Rockman.EXE 5 Team of Colonel: Liberation Guide v0.92 by Casebier "Rockman.EXE 5 Team of Colonel" and all related contents and images are originally copyrighted to Capcom. ----------------------------------------------------------------------- Table of Contents: 1. Introduction / 5.1 Blizzardman 2. About Liberation Missions | 5.2 Shademan 3. Special Panels | 5.3 Cloudman 4. Team Member Abilities | 5.4 Dark Megaman 5. Liberation Missions --------{ 5.5 Cosmoman 6. Minibosses and Bosses | 5.6 Dark Colonel 7. Tips and Tricks | 5.7 ShademanV3 8. Version Info | 5.8 CloudmanV3 9. Credits \ 5.9 BlizzardV3+CosmoV3 10. Legal Info 11. Contact Info =============== 1. Introduction =============== I started this guide because of multiple questions on the GameFAQs boards asking where to find certain chips. Since I had already found those chips near the beginning of the game, it seemed a good idea to write a Liberation Mission FAQ. Since I started to write this FAQ, the information contained within has grown. I would like to take the opportunity to thank zidanet_139 for all his help while writing this FAQ. English vs. Japanese: Throughout this guide I will generally use the English name unless the official name is unknown, then I use what sounds the best (i.e.- Flame Beast vs. Garu). ============================ 2. About Liberation Missions ============================ Controls: A: Pressing A opens a menu, giving you your current commands with the Navi. Read Chapter 4. Team Member Abilities for the commands. B: Use B to run and cancel menus. Nothing new. L: Pressing L lets you scroll the map around. Press L to leave this mode. B: Holding B lets you scroll the map faster. R: Pressing R changes which Navi you are currently controlling. Select: Does nothing in the normal Liberation Missions. Start: Pressing Start gives you the option to abandon the mission. You still keep anything found so far (except keys). Liberation Missions are a combination of regular Virus busting with Turn-Based strategy. First the good guys move, then the bad guys. The objective is to reach the end of the board to kill the boss. Of course, to reach the boss, you must first liberate all the dark holes, but more on that in Chapter 3. There are no random battles during a Liberation mission, but the battles you do fight earn zero rewards besides the satisfaction of seeing a nice clean floor. ... and being one step closer towards your main objective, the boss. At the beginning of a mission, your team has 3 Order Points (OP). OPs are used to activate special field abilities that most of your teammates possess. Every Field Ability costs 1 OP. To gain more OPs, you must find them inside item panels and bonus panels. On your turn, you control your team of Navis. If you liberate a panel, rest, or use an Order Point, that Navi's turn is over. Any damage you deal to a boss or miniboss carries over into following battles. On the enemy's turn, they get to move and attack you, following a specific AI script. First, Bosses and Minibosses heal damage (see Chapter 4 under Rest). Second, a virus will almost always move and attack a Navi if they can do so. Royal Hawks will always move towards a Navi if it cannot attack that turn. In Battles during Liberation Missions, you have three turns to win the battle. Every time the custom gauge fills up, the custom window will automatically open up. Because of this, SlowGauge chips will give you more time to defeat viruses with your Buster and chips. If the viruses are not defeated by the end of the third turn, you will fail to liberate the panel(s) and that Navi's turn will end. However, if you are liberating a dark or item panel and you defeat the viruses on the first turn, you will liberate all of the dark and item panels surrounding your square in addition to those panels you were liberating. One final note: You can't enter the Start menu during Liberation Missions. So if you want to change your folder, NaviCust, or use subchips, you better do that before you enter the mission. These NaviCust Programs are useless in Liberation missions: Collector's Eye, SneakRun, Millionaire, Soul+1, and the elemental attractions. Rush, Tango, and Beat are likewise rendered useless. Megaman is the only one that can benefit from the NaviCustomizer. ================= 3. Special Panels ================= Clean Panels: These panels are not claimed by Nebula. You may move freely over them. Then enemy may not move on them, except for one special case: The Swordy Miniboss. Dark Panels: These panels have been claimed by Nebula. The enemy may only move on these panels, and you may not. When Liberating one of these panels, you will fight a regular set of viruses. If there is a Miniboss or a Boss, you will fight that virus instead. Dark Holes: Nebula has opened Black Holes on these panels. When Liberating one of these panels, you will fight a miniboss. If you win, the eight panels surrounding the Hole will also be liberated. If a miniboss is on one of these eight panels or entered from this Hole, they will be destroyed (but their panel remains dark). An Item Panel with a Trap will not be liberated with Dark Holes. Barriers: At that start of a mission, 8 or more of