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FAQ

by lopp3

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