At first, Cornis Canor won�t even appear. You�ll just fight two Decadravens. But once you defeat them, a group of four will appear, and you�ll notice a large shadow moving around on Neku�s screen. Cornis will only swoop down to attack once in a rare while, and while his attacks are weak at best, he does contact damage so you�re probably going to get hit while attacking him. An effective strategy is to let Shiki handle the Decadravens, since she�s hard pressed to hit Cornis Canor anyway. Don�t waste Neku�s Masamune pin unless you just attacked Cornis and he�s got a while before he comes down. The worst thing ever is to have him descend while you wait for your pins to recharge. You have to slowly whittle away at him while he does the same to you, but if your Cure Drink has three uses (as it really should) you shouldn�t have trouble outlasting him. Keep Neku moving to avoid the crows, and Shiki can usually take them down from auto-play. 0---------------------------------------0 The pin you get from this, Meteor Magnet, is obviously a good one (Square has a thing for meteors), so go ahead and equip it. Now before you head down to the freeway to take down the boss, I recommend preparation. This would also be a good time to go check out that place east of Scramble. ==Scramble Crossing== If your Happy Beam hasn�t upgraded yet, worry not. There are plenty of Noise all over the city for you to cook, and leveling up can only help with the imminent boss fight. (need someone to send me this) Once you�re ready, head down to the Station Underpass for a boss fight. ==Station Underpass== Save here. Go east. 0--------------Ovis Cantus--------------0 Ovis will appear entirely differently on each screen. Shiki will find herself on a ledge face to face with him, while he stands in the center of the screen for Neku. Until you eliminate 1/4 of his health, he practically doesn�t attack at all. Don�t attack when he makes a black hole in his mouth, because it blocks all attacks (and also prevents healing too). Other than that he�ll fire a few energy balls, which are supremely easy to dodge. Once you get past that point, things get more dangerous. He�ll start pounding. It�s tough to dodge as Neku, so stay far away from him. Meteor Magnet and Lovely Beam are your best friends here (if you trained around with your drop level set to 5 you should have about a dozen Lovely Beam pins). If you�re really stuck, retry on easy. You do double damage and he does half on easy, so you shouldn�t even have to use a Cure Drink. 0---------------------------------------0 END CHAPTER 1 ==Scramble Crossing== You�ll wake up in Scramble Crossing. Looks like you�re not done with this thing yet. Anyway, Shiki isn�t here with you; she must have returned to life. You still need a partner, however. Head to Hachiko and look for one. ==Hachiko statue== Naturally, you�re attacked by Noise. Just in the nick of time, you�ll form a pact with someone whom you�ve never seen before (rather, he�ll form a pact with you). Take on the Noise and roll over them (new guy plays more or less just like Shiki). Finish the fight to learn his name is Joshua. Chapter 2: Day 1, Joshua �RULEZ� >>>>>>>>>>>>>>>>>>>>>>>> ==Hachiko statue== In his prudence, Joshua notes that the message, �30+74�, means you should head to the 104 building. Head back to Scramble. ==Scramble Crossing== The Reaper blocking your path will ask you to defeat some Noise. This is your chance for a tutorial with Joshua�s fusion attack. Once you�re confident, save your game and head up to 104. ==104 Building== The timer�s gone! But the new Game Master, Sho Minamimoto, has other plans for you. 0---------------Dub Rhino---------------0 This boss is frontally invincible. Yes, you heard me. He also seems immune to Meteor Magnet (even if the meteor hits him from behind). His attacks are slow and easy to dodge for Neku, but Joshua�s battle is a whole different story. Joshua can�t seem to hit him from behind with any regularity (though I have done it before), meaning you�ll just want to spend most of your time sidestepping his attacks. You can get fusion if you want, but he�s immune to that too. 0---------------------------------------0 Once you beat it, you�re done for the day. Chapter 2: Day 2, Joshua �REAPERS� >>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Listen to Joshua talking, then scan him. You�ll see a flashback. He�ll ask you about the mission, and you�ll be thrust into a scene. ***SPOILERS*** You flash back to after you won the first Game. You, Shiki, and Beat are conversing when the Conductor shows up. He explains that only one of you will get a second chance in life. As he says this, Beat asks if he can be a reaper. The Conductor agrees, and Beat walks off. The Conductor tallies both your points, and Shiki is given passage back to life. Neku is reentered in the Game; his old entry fee, his memory, is returned, while the new fee is taken: Shiki. Things are serious this time. ***SPOILERS*** Once you return, Joshua will mystically decipher that you need to get a �golden pin� near Cadoi City. It�s to the east, so start heading that way. == Shibu Dept. Store== You�ll need to take out the two orange Noise hanging around here. Taking out the one nearest the Reaper will inform you of the tournament going on. Obviously, you need to win the tournament. Head to Cadoi city. ==Cadoi City== Shop at Cadoi if you want, then save your game. Try to go to Molco and some black Noise will attack you. It�s not really a boss fight, just know that you do pathetic damage to them when you don�t have the light puck. Once you trounce them, head to Molco. ==Molco== Go on inside the building to be confronted by Shooter Dan. He�ll show you how to play Tin Pin Slammer. Once you�re confident you have at least a small amount of ability, move on. In round one, you�ll take on a guy with only one pin (and you have four, so you�d best win). You�ll take on Dan next, and automatically lose. However, it seems that Joshua sabotaged all of Dan�s pins, and he loses the finals to another player. Mission complete. Try to leave Molco now (you needn�t talk to the Reaper there, just walk right past him). Chapter 2: Day 3, Joshua �ROAMING THE STREETS� >>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== After some waiting, you�ll receive your mission. Fifteen minutes to trek it to the other side of Shibuya. Best start running. East. ==Shibu Dept. Store== Just run through. We�re in a hurry, remember? ==Cadoi City== A wall is not something that we need to find. Head all the way east and talk to the Reaper. Clear out three of the appropriate Noise and move on. ==Towa Records== You can stop in at the record shop to pick up a good few CDs. Move on when you�re done. ==Miyashita Park Underpass== If you want to progress, you need to find the man a pin. Noise No. 56 has them; you haven�t seen this yet, but don�t panic. This map crawls with them. Turn your drop level up to 5 or 6 and they should show up all the time. ==Miyashita Park== Just go east. ==Cat Street== Well, turns out Joshua tricked you into coming here. There was no mission at all. You can shop at Jupiter of the Monkey if you so desire, but your destination is WildKat. You�ll talk to Hanekoma here about some various things. When you�re finished, head back to Scramble. ==Towa Records== Coming through Towa, you�ll be interrupted by a familiar face, followed by a boss fight. 0--------------Reaper Beat--------------0 This is merely a survival fight. After a certain amount of time you�ll automatically be removed from the fight; it�s practically impossible to kill Beat in the short time limit. Just keep Neku running around and have Joshua do most of the attacking. Beat is too fast for Neku to really hit him anyway. 0---------------------------------------0 Now that that�s finished, go to Scramble. ==Scramble Crossing== Your signal is starting to pick up. Talk to the Reaper to the north to find that you need to make Natural Puppy the most popular brand here. Simply equip two NP pins (Lovely Beam and Pop Pendulum are good choices) and fight a battle. If that doesn�t do it, another should take care of the charts. Move up to 104. ==104 Building== From here, go to Dogenzaka. ==Dogenzaka== The signal starts to pick up. Head west until you reach the mysterious new Shadow Ramen and try to but your way in. You�ll be booted out by a sleazy- looking Makoto. Go over to Ramen Don and talk to the owner, then purge him of Noise. Once that�s done, go back to Shadow Ramen and try to enter. You�ll talk to Mina, who tells you she wants dessert ramen (you�ll get a meme of this). You can use your new meme on the owner of Ramen Don, but nothing will come of it. Before we leave, however, I recommend taking on a shark-symbol Noise with your drop level turned up. These enemies are hard, but they drop the ultra powerful Eyes Full of Hope pin. Head north to A-East. ==A-East== Listen to Makoto and Prince talking. Once Makoto leaves, purge Prince of the Noise around him. You�ll then get the meme �Simple.� Head back to Dogenzaka. ==Dogenzaka== Use the meme �simple� on the owner of Ramen Don, then follow him into the shop. You�ll get some ramen, which Prince comes in and eats. �Mission� accomplished; the signal faded away. Chapter 2: Day 4, Joshua �PINNED� >>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Looks like you two have been waiting for a mission for quite some time. You�ll quickly cut to a scene of the Conductor being informed that the math freak has gone missing. Hmm, no wonder. Well, Joshua will tell you that you�re picking up signal somewhere near Shibu-Q main headquarters. If that�s the case, head to AMX from here. ==AMX== You�ll need to chain four Noise together to get past. Chances are this is more than you�ve chained so far, so you may want to crank your level up a bit higher. Once that�s finished, move on. ==Tipsy Tose Hall== Try to advance west. You�ll notice a junk pile, as well as 777 conversing with some Reapers. Turns out 777 lost his band�s microphone somewhere at Molco. If you want to get past, you�ll need to help him find it. Head up to Spain Hill when all the talking is said and done. ==Spain Hill== You�ll notice the Reaper in the red is here (he won�t have a wall, don�t worry). Go up and ask him all the questions you can, then proceed to Molco. ==Molco== Right in the center of the map is a telephone booth which you can examine. Joshua will use his camera phone to take pictures of what happened there yesterday. You�ll get three pictures; one from 1:45, one from 1:55, and one from 2:02. Now trek all the way down to Scramble Crossing. ==Scramble Crossing== The black hooded Reaper is here. Ask him all the same questions you asked the red one, and when everything is finished, go back to Tipsy Tose. ==Tipsy Tose Hall== Now talk to 777. Joshua will ask you to present the pictures in the proper order. Present 2:02 first, then 1:55. You�ll eventually come to the conclusion that Sho took the microphone and hid it in the junk pile. 777 will let you through. ==Shibu-Q Heads== Off to a good note here. 0--------------Reaper Beat--------------0 Just like last time, you only have to survive for a little bit. Keep an eye on your health and Cure Drink whenever you feel the need to give yourself some HP. Again, you don�t really need to do much hitting since the fight will end itself anyway, but if you feel like attacking Beat, you�re probably better off doing it with Joshua. 