the Dark Panels around the boss will contain these barriers. They cannot be liberated until all of the Dark Holes have been liberated. Key Barriers: To remove these barriers, you must liberate the Item Panel that contains the correct key. The key will "liberate" those panels. Item Panels: Same rules as with Dark Panels, but when you liberate one of these panels, you also collect something extra (usually good). It always contain the same item. This is what you can find: Zenny: More money is always good. Between 100 and 2500 Zenny. Order Points: You need to use your abilities to achieve the fastest liberate times, and you need Order Points to do so. 2-6 OPs. Battle Chip: Every map has extra battle chips for you. See Chapter 5. Pink Heart: The Navi that collects the heart heals full HP. After Numberman joins, Item Panels may also contain the following: BugFrag: One Bugfrag, just like a GMD in the Internet. Trap: Upon Liberation of a trapped item panel, it will deal its effects to that Navi. Traps deal damage, or stuns for one turn. Liberation Missions 5 and 6 deal 50 dmg, 7-9 deal 100 dmg. *Note* Tomahawkman's 2x3 field ability destroys every item in a panel except for traps and keys. Bonus Panels: A roulette effect starts. Claiming this panel does not end the Navi's turn. There are five possible outcomes: Pink Heart: Full HP for that Navi. Order Point: You gain 5 Order Points, up to the maximum of 8. Battle Chip: The chip rewarded by these panels is selected at the start of the mission. There are three chips for each mission. The chip selected is the one awarded for the entire mission. Damage Enemy: Kills the nearest Miniboss. If there are none, instead it deals the nearest boss 1/5th of his max hp. (down to 1 hp) Invincible: Bestows a green aura to your teammates until the next phase. You can be stunned, but you can't be damaged, and it CAN wear off in combat. ======================== 4. Team Member Abilities ======================== Everyone: Liberate: Liberate one panel in front of you. Liberates that target two or more panels will not affect an enemy. With the exception of Tomahawkman's 2x3 Liberate, if you liberate a dark panel or an item panel and win the battle before the second turn, the dark panels and item panels in the eight panels surrounding you will also be liberated. Rest: Skip the Navi's turn. In return, they will heal half of max HP. Bosses auto-heal 100 HP/dark panel around them on their turn. Minibosses auto-heal half of max HP on their turn. Battle: Press L or R to turn around when you are in a pincer attack. Attacks that target viruses only work if you face them. Charged: Everyone has a different charged attack. Chip: Every Navi except Megaman has an extra pre-set chip to use. This chip is like their Navi chip, but slightly weaker. Dark Chips: They work as normal for Megaman. For everyone else, they don't work at all, and just go *poof*. ---------------- Megaman (Vice-Leader): Field: Long Sword - Megaman liberates an area two panels deep. Battle: If you don't know what Megaman can do in battle... His advantages are Unison, NaviCustomizer, and Dark Chips. ---------------- Colonel (Leader): Field: S-Divider - Colonel liberates an area three panels wide. Save: Colonel can save the game on his turn. Battle: Charged: V-Divide - Colonel slashes in a '>' pattern with the tip centered on the closest enemy in his row. If there are no enemies on his row, the tip will hit three panels away. Chip: ColonelCannon - Fires a gun similar to the BigTank. If it doesn't hit anything, it hits the last panel of his row, and the panels above and below that one. Pushes Viruses/Obstacles. ---------------- Knightman (Defense): Passive: StoneBody - Knightman takes 0 damage from all non-combat attacks. He can still be stunned. If an ally one panel away is attacked, Knightman will intercept the attack, protecting one ally. He can't protect allies if he is targeted by the same attack. Battle: Charged: RoyalWreckingBall - Swings his ball through the squares around him. Piercing + Confusion attack. Chip: KingdomCrusher - Shoots his Ball along the row. Piercing attack. ---------------- Shadowman (Recon): Field: Ninja Sword - Deals damage to one enemy in a 2x1 area. If it would kill the enemy, they keep 1 HP. Damage = ( Mission# / 2 ) x 100. ((But #9 == 500 dmg)) Passive: Omni Shoes - Shadowman can pass over any empty panel, dark panel, and item panel that does not contain a miniboss or boss. He can only perform an action if he is over an empty panel. Battle: Charged: Shuriken - Jumps into the air and launches a shuriken at one virus. Chip: Sends a Copy in front of the nearest enemy to use a longsword. Special: Omni Shoes - Shadowman also benefits from Omni Shoes during battle. ---------------- Tomahawkman (Offense): Field: TomahawkSwing - Liberates an area two panels deep by three panels wide. Does not benefit from one-turn Liberates. Destroys anything in an item panel except traps and keys. Battle: Charged: Tomahawk Boomerang - Throws axe straight out. If you are in the center row, it will go straight until it hits a virus or the edge, then go in the opposite direction. If you are in the top or bottom row, when it enters the same