0---------------------------------------0 You can shop at Shibu-Q Heads if you want. There are some CDs, as well as a Trendy Wallet (999,999 yen) for 8 rare metals. Head west to Udagawa. ==Udagawa== You can shop at Cyco Records for some CDs; head toward the mural for a cutscene. ***SPOILERS*** Looks like Sho is painting some graffiti, which the two annoying Reapers identify as a Taboo Noise generating sigil. So it looks like he�s behind all this. Once you finish that scene, Joshua will examine the mural. Scan him now to reveal that he did indeed kill you back before you met. ***SPOILERS*** That�s the end of the day. Chapter 2: Day 5, Joshua �TURF� >>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Joshua wants to go to Cat Street, and you still have no missions, so there�s nothing to lose. Try to head east only for Kariya to tell you that you�re in his own little game. Basically you just have a lot of walls to deal with. This first one involves making D+B the most popular brand, so equip D+B pins and clothes and fight a few battles. You should be able to move on now. ==Shibu Dept. Store== Another Reaper here. He�s hungry, so go fetch him some ramen from Ramen Don in Dogenzaka. I bought Shio Ramen since it�s the cheapest, and you probably should too. ==Cadoi City== It�s time for...The Reaper Review! The answers to the man�s questions are Ken Doi, Insta-Noodles, and 580 yen, though you could have learned all this had you paid attention when you were just there. ==Towa Records== You need to equip all Mus Rattus clothes here (not pins). And yes, you have to fill all your slots, it�s not wear 100% Mus Rattus. Cadoi City sells MR stuff, so buy some there if you don�t have much. ==Miyashita Park Underpass== You need to play a guy in Tin Pin here. You�ve had practice by now, so I expect you to do at least decent. Move on when you�re done. ==Miyashita Park== Save your game, because the upcoming fight is a doozy. If you�re not proficient at fighting with Joshua (namely at artfully dodging every attack), you may even want to set your difficulty to Easy. You�re pitted against seven crab Noise of varying difficulties, but the catch is that the Reaper picked your pins. Both of them are mic-activated, so just blow into the mic all the time. Fusion is your best friend in this fight. ==Cat Street== If you haven�t upgraded your Masamune to Nenekiri, buy an Onikiri from J of the M. Head into WildKat for a chat with Hanekoma. He�ll finish fixing your tracker right as you�re about to accuse Joshua of murdering you (of course), and then you�ll be on your way. ==Miyashita Park Underpass== I�m not even going to write another strategy. 0--------------Reaper Beat--------------0 I hope you know what to do by now. 0---------------------------------------0 When that�s over with, continue on your way to the Scramble. ==Scramble Crossing== Apparently the signal is coming from the train station. ==Station Underpass== Save here, then head right to hear Joshua tell you that it�s blocked. And sure enough, it doesn�t look like we�ll be getting through any time soon. Try to head back for a boss fight. 0-------------Trance Rhino--------------0 Personally I love that the Taboo Noise are named after kinds of techno. Fortunately, the developers realized how unreasonable a Taboo Dub Rhino would be and decided to forgo the frontal invincibility thing, though he�s still easier to attack from behind. And did I mention: you don�t have to win this one either. Just last a while to trigger a scene. 0---------------------------------------0 ***SPOILERS*** Joshua pulls some hitherto-unknown Dragonball-Z powers up from the ground and pulverizes the Trance Rhino. Turns out he�s alive, which is why he�s so disproportionately powerful (not when you use him of course). ***SPOILERS*** Now that that�s all over, the day ends. Chapter 2: Day 6, Joshua �BEAST ON THE PROWL� >>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== You�re given some gibberish courtesy the creepy man in the black hat, so try to leave the area. You�ll soon be attacked by Taboo Noise. Eliminate them and move on to Center Street. ==Center Street entrance== You can just pass through here, so head to AMX. ==AMX== You�ll see a Reaper being attacked by some Taboo Noise. Try to help, only to be attacked by different Taboo Noise yourself. By the time you fend off your own assailants, your poor friend has already been erased. Nothing we can do now, just move on. ==Tipsy Tose Hall== Nao and her partner are being attacked by Taboo Noise as well. Before you can even help them, Nao is erased. Her partner is still alive, but barely. By the time you finish off the Taboo Noise, the injuries he sustained claim his life. Once again, we can only move on. We�re the last ones. ==Shibu-Q Heads== Here, none other than Kariya and Uzuki are under attack. Help them out--you know they�ll just HATE it. Anyway, now we can move on to Udagawa. ==Udagawa== You�ll be forced to take on a pair of Wall of Grizzly enemies. They have plenty of HP and pack a punch, but they�re slower than Neku with a red pin and thus you should take them down no problem. End of the day right there. Chapter 2: Day 7, Joshua �CLASH OF DESIRES� >>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== One last mission: head to Pork City and exterminate the Game Master. Start off going to Dogenzaka. ==Dogenzaka== From here, head west to Pork City. ==Pork City, 1st floor== This place is pretty screwed up. Only pins of a certain brand work at all here (read: unbranded pins work too). For me, this floor only worked with Mus Rattus. If the requirement is always the same, you shouldn�t be too bad off, because of the Mus Rattus shockwave pin. Once you�ve cleared out the three Noise symbols, move up the elevator. ==Pork City, 2nd floor== Same deal up here, only it�s D+B this time. Anything like me and you�ll be relying on Earthquake an awful lot. Before you head up, equip all your best pins. Ichimonji is a good choice because of its quick dash attack, as well as Murasame. Sexy + (which I had been using for a long time) is useless in the upcoming fight. ==Pork City, top floor== We don�t waste any time getting into this one. 0-------Sho Minamimoto/Leo Cantus-------0 I highly recommend setting your difficulty down to easy for this one, because Minamimoto is disproportionately hard, especially as Leo Cantus. At first, you�ll just be fighting some Taboo Noise, with Minamimoto in the background. He�ll soon emerge onto Joshua�s screen, and Taboo Noise will show up with Neku. I forgot to mention, Minamimoto is a Taboo Noise himself. Once Neku defeats all the Taboo Noise on his portion of the screen, Minamimoto will transform into Leo Cantus and Taboo Noise will show up with Joshua. Every time one character defeats all of the Taboo Noise on his screen, Leo Cantus will move. This is how it will be for the rest of the battle. Now then, actually handling the boss. He can teleport at will, and will do so almost every time you attack him. At the end of attack combos he�s more vulnerable, but the chances of you having the puck at just the right moment are slim. Your best bet is to hit him hard with Fusion. On normal he�ll hit hard, but on easy you should have no trouble surviving; just be prepared for a very long and arduous battle. 0---------------------------------------0 It looks like we won the game, but... �But Neku, I thought you couldn�t afford to lose.� END CHAPTER 2 ==Scramble Crossing== Oh come ON! We have to beat it again?! Someone is playing us the fool. Well, our mission arrives, same as always. Reach 104. But we need a pact. Hachiko is a good spot, right? ==Hachiko statue== We soon get another mail. Turns out we�re playing alone! And the Noise are ready to say hello and take us on. Right before we kick the bucket, none other than Freshmeat Beat comes along to save our lives and make a pact. Chapter 3: 7 days left, Beat �SENSIBLE, SENSELESS� >>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Hachiko statue== Take down the easy frog Noise that come for you. Beat will drag you off away from the new Noise that Uzuki summons up. ==West Exit bus terminal== Looks like Beat�s on your side again. You�ll soon cut to a flashback of what happened after you �won.� ***SPOILERS*** Apparently, the flashes of light you saw after you beat Minamimoto were some form of suicidal desperation attack, which Joshua protected you from. Apparently the kid liked you more than you could have anticipated. Shiki�s still being held, and you�re playing alone this time. Well, you�re supposed to be playing alone. ***SPOILERS*** Try to head to the underpass. A wall is there without a Reaper, so it looks like you�ll need to turn back. But Beat manages to smash clean through it, granting you free passage. ==Station Underpass== Try to head to Shibuya River. Looks like even the keypin (which Beat used to �break� the wall before) won�t work on this one. Head back to Scramble. ==Scramble Crossing== You have to fight the same frog Noise you fought before to advance to the 104 building. Do it to complete the mission. Chapter 3: 6 days left, Beat �STYLE� >>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== So your plan is to ignore the missions and go for Shibuya River. Well, Iron Maiden overhears you discussing it and decides to confiscate Beat�s little pet because of it. Follow her to 104. ==104 Building== If you don�t have an Eyes Full of Light pin (which I really hope you do), buy a Cornered Rat from 104. Also, if you don�t have the last extra slot and you�ve somehow managed to scrounge up a Tektite, then buy that here too. ==Dogenzaka== Looks like the �emergency call� means you�ll be attacked by Reapers rather frequently. You�ll be attacked by a pair of Reapers who aren�t that hard to defeat. Once you�ve dispatched them, head to A-East. ==A-East== 777 will attack you here. He fights like any other Reaper, only he has some bats to hang with him. You can kill them first if you want, but really you only need to kill 3 or 4 of them; defeating 777 will eliminate them all. Once you win, he�ll give you his higher level keypin. He�ll go into the concert hall to look for Konishi. Follow him inside. ==Concert Hall== Go to the center of the room to find 777�s collar. Looks like she erased him, and she has the same plans for you. 0-------------Pteropus Canor------------0 This fight is, in all honesty, probably easier than Vespertilio was all those years ago. For one, Beat is a good bit better at taking down those bats than Shiki. And the main thing is that you have Eyes Full of Light (you DO, don�t you?). Remember how Vespertilio would pause and release a bunch of bats? Leave Beat on Auto-play while he does this and just hold down the stylus on him. Keep it trained on him until it stops working, and you�ve just done a ridiculous amount of damage. The only new things to be careful of are the following: he�ll attack in the dark (for good damage I might add), and he�ll occasionally hang upside-down and fire rings at you. These rings cause immobility, so getting hit by one means you�ll be hit by the rest. If you�re under him when he does this, however, you�ve got a sweet time to attack while he does nothing. 0---------------------------------------0 End of the day. Chapter 3: 5 days left, Beat �THE COMPOSER� >>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Back at the Scramble. Uzuki appears and tells you that she�s the substitute GM for the day, and gives you your mission in person. Unfortunately, Beat sneezes through the entire thing and you totally miss what she said. Beat insists that you have to play Reaper Creeper with someone, and the guy who loves the stupid game happens to be right here. Keep following him until you reach Tipsy Tose. ==Tipsy Tose Hall== Talk with the depressed guy and Makoto. You can play Reaper Creeper with them if you want. Once they leave, try to head back. Uzuki will scream at you, then engage. 0-----------------Uzuki-----------------0 This is really just like most other Reaper fights, Uzuki just has more HP and is tougher. The strategy, therefore, is very much the same, just with more dodging and running around. She can teleport, but she doesn�t usually do it in the annoying way that Minamimoto would. Her main attack is a pattern of five energy balls which fan out in a pentagon and then retract. She can also fire bullets straight at you. Much like Minamimoto this is a long fight, so pack plenty of Cure Drink to go with you. 0---------------------------------------0 Once all is said and done, Kariya will give you a keypin, and promise to return Rhyme�s pin if you beat him in a fight. And, anticlimactically, the day ends now. Chapter 3: 4 days left, Beat �INDELIBLE GUILT� >>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Miyashita Park Underpass== Wake up here, for a change. Beat will tell you that all his keypins are gone, and that he woke up next to a box. The box has a star on it. Look around at all the !!!s on the ground until you find a paper with a star. Note where the two empty Noise symbols are. Stand in the middle of the map and scan to find a square of Noise. Defeat the upper right and lower left corner, then talk to Beat to open the box. It has a level 1 keypin in it. This will let you go to Miyashita Park. But before you do, examine the paper with the moon on it. ==Miyashita Park== You�ll find a box with a moon on it. The moon paper told you to kill large Noise symbols. There are four in this map. Locate and kill all of them, then talk to Beat to open the box. Inside the box is...another box! This one has a sun on it. Head back to the underpass. ==Miyashita Park Underpass== Scan around to find three Noise symbols here. Kill only the one in the middle; leave the others untouched and head back to the Park. ==Miyashita Park== There are four Noise here. Find the two in the middle and dispatch them, then talk to Beat to open the box. It has a level 3 keypin inside, which will let you out into Towa Records. But before you go, save your game. ==Miyashita Park Underpass== ***SPOILERS*** So the flowers on the ground turned out to be where Beat and Rhyme died. Beat tried to push Rhyme out of the way of a car, but they were both killed. Reminiscent of Rhyme pushing Beat out of the way of the Swing Shark, huh? Beat claims that Rhyme doesn�t remember anything about him, but thinking back to when she was erased, that�s actually questionable. ***SPOILERS*** ==Towa Records== Save. Once you�ve done that, scan. You�ll be thrust into a battle. 0-----------------Kariya----------------0 Kariya has mainly similar attacks to Uzuki. He�s generally easier, however, since he teleports much less frequently. He can fire straight bullets like Uzuki, but he can also fire a large, damaging bomb, as well as make a charge orbit him and dash around. His most threatening is when he sends six homing discs toward you. Playing defense will likely do you more good than an all-out attack, since his HP isn�t particularly sky-high and his attacks are easy to dodge at range. 0---------------------------------------0 We don�t even get a break. 0-----------Kariya and Uzuki------------0 Uzuki will remain only on Beat�s screen, while Kariya will remain only on Neku�s screen. However, they run off the same health meter, so this fight really isn�t different from any other. Just beware of the attacks each one has. Uzuki is also a lot stronger than she was before, so make sure to block her pentagonal attack as Beat. 0---------------------------------------0 Kariya gives you back the pin, but it�s a fake! He also gives you a level 4 keypin. Chapter 3: 3 days left, Beat �VANISHING POINT� >>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Today we�re going to head to AMX, since we want to check out Udagawa. ==AMX== Is it just me, or is everyone acting a bit off? Anyway, you can just walk through straight to Tipsy Tose. ==Tipsy Tose Hall== You�ll be attacked by Reapers here. Once you�re done, move on to Shibu-Q. ==Shibu-Q Heads== Save your game here, and make sure you�re in top fighting form. You�re about to take on a lot of Reapers at once. Since they�re normal enemies, a boss strategy is unnecessary; be aware, however, that they will regenerate until all of them are dead at once (or so my experience indicates). Thus, I recommend Fusion. Save when you win and move on to Udagawa. ==Udagawa== Examine the !!! by the stairs. Neku wants to take a picture of the burned Taboo Sigil; choose �Four days ago� to see a picture of Hanekoma standing near the sigil. Head down to the exit to see a freaking-out Uzuki and Kariya. 0-------Kariya and Uzuki (Berserk)------0 These guys will fight exactly like Kariya and Uzuki did back when you last fought them. The strategy is almost identical; the only difference is that you�ll want to play a bit more defense since all of their attacks are stronger and they use them more often. Uzuki is a little easier to hit, but Kariya tends to use the orbiting charge attack a lot more. 0---------------------------------------0 End of the day. Chapter 3: 2 days left, Beat �STRIDE� >>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== Today you�re heading off to Cat Street. There are no major obstacles, though you�ll be attacked by Reapers once or twice. ==Cat Street== Head into WildKat to find that the place has been ransacked. Beat will take some pictures with your phone, and you�ll see Hanekoma hiding something. Check out where he put it to find a level 5 keypin. This can only lead to one place...Shibuya River! Head out. You�ll be attacked by Reapers at Miyashita Park. ==Cadoi City== Save your game. Looks like Minamimoto�s been in town. And I mean REALLY save your game. When you�re done, examine the heap. 0---------Sho Minamimoto (Taboo)--------0 Minamimoto is assuredly the hardest boss since...well...Minamimoto. But by all means you need to take this seriously. You don�t have to win the fight (even on Easy that would be absolutely absurd), but you have to last around three minutes. You�ll need to be at your best to keep him from taking you down in that time frame. Much like Leo Cantus, Minamimoto teleports out of Neku�s way almost without fail. He�s much better at it this time, and the window of opportunity is extremely small. He has more attacks which are similar to Uzuki and Kariya�s, only much more powerful (his strongest attack is a bit stronger than Kariya�s bomb). Simply survive the three minutes. 0---------------------------------------0 End of the day. Chapter 3: The Last Day, Beat �GAME� >>>>>>>>>>>>>>>>>>>>>>>>>>>>> ==Scramble Crossing== I�d like to wish you all good luck from here on out. It�ll be quite the fight. Head down to the Station Underpass. ==West Exit bus terminal== Prepare yourself for a nice battle. It�s not too hard, but don�t come in here with your level turned too far down. 0------------Doom Metal Drake-----------0 This one�s probably one of the simplest fights you�ve had yet. Almost everything about this is entirely straightforward. Focus on the Reaper until he drops, then work on the Drake. His attacks are stupidly easy to avoid, though the flame attack (which sprays a small fireball which ignites and burns on contact with you) can hit Beat for upwards of 500 damage. As long as you�re careful of that, you should have no issues. 0---------------------------------------0 Head to the Station Underpass after saving. ==Station Underpass== Head to the right and you�ll be attacked by a Reaper. You can now, finally, move into Shibuya River, though it looks like Minamimoto got here first. ==Trail of the Sinner== This map is quiet. You can move on. ==Rubicon== If I were you, I�d be prepared to fight. The next one will stretch your abilities well, so bring your A-game. Minamimoto will reveal that Konishi was hiding in your shadow the whole time. She emerges to fight you, after letting down a wall to allow Minamimoto to pass through. 0--------------Tigris Cantus------------0 You�ll fight Konishi in four stages. Stage one is very simple. Konishi will appear on both screens at once, and you�ll fight her as such. Once you wear down around half of her shield, you�ll move on to the next stage. She will move between screens with the light puck (if you drop the puck she will actually continue to move; she is not a Taboo Noise in this stage). Get into a simple rhythm with this one. You�ll work down the rest of her yellow bar to begin stage three. This one is a bit trickier. All of Neku�s pins will be removed, and he and Konishi show up in an entirely white area. Both of them have a revolving shadow. Here�s the trick: if Konishi touches you, you take damage. But she touches you while you�re in her shadow, she takes damage. So hide in her shadow as much as you can (while wailing on her with Beat) to damage her. If you get in a good spot, you should be able to hurt her quite a lot. Now, the final stage. Your only usable pin in this stage is Rhyme. Beat is, once again, unchanged. Note that touching Rhyme�s pin, then dragging and releasing it will cause Rhyme to follow the path you drew. Run around as Neku until you see a small glowing yellow spot on the ground. Drag Rhyme to the glowing spot and she�ll hit it. This will knock Konishi up to Beat�s screen where he can combo off her once or twice. You should need to knock her out of the shadow three times or so to finish her off. As far as attacks go, she�ll mostly try to fire her shadows at you (which is extremely easy to dodge). Her most threatening is when you need to be in her shadow, since she can often get you stuck in a corner and beat you down. 0---------------------------------------0 NOTE: SAVE YOUR GAME HERE. Do NOT save your game after this map, or you will not be able to go back. If you have anything at all you want to do, go back and do it now. NOTE: The material between now and the �Another Day� section of the walkthrough contains game ending content. Do NOT read this if you are not at this point in the game already. ==Trail of the Bygone== This room is clean. You�ll see Minamimoto beneath one of his own piles of crap, as well as take his hat. ==Dead God�s Pad== Talk to Kitaniji. 0------------Megumi Kitaniji------------0 This fight�s no cakewalk, to be sure. He has the ability to stop time at will, and while most of his attacks do only a little damage each, they�ll hit many times. His only one-hit danger attack is when he reaches toward you with his weird dragon arm (which does around 200). Shiki will attack you from the top screen, but as long as Beat stays on the offensive, she won�t pose as much of a threat as Kitaniji. Most of his attacks involve spraying bullets and such at you, though he can fire a straight laser and a laser that bends five or six times. If you�re really struggling, Easy is your best friend. Some of his attacks do so little per hit that they actually won�t damage you on Easy. Some good pins to keep in mind here are Lolita Mic, Fly Line, and Lightning Pawn. 0---------------------------------------0 Scan the area to reveal a door. ==Trail of the Judged== Move to the next room. ==Room of Reckoning== Check all your equipment now, before it�s too late. Your brand new Lightning Rook pin is a good choice, as are Lolita Mic and Fly Line. 0-------------Anguis Cantus-------------0 Kitaniji�s Noise form is really not too difficult a battle. You�ll wail on him on the top screen mostly (just spam right with Shiki), and when he pokes a body part down onto Neku�s screen, beat him down. His bite does a lot of damage, but it�s easy to avoid. The orange bubble, however, is really annoying (because it prevents you from moving or using melee attacks), so avoid it at all costs. Once you drain his relatively diminutive HP all the way, you�ll be thrown into an identical fight, with Beat as your partner this time. Now, the only difference is that you have to mash left instead of right. 0---------------------------------------0 Joshua shows up...something�s really suspicious right now. He and Kitaniji somehow merge and become the true final boss. 0--------------Draco Cantus-------------0 This is basically a five headed Anguis Cantus and you have no partner. In other words, you�re got a hell of a fight coming up. Stay near the top right or top left heads, but a solid distance from the center head (which will bite you for too much damage). Just because you have no partner doesn�t mean by any stretch of the imagination that you should ignore the top screen. Every once in awhile, an arrow will show up on the top screen. Press that arrow to give Neku �the puck� (though it works nothing like the real puck and effectively just magnifies his attack). You�ll soon find your attack magnified by five. Each time a new person pacts with you (including Joshua, who�s kinda, ya know, supposed to be part of the boss), your attack will go up further as well. This is all really great, since he has 25000 HP. If you�re in top form, you should come out alive. 0---------------------------------------0 That�s the end of the game. I won�t tell you who the Composer is. Sorry kids. END CHAPTER 3 Boss Strategies {2001} +++++++++++++ 0-------------Metal Corehog-------------0 Blech, he sure can attack from far away. Even when the puck is on Shiki, make sure Neku keeps moving. Either try to stay behind the Corehog, or stay away from him and make him fire his missiles. Bullet and Lightning will be your best friends here; try to avoid using something like Slash, which will put you easily within range of its enormous spike thrust attack. You may want to eliminate the minor enemies first, since they run around distractingly and can actually give you some hits if you don�t pay attention. Naturally, you should keep your Cure pin on you, since it�s good to have. 0---------------------------------------0 0-----------Vespertilio Canor-----------0 Note that Neku�s screen is dark, and you can see an odd enemy moving about. He�s invincible, so don�t bother attacking on the bottom. Right now, just run Neku around in a figure-8 to keep him from getting walloped, then focus all your effort on taking down the myriad of bats assailing Shiki. Getting all your ESP cards is a good way to knock them out. Once you�ve defeated some, the lights will flick on and you can see Canor yourself. Now it�s Neku�s time to shine. He�ll hardly bother you, especially when he starts emitting bats to fight Shiki (where he�s entirely vulnerable to all attacks from Neku), but after a while the lights will go back off. It should only take two cycles of intense wailing on Canor to take him down. 0---------------------------------------0 0--------------Swing Shark--------------0 This guy can move between zones at will in a REALLY annoying way, and when he attacks he attacks in both at once. Thus, it is very important to keep Neku moving. If Neku doesn�t move much, he�ll be shark food. Eliminate the lesser enemies right off the bat; they�re not hard and will cause annoyance if you don�t eliminate them. When I fought him, his fin was almost solely on Shiki�s screen, so if this is the case, wait until the shark comes around where Shiki can hit it to attack, and jump whenever he tries to bite you. 0---------------------------------------0 0-----------Circle Pit Grizzly----------0 It�s a good thing you got Block with Shiki, because now it will prove very, VERY useful. Grizzly will attack her often and with plenty of ferocity, so blocking is the key to success; however, a good offense is the best defense, and the jump Shiki performs after her >>>>> or <<<<< combo will often help you dodge attacks. Neku is much worse off in this fight. Grizzly has a nasty jump- then-pound-the-ground attack which will mercilessly beat you down if you don�t learn to stay out of his way fast. Once again, the key to a good defense is a good offense. You should bash him utterly without mercy, all the pins you can muster up at once, and hastily retreat when they need to recharge. The key is dodging his attack and then making a swift and deadly approach. Shiki is more an exercise in button mashing than combat strategy. 0---------------------------------------0 0--------------Cornis Canor-------------0 At first, Cornis Canor won�t even appear. You�ll just fight two Decadravens. But once you defeat them, a group of four will appear, and you�ll notice a large shadow moving around on Neku�s screen. Cornis will only swoop down to attack once in a rare while, and while his attacks are weak at best, he does contact damage so you�re probably going to get hit while attacking him. An effective strategy is to let Shiki handle the Decadravens, since she�s hard pressed to hit Cornis Canor anyway. Don�t waste Neku�s Masamune pin unless you just attacked Cornis and he�s got a while before he comes down. The worst thing ever is to have him descend while you wait for your pins to recharge. You have to slowly whittle away at him while he does the same to you, but if your Cure Drink has three uses (as it really should) you shouldn�t have trouble outlasting him. Keep Neku moving to avoid the crows, and Shiki can usually take them down from auto-play. 0---------------------------------------0 0--------------Ovis Cantus--------------0 Ovis will appear entirely differently on each screen. Shiki will find herself on a ledge face to face with him, while he stands in the center of the screen for Neku. Until you eliminate 1/4 of his health, he practically doesn�t attack at all. Don�t attack when he makes a black hole in his mouth, because it blocks all attacks (and also prevents healing too). Other than that he�ll fire a few energy balls, which are supremely easy to dodge. Once you get past that point, things get more dangerous. He�ll start pounding. It�s tough to dodge as Neku, so stay far away from him. Meteor Magnet and Lovely Beam are your best friends here (if you trained around with your drop level set to 5 you should have about a dozen Lovely Beam pins). If you�re really stuck, retry on easy. You do double damage and he does half on easy, so you shouldn�t even have to use a Cure Drink. 0---------------------------------------0 0---------------Dub Rhino---------------0 This boss is frontally invincible. Yes, you heard me. He also seems immune to Meteor Magnet (even if the meteor hits him from behind). His attacks are slow and easy to dodge for Neku, but Joshua�s battle is a whole different story. Joshua can�t seem to hit him from behind with any regularity (though I have done it before), meaning you�ll just want to spend most of your time sidestepping his attacks. You can get fusion if you want, but he�s immune to that too. 0---------------------------------------0 0--------------Reaper Beat--------------0 This is merely a survival fight. After a certain amount of time you�ll automatically be removed from the fight; it�s practically impossible to kill Beat in the short time limit. Just keep Neku running around and have Joshua do most of the attacking. Beat is too fast for Neku to really hit him anyway. 0---------------------------------------0 0--------------Reaper Beat--------------0 Just like last time, you only have to survive for a little bit. Keep an eye on your health and Cure Drink whenever you feel the need to give yourself some HP. Again, you don�t really need to do much hitting since the fight will end itself anyway, but if you feel like attacking Beat, you�re probably better off doing it with Joshua. 0---------------------------------------0 0-------------Trance Rhino--------------0 Personally I love that the Taboo Noise are named after kinds of techno. Fortunately, the developers realized how unreasonable a Taboo Dub Rhino would be and decided to forgo the frontal invincibility thing, though he�s still easier to attack from behind. And did I mention: you don�t have to win this one either. Just last a while to trigger a scene. 0---------------------------------------0 0-------Sho Minamimoto/Leo Cantus-------0 I highly recommend setting your difficulty down to easy for this one, because Minamimoto is disproportionately hard, especially as Leo Cantus. At first, you�ll just be fighting some Taboo Noise, with Minamimoto in the background. He�ll soon emerge onto Joshua�s screen, and Taboo Noise will show up with Neku. I forgot to mention, Minamimoto is a Taboo Noise himself. Once Neku defeats all the Taboo Noise on his portion of the screen, Minamimoto will transform into Leo Cantus and Taboo Noise will show up with Joshua. Every time one character defeats all of the Taboo Noise on his screen, Leo Cantus will move. This is how it will be for the rest of the battle. Now then, actually handling the boss. He can teleport at will, and will do so almost every time you attack him. At the end of attack combos he�s more vulnerable, but the chances of you having the puck at just the right moment are slim. Your best bet is to hit him hard with Fusion. On normal he�ll hit hard, but on easy you should have no trouble surviving; just be prepared for a very long and arduous battle. 0---------------------------------------0 0-------------Pteropus Canor------------0 This fight is, in all honesty, probably easier than Vespertilio was all those years ago. For one, Beat is a good bit better at taking down those bats than Shiki. And the main thing is that you have Eyes Full of Light (you DO, don�t you?). Remember how Vespertilio would pause and release a bunch of bats? Leave Beat on Auto-play while he does this and just hold down the stylus on him. Keep it trained on him until it stops working, and you�ve just done a ridiculous amount of damage. The only new things to be careful of are the following: he�ll attack in the dark (for good damage I might add), and he�ll occasionally hang upside-down and fire rings at you. These rings cause immobility, so getting hit by one means you�ll be hit by the rest. If you�re under him when he does this, however, you�ve got a sweet time to attack while he does nothing. 0---------------------------------------0 0-----------------Uzuki-----------------0 This is really just like most other Reaper fights, Uzuki just has more HP and is tougher. The strategy, therefore, is very much the same, just with more dodging and running around. She can teleport, but she doesn�t usually do it in the annoying way that Minamimoto would. Her main attack is a pattern of five energy balls which fan out in a pentagon and then retract. She can also fire bullets straight at you. Much like Minamimoto this is a long fight, so pack plenty of Cure Drink to go with you. 0---------------------------------------0 0-----------------Kariya----------------0 Kariya has mainly similar attacks to Uzuki. He�s generally easier, however, since he teleports much less frequently. He can fire straight bullets like Uzuki, but he can also fire a large, damaging bomb, as well as make a charge orbit him and dash around. His most threatening is when he sends six homing discs toward you. Playing defense will likely do you more good than an all-out attack, since his HP isn�t particularly sky-high and his attacks are easy to dodge at range. 0---------------------------------------0 0-----------Kariya and Uzuki------------0 Uzuki will remain only on Beat�s screen, while Kariya will remain only on Neku�s screen. However, they run off the same health meter, so this fight really isn�t different from any other. Just beware of the attacks each one has. Uzuki is also a lot stronger than she was before, so make sure to block her pentagonal attack as Beat. 0---------------------------------------0 0-------Kariya and Uzuki (Berserk)------0 These guys will fight exactly like Kariya and Uzuki did back when you last fought them. The strategy is almost identical; the only difference is that you�ll want to play a bit more defense since all of their attacks are stronger and they use them more often. Uzuki is a little easier to hit, but Kariya tends to use the orbiting charge attack a lot more. 0---------------------------------------0 0---------Sho Minamimoto (Taboo)--------0 Minamimoto is assuredly the hardest boss since...well...Minamimoto. But by all means you need to take this seriously. You don�t have to win the fight (even on Easy that would be absolutely absurd), but you have to last around three minutes. You�ll need to be at your best to keep him from taking you down in that time frame. Much like Leo Cantus, Minamimoto teleports out of Neku�s way almost without fail. He�s much better at it this time, and the window of opportunity is extremely small. He has more attacks which are similar to Uzuki and Kariya�s, only much more powerful (his strongest attack is a bit stronger than Kariya�s bomb). Simply survive the three minutes. 0---------------------------------------0 0------------Doom Metal Drake-----------0 This one�s probably one of the simplest fights you�ve had yet. Almost everything about this is entirely straightforward. Focus on the Reaper until he drops, then work on the Drake. His attacks are stupidly easy to avoid, though the flame attack (which sprays a small fireball which ignites and burns on contact with you) can hit Beat for upwards of 500 damage. As long as you�re careful of that, you should have no issues. 0---------------------------------------0 0--------------Tigris Cantus------------0 You�ll fight Konishi in four stages. Stage one is very simple. Konishi will appear on both screens at once, and you�ll fight her as such. Once you wear down around half of her shield, you�ll move on to the next stage. She will move between screens with the light puck (if you drop the puck she will actually continue to move; she is not a Taboo Noise in this stage). Get into a simple rhythm with this one. You�ll work down the rest of her yellow bar to begin stage three. This one is a bit trickier. All of Neku�s pins will be removed, and he and Konishi show up in an entirely white area. Both of them have a revolving shadow. Here�s the trick: if Konishi touches you, you take damage. But she touches you while you�re in her shadow, she takes damage. So hide in her shadow as much as you can (while wailing on her with Beat) to damage her. If you get in a good spot, you should be able to hurt her quite a lot. Now, the final stage. Your only usable pin in this stage is Rhyme. Beat is, once again, unchanged. You�ll notice that you can only see her shadows around. All you need to do at first is block with Beat and run around with Neku. Note that touching Rhyme�s pin, then dragging and releasing it will cause Rhyme to follow the path you drew. Run around as Neku until you see a small glowing yellow spot on the ground. Drag Rhyme to the glowing spot and she�ll hit it. This will knock Konishi up to Beat�s screen where he can combo off her once or twice. You should need to knock her out of the shadow three times or so to finish her off. As far as attacks go, she�ll mostly try to fire her shadows at you (which is extremely easy to dodge). Her most threatening is when you need to be in her shadow, since she can often get you stuck in a corner and beat you down. 0---------------------------------------0 0------------Megumi Kitaniji------------0 This fight�s no cakewalk, to be sure. He has the ability to stop time at will, and while most of his attacks do only a little damage each, they�ll hit many times. His only one-hit danger attack is when he reaches toward you with his weird dragon arm (which does around 200). Shiki will attack you from the top screen, but as long as Beat stays on the offensive, she won�t pose as much of a threat as Kitaniji. Most of his attacks involve spraying bullets and such at you, though he can fire a straight laser and a laser that bends five or six times. If you�re really struggling, Easy is your best friend. Some of his attacks do so little per hit that they actually won�t damage you on Easy. Some good pins to keep in mind here are Lolita Mic, Fly Line, and Lightning Pawn. 0---------------------------------------0 0-------------Anguis Cantus-------------0 Kitaniji�s Noise form is really not too difficult a battle. You�ll wail on him on the top screen mostly (just spam right with Shiki), and when he pokes a body part down onto Neku�s screen, beat him down. His bite does a lot of damage, but it�s easy to avoid. The orange bubble, however, is really annoying (because it prevents you from moving or using melee attacks), so avoid it at all costs. Once you drain his relatively diminutive HP all the way, you�ll be thrown into an identical fight, with Beat as your partner this time. Now, the only difference is that you have to mash left instead of right. 0---------------------------------------0 0--------------Draco Cantus-------------0 This is basically a five headed Anguis Cantus and you have no partner. In other words, you�re got a hell of a fight coming up. Stay near the top right or top left heads, but a solid distance from the center head (which will bite you for too much damage). Just because you have no partner doesn�t mean by any stretch of the imagination that you should ignore the top screen. Every once in awhile, an arrow will show up on the top screen. Press that arrow give Neku �the puck� (though it works nothing like the real puck and effectively just magnifies his attack). You�ll soon find your attack magnified by five. Each time a new person pacts with you (including Joshua, who�s kinda, ya know, supposed to be part of the boss), your attack will go up further as well. This is all really great, since he has 25000 HP. If you�re in top form, you should come out alive. 0---------------------------------------0 ==OPTIONAL BOSSES== 0----------------Progfox----------------0 This is basically a very tough version of any given fox Noise. Much like Ambiefox, he�ll transform into other enemies, though he�ll typically forgo jellies and go for boomers and such. Pay attention to how many tails he has. The number of tails he has doesn�t have much play until he reaches nine. Once he reaches nine, make sure you can survive a big attack (i.e. heal a lot) because he�s about to use a fusion attack that�ll do around 500 damage to each character. Just before he does that he�ll transform into a big skeleton monster (only and always on Neku�s screen), which will absorb all of your Psychs and heal him for a little health. Just hang out with Neku (he won�t attack you directly) and whack him with your partner. His HP is by no means unmanageable, and you should be able to do it without too many hitches even on Hard. 0---------------------------------------0 0------------Goth Metal Drake-----------0 You fight this like any other Drake, it�s just more powerful. It borrows its attack set almost verbatim from the Ragtime Drake and Doom Metal Drake, so there�s nothing new here. It simply has more HP and does more damage. If you�re willing to fight this on Normal (and thus forgo the secret report), as well as turn your drop level up to around 15, you can get Her Royal Highness from this thing. 0---------------------------------------0 0------------Grindcore Minks------------0 As far as bosses go, this thing is as easy as they come. I honestly would have mistaken this for a normal enemy had the Noise symbol not been blue. You don�t actually have to attack both of them, since they both make up one health bar. You really shouldn�t have any trouble with them, since their most damaging attack barely does 100 damage. They�re cake. 0---------------------------------------0 Secret Reports {2001} +++++++++++++ >>Day 1, Shiki Get the nose glasses. (Meet up with the secret) Examine the Hachiko statue. >>Day 2, Shiki Collect the report for Shiki, Day 1. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the sailor suit. (Yup, he�s a monumental freak) After purging the Moyai Statue, talk to the man next to it. >>Day 3, Shiki Collect the report for Shiki, Day 2. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the yukata. (The forgotten ramen) Imprint the tech with the Ramen meme, then follow him in Ramen Don. Eliminate the boss symbol No. 88 within this chapter at Hard or above. Boss location: Concert Stage, lower left corner. BOSS: VESPERTILIO CANOR >>Day 4, Shiki Track down and eliminate all of this chapter�s Pig Noise symbols. Get the Mrs. Claus outfit. (�I said, I want to go shopping!�) Talk with Beat and Rhyme, then IMMEDIATELY try to go to Scramble. Eliminate the boss symbol No. 87 within this chapter at Hard or above. Boss location: center of the Scramble. BOSS: MEGUMI KITANIJI Eliminate the boss symbol No. 80 within this chapter at Hard or above. Boss location: outside 104, just to the left. BOSS: REAPER BEAT >>Day 5, Shiki Collect the report for Shiki, Day 4. Track down and eliminate all of this chapter�s Pig Noise symbols. Get Mr. Ducky. (White! White! White!) When Mina and Ai play Reaper Creeper, choose White every time. Eliminate the boss symbol No. 90 within this chapter at Hard or above. Boss location: Molco, in the lower left corner of the map. BOSS: CORNIX CANOR >>Day 6, Shiki Collect the report for Shiki, Day 5. Collect the report for Shiki, Day 3. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the Solid Slammer. (�Totally gnarly!�) Use the meme �totally gnarly� on Shooter Dan. >>Day 7, Shiki Collect the report for Shiki, Day 6. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the Mr. Mew suit. (The p-- b-- of love) Examine the phone booth of love at Molco. Eliminate the boss symbol No. 91 within this chapter at Hard or above. Boss location: Station Underpass. BOSS: OVIS CANTUS >>Day 1, Joshua Get the potted plant. (Meet up with the secret) Examine the Hachiko statue. >>Day 2, Joshua Get the report for Joshua, Day 1. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the Supermask�s mask. Enter Mexican Dog. Eliminate the boss symbol No. 86 within this chapter at Hard or above. Boss location: far left side of Tipsy Tose Hall. BOSS: SHO MINAMIMOTO (TABOO) >>Day 3, Joshua Collect the report for Joshua, Day 2. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the pirate hat. (Spicy tuna roll) Eliminate the boss symbol No. 44 within this chapter at Hard or above. 0----------------Progfox----------------0 This is basically a very tough version of any given fox Noise. Much like Ambiefox, he�ll transform into other enemies, though he�ll typically forgo jellies and go for boomers and such. Pay attention to how many tails he has. The number of tails he has doesn�t have much play until he reaches nine. Once he reaches nine, make sure you can survive a big attack (i.e. heal a lot) because he�s about to use a fusion attack that�ll do around 500 damage to each character. Just before he does that he�ll transform into a big skeleton monster (only and always on Neku�s screen), which will absorb all of your Psychs and heal him for a little health. Just hang out with Neku (he won�t attack you directly) and whack him with your partner. His HP is by no means unmanageable, and you should be able to do it without too many hitches even on Hard. 0---------------------------------------0 >>Day 4, Joshua Collect the report for Joshua, Day 3. Collect the report for Shiki, Day 7. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the samurai wig. (The secret reports� author) Enter WildKat after initiating the hunt for 777�s mic. >>Day 5, Joshua Collect the report for Joshua, Day 4. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the biker gloves. (Lord of the Tin Pin losers) Lose to the Reaper that challenges you to Tin Pin. Eliminate the boss symbols No. 82 and 84 within this chapter at Hard or above. Boss location: both are at Udagawa, near the entrance. BOSS: UZUKI (BERSERK) BOSS: KARIYA (BERSERK) >>Day 6, Joshua Collect the report for Joshua, Day 5. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the ninja garb. (Just for you, jerkface) Refuse to help anyone. Eliminate the boss symbol No. 22 within this chapter at Hard or above. Boss location: just below the entrance to AMX. 0------------Grindcore Minks------------0 As far as bosses go, this thing is as easy as they come. I honestly would have mistaken this for a normal enemy had the Noise symbol not been blue. You don�t actually have to attack both of them, since they both make up one health bar. You really shouldn�t have any trouble with them, since their most damaging attack barely does 100 damage. They�re cake. 0---------------------------------------0 >>Day 7, Joshua Collect the report for Joshua, Day 6. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the boys� uniform with blazer (Def March lives again!) Enter the Concert Stage and try to leave after investigating the back. Eliminate the boss symbol No. 92 within this chapter at Hard or above. Boss location: the center of Shibukyu Main Store. BOSS: LEO CANTUS >>Day 1, Beat Track down and eliminate all of this chapter�s Pig Noise symbols. Get the girls� uniform with blazer. (Meet up with the secret) Examine the Hachiko statue. Eliminate the boss symbol No. 81 within this chapter at Hard or above. Boss location: Bus terminal, near the Moyai. BOSS: UZUKI YASHIRO Eliminate the boss symbol No. 83 within this chapter at Hard or above. Boss location: Bus terminal, near the Moyai. BOSS: KOKI KARIYA >>Day 2, Beat Collect the report for Beat, Day 1. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the false teeth. (�Ain�t sellin��) Enter Cosmic Corner. Eliminate the boss symbol No. 66 within this chapter at Hard or above. (strategy on the way) >>Day 3, Beat Collect the report for Beat, Day 2. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the black book bag. (Black!) During the Reaper Creeper event, choose Black. Eliminate the boss symbol No. 89 within this chapter at Hard or above. Boss location: Concert Stage BOSS: PTEROPUS CANOR >>Day 4, Beat Collect the report for Beat, Day 3 Collect the report for Joshua, Day 7 Get the gakuran. (An extra �!!!�) After opening the last box, examine to the right of the screen for an extra �!!!�. >>Day 5, Beat Collect the report for Beat, Day 4. Track down and eliminate all of this chapter�s Pig Noise symbols. Eliminate the boss symbol No. 47 within this chapter at Hard or above. Boss location: left side of Dogenzaka. 0------------Goth Metal Drake-----------0 You fight this like any other Drake, it�s just more powerful. It borrows its attack set almost verbatim from the Ragtime Drake and Doom Metal Drake, so there�s nothing new here. It simply has more HP and does more damage. If you�re willing to fight this on Normal (and thus forgo the secret report), as well as turn your drop level up to around 15, you can get Her Royal Highness from this thing. 0---------------------------------------0 >>Day 6, Beat Collect the report for Beat, Day 5. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the lucky mallet. (SHOWN A DREAM) Don�t interfere with Reaper Creeper, then go to where Shadow Ramen was. Eliminate the boss symbol No. 93 within this chapter at Hard or above. Boss location: in front of the Hachiko statue. BOSS: TIGRIS CANTUS >>Day 7, Beat Collect the report for Beat, Day 6. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the samurai helm. (Does some shop stock it?) Check Ramen Don. Eliminate the boss symbol No. 94 within this chapter at Hard or above. Boss location: to the right of the bridge after defeating Konishi. BOSS: ANGUIS CANTUS >>???, Day X (Another Day) Collect the report for Beat, Day 7. Track down and eliminate all of this chapter�s Pig Noise symbols. Get the girls� uniform with sweater. (This stage is as dark as ever) Examine the upper right corner of Concert Stage. Eliminate the ultimate enemy at the top of Pork City. (Pork City walkthrough to come) >>TO BE COMPLETED<< Section 3 List of Pins {3000} +++++++++++++ >>TO BE COMPLETED<< Bestiary {3001} +++++++++++++ >>TO BE COMPLETED<< >>Noise No. 1 �Dixiefrog� Drops: 100 yen (Easy, 15%) 100 yen (Normal, 30%) 500 yen (Hard, 7.5%) 1,000 yen (Ultimate, 10%) Information: �Powerful legs propel this hop-happy frog Noise around, and lend a biting edge to its kick!� HP: 200 Atk: 100 R-melee: 100% R-range: 100% PP: 1 Exp: 15 >>Noise No. 2 �Bigbanfrog� Drops: 1,000 yen (Easy, 12%) 1,000 yen (Normal, 30%) Rare Metal (Hard, 6%) 1,000 yen (Ultimate, 30%) Information: �The trick to besting the bubbles these frogs spew lies in the other zone�s Noise!� HP: 400 Atk: 200 R-melee: 100% R-range: 100% PP: 2 Exp: 25 >>Noise No. 3 �Funkfrog� Drops: 500 yen (Easy, 9%) ??? (Normal, 0.5%) Information: �Adapted to absorb short-range attacks, these frogs will regain health with every slash!� HP: 770 Atk: 250 R-melee: 200% R-range: 100% PP: 4 Exp: 80 >>Noise No. 4 �Brassbanfrog� Drops: ??? (Easy, 30%) ??? (Normal, 15%) Information: �Long-range attacks heal these freaky frogs. Take them out at point blank with a blade!� HP: 2000 Atk: 550 R-melee: 100% R-range: 200% PP: 6 Exp: 270 >>Noise No. 5 �Orchefrog� Drops: Rare Metal (Easy, 7%) ??? (Normal, 0.7%) 5,000 yen (Hard, 7.5%) Information: �Don�t try licking these poisonous frogs! Even a touch will leave you hurting!� HP: 920 Atk: 350 R-melee: 100% R-range: 100% PP: 4 Exp: 100 >>Noise No. 6 �Southerfrog� Drops: 10,000 yen (Easy, 8%) Aqua Pawn (Normal, 6%) Information: �Only found at the Shibuya River, these frogs belch out a massive batch of bubbles.� HP: 2000 Atk: 550 R-melee: 100% R-range: 100% PP: 5 Exp: 250 >>Noise No. 8 �Tradishfrog� Drops: ??? (Easy, 10%) ??? (Normal, 1%) Information: �This fierce amphibian�s stats make it king among frog (Noise) princes. Don�t kiss him off!� >>Noise No. 9 �Choirfrog� (Taboo) Drops: Lightning Pawn (Easy, 3.5%) Aqua Ghost (Normal, 2%) Information: �The Taboo frog. Its foamy spray hides a single, differently-colored lethal bubble!� HP: 1760 Atk: 500 R-melee: 100% R-range: 100% PP: 5 Exp: 220 >>Noise No. 10 �Bigbansprog� Drops: 1 yen (Easy, 1%) 10 yen (Normal, 0.5%) 50 yen (Hard, 2.5%) 100 yen (Ultimate, 5%) Information: �These tadpoles often accompany frog Noise. If they latch on, they�ll slow you down.� HP: 50 Atk: 100 R-melee: 100% R-range: 100% PP: 0 Exp: 0 >>Noise No. 11 �Orchesprog� Drops: ??? (Easy, 0.1%) 50 yen (Normal, 0.5%) Information: �Red, poisonous tadpole Noise. Stay away from their poison grip if you value your HP!� HP: 250 Atk: 100 R-melee: 100% R-range: 100% PP: 0 Exp: 0 >>Noise No. 12 �Garage Wolf� Drops: 100 yen (Easy, 15%) 500 yen (Normal, 15%) 1,000 yen (Hard, 3%) 5,000 yen (Ultimate, 5%) Information: �These speedy wolves favor headlong tackles. Only the quick will get these curs to heel!� HP: 350 Atk: 100 R-melee: 100% R-range: 100% PP: 1 Exp: 20 >>Noise No. 13 �Alterna Wolf� Drops: ??? (Easy, 0.5%) ??? (Normal, 1%) Information: �Attack these golden wolves as they begin their lighting quick charge, or brace for impact!� HP: 830 Atk: 180 R-melee: 100% R-range: 100% PP: 4 Exp: 90 >>Noise No. 14 �Grunge Wolf� (Taboo) Drops: Lolita Bat (Easy, 2.5%) ??? (Normal, 0.7%) Information: �Taboo wolves charge at prey with a mach tackle that does more than just hurt...� HP: 1900 Atk: 290 R-melee: 100% R-range: 100% PP: 6 Exp: 240 >>Noise No. 15 �Mosh Grizzly� Drops: 100 yen (Easy, 9%) 500 yen (Normal, 18%) 1,000 yen (Hard, 9%) 5,000 yen (Ultimate, 12%) Information: �Massive bears with tattoos for arms. The pain they deal is as hardcore as the tats.� HP: 600 Atk: 100 R-melee: 100% R-range: 100% PP: 3 Exp: 35 >>Noise No. 16 �Circle Pit Grizzly� Drops: ??? (Easy, 20%) ??? (Normal, 10%) Information: �These ashen-furred bears let loose a furious howl that vastly increases their strength!� HP: 3500 Atk: 150 R-melee: 100% R-range: 100% PP: 15 Exp: 0 >>Noise No. 17 �Wall of Grizzly� (Taboo) Drops: ??? (Easy, 4%) ??? (Normal, 6%) Information: �The Taboo grizzly employs a fierce dual-clawed attack to tear its prey to ribbons!� HP: 1000 Atk: 170 R-melee: 100% R-range: 100% PP: 5 Exp: 130 >>Noise No. 18 �Gabba Bat� Drops: ??? (Easy, 3%) 100 yen (Normal, 6%) ??? (Hard, 4$) 500 yen (Ultimate, 8%) Information: �These bats are red as blood. Hang out in dark places and they�ll go after yours!� HP: 250 Atk: 100 R-melee: 100% R-range: 100% PP: 1 Exp: 15 >>Noise No. 19 �Happycore Bat� Drops: 1,000 yen (Easy, 4%) ??? (Normal, 0.6%) Information: �Tinged a midnight purple, these bats nip ravenously at your neck, sucking away your HP!� HP: 690 Atk: 250 R-melee: 100% R-range: 100% PP: 3 Exp: 80 >>Noise No. 20 �Thrash Mink� Drops: ??? (Easy, 3%) Natural Magnum (Normal, 3%) Rare Metal (Hard, 4%) Information: �This mink Noise floats in midair. Its powerful claws attack with the wind itself.� HP: 630 Atk: 90 R-melee: 90% R-range: 110% PP: 3 Exp: 70 >>Noise No. 21 �Death Thrash Mink� Drops: 1,000 yen (Easy, 13%) ??? (Normal, 0.3%) Information: �This hyperactive mink likes to twist itself into a whirlwind before smashing into you!� HP: 1480 Atk: 180 R-melee: 90% R-range: 110% PP: 5 Exp: 170 >>Noise No. 23 �Death Metal Mink� (Taboo) Drops: ??? (Easy, 0.05%) ??? (Normal, 1%) Information: �The Taboo mink. Like an obsidian gale, it demolishes everything in its path.� HP: 830 Atk: 130 R-melee: 90% R-range: 110% PP: 4 Exp: 90 >>Noise No. 24 �Shrew Wave� Drops: ??? (Easy, 6%) ??? (Normal. 0.09%) Information: �These subterranean sneaks can appear anywhere. Watch their timing and whack �em!� HP: 500 Atk: 100 R-melee: 100% R-range: 100% PP: 4 Exp: 120 >>Noise No. 25 �Shrew Gazer� Drops: Flower of Flame (Easy, 5%) Lolita Emblem (Normal, 7%) Information: �These shrew Noise leap headlong at prey with razor claws, then make new holes to hide in.� HP: 700 Atk: 150 R-melee: 100% R-range: 100% PP: 5 Exp: 180 >>Noise No. 26 �J Popguin� Drops: 50 yen (Easy, 10%) Lovely Beam (Normal, 5%) 1,000 yen (Hard, 10%) Information: �These penguins move in groups, waiting for their leader�s cue to attack.� HP: 580 Atk: 85 R-melee: 100% R-range: 100% PP: 2 Exp: 45 >>Noise No. 27 �Electro Popguin� Drops: Nenekiri (Easy, 3%) ??? (Normal, 0.6%) Information: �These avian Noise direct the J popguin assault. Defeat them, and their troops fall into chaos!� HP: 1000 Atk: 150 R-melee: 100% R-range: 100% PP: 4 Exp: 110 >>Noise No. 28 �Brit Popguin� Drops: Rare Metal (Easy, 15%) ??? (Normal, 0.1%) Information: �As lord of the �guins, this emperor penguin often turns up with electro popguins in tow.� HP: 2300 Atk: 220 R-melee: 100% R-range: 100% PP: 6 Exp: 250 >>Noise No. 29 �Jelly Madchester� Drops: 500 yen (Easy, 3%) Eyes Full of Hope (Normal, 0.6%) Rare Meatl (Hard, 4.5%) Information: �Leave these jellyfish Noise alone for long, and it�s math time as they divide and multiply!� HP: 610 Atk: 100 R-melee: 100% R-range: 120% PP: 3 Exp: 70 >>Noise No. 30 �Jelly Swechno� Drops: ??? (Easy, 1%) 1,000 yen (Normal, 15%) Jelly (Hard, 1%) Information: �Splitting jelly madchesters may produce these mutants. They sometimes drop rare pins!� HP: 610 Atk: 100 R-melee: 100% R-range: 120% PP: 5 Exp: 90 >>Noise No. 31 �Jelly Neocoustic� Drops: 1,000 yen (Easy, 9%) ??? (Normal, 0.6%) 5,000 yen (Hard, 10%) Information: �Let this jelly violate your space, and that obscene tentacle may start violating your HP!� HP: 980 Atk: 250 R-melee: 100% R-range: 120% PP: 4 Exp: 135 >>Noise No. 32 �Jelly Germanic� Drops: ??? (Easy, 5%) Energy Factor (Normal, 5%) Information: �Jelly neocoustics may split into these fiends. Some folks wait around just to see one...� HP: 980 Atk: 250 R-melee: 100% R-range: 120% PP: 6 Exp: 150 >>Noise No. 33 �Hard Corehog� Drops: 50 yen (Easy, 8.5%) Murasame (Normal, 1%) Tektite (Hard, 2.5%) Adamantite (Ultimate, 1%) Information: �These hedgehog Noise loose a shower of quills that explode a short time later.� HP: 540 Atk: 250 R-melee: 100% R-range: 100% PP: 2 Exp: 40 >>Noise No. 34 �Emo Corehog� Drops: ??? (Easy, 0.3%) ??? (Normal, 0.6%) Information: �These hedgehogs stick to dark places. Get too close, and they�ll be sticking you!� HP: 680 Atk: 360 R-melee: 100% R-range: 100% PP: 4 Exp: 75 >>Noise No. 35 �Melodi Corehog� Drops: ??? (Easy, 0.6%) One Stroke, Vast Wealth (Normal, 0.9%) Information: ��Achtung!� shout the blue and gold stripes on these �hogs. One quill per salvo comes in XL!� HP: 1150 Atk: 440 R-melee: 100% R-range: 100% PP: 5 Exp: 160 >>Noise No. 36 �Classi Corehog� Drops: Rare Metal (Easy, 5%) 5,000 yen (Normal, 8%) Information: �Marked in late blue and green, these �hogs launch quills at Neku with sniper precision!� HP: 1760 Atk: 530 R-melee: 100% R-range: 100% PP: 6 Exp: 210 >>Noise No. 37 �Metal Corehog� Drops: ??? (Easy, 10%) ??? (Normal, 20%) ??? (Hard, 10%) 10,000 yen (Ultimate, 10%) Information: �It takes lightning reflexes to evade the bang these hedgehog Noise pack in their giant quills.� HP: 600 Atk: 100 PP: 5 Exp: 0 >>Noise No. 38 �Chaoti Corehog� (Taboo) Drops: ??? (Easy, 3%) ??? (Normal, 1%) Information: �Quills from the Taboo corehog will detonate at random. Stay light on your feet!� HP: 720 Atk: 400 R-melee: 100% R-range: 100% PP: 4 Exp: 85 >>Noise No. 39 �Jungle Boomer� Drops: 100 yen (Easy, 5%) ??? (Normal, 0.5%) 5,000 yen (Hard, 7%) Information: �This kangaroo Noise gets a kick out of you...and leave you reeling!� HP: 740 Atk: 85 PP: 4 Exp: 80 >>Noise No. 40 �2-step Boomer� Drops: Peace Full (Easy, 8%) Fly Line (Normal, 5%) Information: �This kangaroo carries a baby in its pouch...and that joey packs quite a punch!� HP: 1970 Atk: 173 R-melee: 100% R-range: 100% PP: 6 Exp: 210 >>Noise No. 41 �Eurobeat Boomer� (Taboo) Drops: ??? (Easy, 2%) Rare Metal (Normal, 5%) Information: �The Taboo boomer boasts a fearsome jump kick capable of penetrating any defense!� HP: 910 Atk: 100 PP: 5 Exp: 100 >>Noise No. 42 �Psychedelifox� Drops: ??? (Easy, 5%) ??? (Normal, 3%) 10,000 yen (Hard, 9%) Information: �These shape-shifting foxes absorb human souls to grow in power, marked by additional tails.� HP: 1700 Atk: 170 R-melee: 100% R-range: 120% PP: 5 Exp: 200 >>Noise No. 43 �Ambiefox� Drops: Konohana (Easy, 4%) Blown Kiss (Normal, 0.5%) Information: �These fox Noise can amass up to six tails. Who knows what odd forms they may take?� HP: 2500 Atk: 200 R-melee: 100% R-range: 120% PP: 6 Exp: 250 >>Noise No. 44 �Progfox� (Boss) Drops: ??? (Easy, 20%) Teleport Warning (Normal, 10%) Information: �This fox Noise can grow as many as nine tails. But you had better pray it doesn�t...� HP: 5000 Atk: 100 R-melee: 100% R-range: 120% PP: 20 Exp: 0 >>Noise No. 45 �Doom Metal Drake� Drops: Flames Afar, Foes Aflame (Easy, 1%) Mitama (Normal, 1%) Information: �Wyvern Noise pair lethal strength with a breath attack capable of annihilating opponents.� HP: 4000 Atk: 150 R-melee: 120% R-range: 120% PP: 6 Exp: 350 >>Noise No. 46 �Ragtime Drake� Drops: ??? (Easy, 3%) Mitama (Normal, 3%) Orichalcum (Hard, 10%) Information: �This wyvern fires a piercing blast of laser breath! When it begins gathering energy, run!� HP: 6000 Atk: 200 R-melee: 120% R-range: 120% PP: 7 Exp: 550 >>Noise No. 47 �Goth Metal Drake� (Boss) Drops: 10,000 yen (Easy, 20%) Her Royal Highness (Normal, 3%) Information: �Sunset-stained tattoos mark this wyvern Noise which attacks with the force of a tidal wave.� HP: 7000 Atk: 250 R-melee: 120% R-range: 120% PP: 50 Exp: 0 >>Noise No. 48 �Neoclassical Drake� (Taboo) Drops: ??? (Easy, 3%) ??? (Normal, 10%) Information: �The Taboo drake forgoes breath attacks in favor of its deadly wings and horns.� HP: 3000 Atk: 100 R-melee: 120% R-range: 120% PP: 6 Exp: 300 >>Noise No. 49 �House Rhino� Drops: ??? (Easy, 20%) ??? (Normal, 2.5%) Rakuyo (Hard, 5%) Information: �Attack this armored rhino Noise head-on and you�ll bounce right off.� HP: 1550 Atk: 190 R-melee: 110% R-range: 80% PP: 5 Exp: 180 >>Noise No. 50 �Minimal Rhino� Drops: 1,000 yen (Easy, 20%) Wild Line (Normal, 5%) Information: �The powerful horns on these guys slow them down. Slip behind them and kick some keister!� HP: 2230 Atk: 255 R-melee: 110% R-range: 80% PP: 6 Exp: 250 >>Noise No. 51 �Dub Rhino� Drops: ??? (Easy, 10%) ??? (Normal, 15%) Information: �The gargantuan horn crowning these rhinos threatens to deal lethal damage to all it hits.� HP: 800 Atk: 120 R-melee: 110% R-range: 80% PP: 15 Exp: 0 >>Noise No. 52 �Trance Rhino� (Taboo) Drops: ??? (Easy, 5%) Wild Boar (Normal, 0.4) Information: �This Taboo rhino is capable of an unrelenting succession of horn attacks.� HP: 3500 Atk: 300 R-melee: 110% R-range: 80% PP: 6 Exp: 310 >>Noise No. 53 �Carcinofolk� Drops: 500 yen (Easy, 3%) 1,000 yen (Normal, 3%) 1,000 yen (Hard, 6%) Information: �This red crab Noise has sharp clasw that will deliver more than just a friendly pinch!� HP: 500 Atk: 80 R-melee: 110% R-range: 100% PP: 2 Exp: 50 >>Noise No. 54 �Carcinoska� Drops: ??? (Easy, 0.5%) ??? (Normal, 0.5%) Live Slow, Die Fast (Hard, 2%) Information: �This crab boasts an oversized claw adapted for tossing tough prey high into the air.� HP: 590 Atk: 90 R-melee: 110% R-range: 100% PP: 3 Exp: 65 >>Noise No. 55 �Carcinometal� Drops: ??? (Easy, 0.8%) Tektite (Normal, 8%) Information: �This crab Noise can use its claws to form an indestructible shield that nullifies all attacks.� HP: 1090 Atk: 135 R-melee: 110% R-range: 100% PP: 5 Exp: 130 >>Noise No. 56 �Carcinosamps� Drops: 500 yen (Easy, 4%) Pop Pendulum (Normal, 7%) Information: �The hefty boomerang claw this Noise flings demands quick reflexes not once, but twice.� HP: 520 Atk: 85 R-melee: 110% R-range: 100% PP: 2 Exp: 60 >>Noise No. 57 �Carcinopunk� (Taboo) Drops: Strong �n� Proud (Easy, 0.5%) Crackle Pop Barrier (Normal, 1%) Information: �The Taboo carcin waits behind an impervious shield, ready to counter any attack...� HP: 610 Atk: 95 R-melee: 110% R-range: 100% PP: 5 Exp: 70 >>Noise No. 58 �Decadraven� Drops: 500 yen (Easy, 5%) Rare Metal (Normal, 3%) Tektite (Hard, 6%) Information: �Crows dig shiny objects...like your pins. Watch out for these would-be pickpockets!� HP: 490 Atk: 80 R-melee: 100% R-range: 100% PP: 2 Exp: 45 >>Noise No. 59 �Easterraven� Drops: Sexy + (Easy, 9%) Rare Metal (Normal, 6%) Information: �These flame-tinged crows arrive with signs and other scraps clutched in their talons.� HP: 720 Atk: 150 R-melee: 100% R-range: 100% PP: 3 Exp: 80 >>Noise No. 60 �Nefastraven� Drops: Local Fire, Distant Sea (Easy, 3.5%) Rare Metal (Normal, 9.5%) Information: �Space out and you�ll find yourself monkey in the middle of these dark green birds.� HP: 1630 Atk: 250 R-melee: 100% R-range: 100% PP: 4 Exp: 190 >>Noise No. 61 �Swing Shark� Drops: ??? (Easy, 20%) 5,000 yen (Normal, 20%) Information: �This squaliform menace can swim through any surface and eat other Noise to beef itself up.� HP: 1200 Atk: 50 PP: 15 Exp: 0 >>Noise No. 62 �Bebop Shark� Drops: ??? (Easy, 5%) ??? (Normal, 3%) 10,000 yen (Hard, 15%) Information: �This sawshark is capable of deadly jump attacks utilizing its long, sharp snout.� HP: 1500 Atk: 430 R-melee: 100% R-range: 100% PP: 5 Exp: 200 >>Noise No. 63 �Fusion Shark� Drops: ??? (Easy, 3%) ??? (Normal, 0.3%) Information: �Hammer-horned and hungry, these shark Noise are able to pound out killer tsunamis!� HP: 3000 Atk: 500 R-melee: 100% R-range: 100% PP: 6 Exp: 300 >>Noise No. 65 �Mammoth R & B� Drops: ??? (Easy, 20%) ??? (Normal, 15%) Information: �Pretty in pink, these baddies use their long trunks to attack from afar.� HP: 6000 Atk: 175 R-melee: 100% R-range: 100% PP: 7 Exp: 500 >>Noise No. 67 �Pig Samba� Drops: Orichalcum (Easy, 100%) Orichalcum (Normal, 100%) Orichalcum (Hard, 100%) Orichalcum (Ultimate, 100%) Information: �Take out this cute little pig before it runs away to snag a sweet pin!� HP: 3000 Atk: 100 R-melee: 100% R-range: 100% PP: 13 Exp: 0 >>Noise No. 68 �Pig Cha-cha� Drops: Icy Stare (Easy, 100%) Icy Stare (Normal, 100%) Icy Stare (Hard, 100%) Icy Stare (Ultimate, 100%) Information: �A barrage of concentrated firepower is the only way to take this pink piggy out in time!� HP: 100 Atk: 100 R-melee: 100% R-range: 100% PP: 1 Exp: 3200 >>Noise No. 69 �Pig Carol� Drops: Adamantite (Easy, 100%) Adamantite (Normal, 100%) Adamantite (Hard, 100%) Adamantite (Ultimate, 100%) Information: �You�ll need the right pin to make like Cupid and get these porkers right through the heart.� HP: 2000 Atk: 100 R-melee: 100% R-range: 100% PP: 13 Exp: 0 >>Noise No. 70 �Pig Salsa� Drops: Dope Line (Easy, 100%) Dope Line (Normal, 100%) Dope Line (Hard, 100%) Dope Line (Ultimate, 100%) Information: �Think fast to catch this dollar-signed pig!� HP: 3333 Atk: 100 R-melee: 100% R-range: 100% PP: 13 Exp: 0 >>Noise No. 77 �Tenor Reaper� Drops: ??? (Easy, 10%) ??? (Normal, 6%) 10,000 yen (Hard) Information: �A member of the Reaper squad sent out to erase Players. He casts his shadow in the other zone!� HP: 999 Atk: 100 R-melee: 100% R-range: 100% PP: 4 Exp: 150 >>Noise No. 78 �Baritone Reaper� Drops: ??? (Easy, 10%) ??? (Normal, 7%) Information: �This Reaper commando and his shadow each have different weaknesses. Watch out, Players!� HP: 111 Atk: 110 R-melee: 100% R-range: 100% PP: 5 Exp: 200 >>Noise No. 79 �Bass Reaper� Drops: 5,000 yen (Easy, 20%) 10,000 yen (Normal, 10%) Information: �This belligerent Reaper uses a shotgun attack to take out a wide swath of Players at once!� HP: 2222 Atk: 130 R-melee: 100% R-range: 100% PP: 6 Exp: 250 >>Noise No. 81 �Uzuki Yashiro� Drops: ??? (Easy, 10%) Hounder Magnum (Normal, 7.5%) Information: �Kariya�s wickedly sassy Harrier partner. Uzuki can recover HP while in battle!� HP: 5500 Atk: 85 R-melee: 100% R-range: 100% PP: 30 Exp: 0 >>Noise No. 82 �Uzuki Yashiro (Berserk)� Drops: 10,000 yen (Easy, 20%) ??? (Normal, 10%) Information: �What�s a little insanity among friends? Uzuki and Kariya still operate like two halves of a whole.� HP: 7000 Atk: 100 R-melee: 100% R-range: 100% PP: 0 Exp: 0 >>Noise No. 83 �Koki Kariya� Drops: 5,000 yen (Easy, 15%) ??? (Normal, 10%) Information: �Uzuki�s highly unmotivated Harrier partner. The blasts he fires from above spell certain doom.� HP: 6000 Atk: 90 R-melee: 100% R-range: 100% PP: 35 Exp: 0 >>Noise No. 84 �Koki Kariya (Berserk)� Drops: ??? (Easy, 20%) ??? (Normal, 15%) Information: �What�s a little insanity among friends? Kariya and Uzuki still operate like two halves of a whole.� HP: 7000 Atk: 100 R-melee: 100% R-range: 100% PP: 50 Exp: 0 >>Noise No. 84 �Sho Minamimoto� Drops: ??? (Easy, 5%) ??? (Normal, 10%) Information: �Reaper officer and twisted genius, Minamimoto summons forth Taboo Noise to fight for him!� HP: 3141 Atk: 100 R-melee: 100% R-range: 100% PP: 50 Exp: 0 >>Noise No. 87 �Megumi Kitaniji� Drops: ??? (Easy, 5%) ??? (Normal, 10%) Information: �The Conductor and leader of the Reapers, able to stop time and terminate foes instantly.� HP: 10000 Atk: 100 R-melee: 100% R-range: 100% PP: 200 Exp: 0 >>Noise No. 88 �Vespertilio Canor� Drops: 5,000 yen (Easy, 10%) 5,000 yen (Normal, 20%) Pteropus (Hard, 1%) Information: �This massive bat reigns amid darkness. Shine light on the situation to turn the tables!� HP: 800 Atk: 100 R-melee: 100% R-range: 100% PP: 10 Exp: 0 >>Noise No. 89 �Pteropus Canor� Drops: ??? (Easy, 10%) ??? (Normal, 20%) Information: �More powerful than Vespertilio, but cursed with the same weakness. Light it up and strike!� HP: 4000 Atk: 500 R-melee: 100% R-range: 100% PP: 40 Exp: 0 >>Noise No. 90 �Cornis Canor� Drops: ??? (Easy, 5%) ??? (Normal, 5%) Information: �Watch the shadow cast by this ruler of Noise ravens for a clue on when it�ll attack!� HP: 800 Atk: 100 R-melee: 100% R-range: 100% PP: 20 Exp: 0 >>Noise No. 91 �Ovis Cantus� Drops: ??? (Easy, 20%) 10,000 yen (Normal, 20%) Ovis (Hard, 0.44%) Stalwart as the Mount (Ultimate, 0.13%) Information: �Higashizawa�s Noise form. He can absorb all of Neku�s psychs while inhaling!� HP: 8000 Atk: 100 R-melee: 100% R-range: 100% PP: 30 Exp: 0 >>Noise No. 92 �Leo Cantus� (Taboo) Drops: ??? (Easy, 5%) ??? (Normal, 10%) Information: �Minamimoto�s Noise form. When he starts his combo rush, keep running and wait for an opening!� HP: 3141 Atk: 100 R-melee: 100% R-range: 100% PP: 50 Exp: 0 >>Noise No. 93 �Tigris Cantus� Drops: ??? (Easy, 5%) ??? (Normal, 15%) Information: �Konishi�s Noise form. She can manipulate her shadow at will. If you�re clever, you can turn that against her!� HP: 4444 Atk: 70 R-melee: 100% R-range: 100% PP: 75 Exp: 0 >>Noise No. 94 �Anguis Cantus� Drops: ??? (Easy, 5%) Hip Snake (Normal, 10%) Information: �Kitaniji�s Noise form. His head is vulnerable, so use teamwork and focus your attack there!� HP: 10000 Atk: 100 R-melee: 100% R-range: 100% PP: 125 Exp: 0 >>Noise No. 95 �Draco Cantus� Drops: ??? (Easy, 10%) ??? (Normal, 1.11%) Information: �Kitaniji�s dragon form after integrating Joshua. Aim for the heads and finish it off!� HP: 25000 Atk: 100 R-melee: 100% R-range: 100% PP: 150 Exp: 0 >>TO BE COMPLETED<< Credits {3002} +++++++++++++ yukatakeuchifan (at) gmail.com, darkanime13 (at) msn.com, yokoshokoboko (at) hotmail.com FOR information regarding Neku�s pins during battle against seven crabs sephirosuy FOR his amazing walkthrough pureauthor and xMothManx FOR help with my deck loadingNOW FOR his pin FAQ which you should read TehWavy FOR his noise and drop FAQ which is also great