column as a virus, it will turn 90 degrees in that direction, and turn again towards you when it hits the top or bottom of the field, not stopping until it leaves the board. The axe pierces viruses, but does not deal piercing damage. Chip: TomahawkSwing - Attacks a 2x3 area. Small delay before the attack. Special: Wood Type (heals on grass, 2x damage from Fire) ---------------- Numberman (Planning): Field: NumberCheck - Checks an area two panels deep by three panels wide. All items are collected, destroying the Traps first. Battle: Charged: DiceBomb - A die is thrown 3 squares ahead. It deals 20x# to enemies around the die when it explodes. Slow Charge. Chip: NumberTrap - Places a special mine two panels away. If the panel does not belong to the enemy or there is a virus there, it will not appear. When a virus moves onto the mine, a 2x2 sandal is dropped on the virus. ---------------- Toadman (Support): Field: RallyMelody - Gives one ally that has not acted, in the 3x3 square around him, the ability to liberate an area five panels deep instead of a normal liberation. Lasts one phase. Save: Toadman can save the game on his turn. Battle: Charged: WaterSlap - Toadman leaps into a temporary ocean tile, appears in front of the nearest enemy, and attacks. Water Damage. Chip: ShockingMelody - Note homes in on enemy. Elec Damage + Stun. Special: Water Type (Doesn't slip on ice, 2x damage from Elec) ---------------- ====================== 5. Liberation Missions ====================== The format below is as follows: ---------------------------------------------------------------------------- 5.# The Boss/Bosses Liberation # Area: Area Name Phase: Number of turns required Allies: (Megaman is not in #4) to earn the regular reward Data Panels: Bonus Panels: Reward: Stuff found in the The possible Your reward for completing Item Panel squares. chips that can this mission in a certain I stopped listing be won from the number of turns. Zenny here after the Bonus Panels. first few Missions. Strategy: Here I'll list a strategy to reach the boss quickly. In this version of the FAQ, I'll get more general in my descriptions, mainly just explaining new teammates and difficulties you should watch out for. Map: Due to advice from another player, I created a map for each mission and put it at the end of each section. Coordinates are in the form of Top# x Left#. ----------- Map Legend ----------- :: - Dark Panel <> - Black Hole ## - Boss Barrier @@ - Boss #1 - Numbered Barrier *1 - Numbered Key ?? - Bonus Panel $$ - Zenny hp - Heart bc - Battle Chip op - Order Points bf - Bug Frag ^S - Trap: Stun ^D - Trap: 50dmg(Lib 5,6)/100dmg(Lib 7,8,9) +VV+ - I cut off an unimportant part of the map here to save space. ---------------------------------------------------------------------------- 5.1 Blizzardman Liberation 1 Area: ACDC 3 Phase: 7 Allies: Colonel Data: Bonus: Reward: 500 Zenny GunDelSol1 A 5 turns: Blizzardman-SP B BusterUp * Tornado D 6-7 turns: Blizzardman B Geddon1 P 8+ turns: 1000 Zenny Strategy: Meet Colonel. He's the first teammate you get, and will participate in almost every Mission. Until you get further in the game, he will be stronger than Megaman, too. His main ability is the S-Divider (fancy name for WideSword). He is also the only Navi that can save the game during Missions until you get Toadman. Since this is the first Liberation Mission you attempt, Capcom went easy on us. However, it is extremely difficult to finish in 5 turns on the first try. For the first turn, DON'T stand in the middle of the three dark panels, or your battle will put you in the middle two columns. By the end of Phase 2, you want to have just liberated the first Dark Hole. By the end of Phase 4, you want to have just liberated the second Dark Hole. In order to finish by Phase 5, you should claim the three panels in front of Blizzardman, then defeat him with your other Navi (probably Colonel). Liberating the Bonus Panels doesn't cost you your turn, so collect the second Bonus on the turn you fight Blizzardman. You might get the Invincibility or Damage Enemy, making your fight against Blizzardman in one turn easier. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 +--+--+--+ 01 | | | | +--+--+--+ 02 | |??| | +--+--+--+ 03 |::|::|$$| +--+--+--+ 04 | | +--+ +--+--+--+--+--+ 05 | | |op|::|::|::|??| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 06 | | | | |::|hp| | | | |::|::|<>|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 07 | | | |bc|::|::|::| +--+--+--+ +--+--+--+--+--+--+--+--+ 08|::|::|::| 10x03: 500z |hp|::| |##|##|##| +--+--+--+ +--+--+--+--+--+--+ 09|::|<>|::| 12x07: BusterUp * |::|::| |##|@@|##| +--+--+--+ +--+--+--+--+--+--+ 10|::|::|op| 02x12: 500z | |::| |##|##|##| +--+--+--+ +--+--+--+--+--+--+ 11 | | +--+ 12 |$$| +--+--+--+--+--+ 13 | | | |::| | +--+--+--+--+--+ 14 |::| |::| +--+--+--+ 15 | | | | +--+--+--+ 16 START->| | | | +--+--+--+ ---------------------------------------------------------------------------- 5.2 Shademan Liberation 2 Area: Oran 3 Phase: 9 Allies: Colonel, Knight Data: Bonus: Reward: 2000 Zenny Timebomb1 T 6-7 turns: Shademan-SP S HiCannon D Navi+20 * 8-9 turns: Shademan S AirHockey R Quake2 B 10+ turns: 2000 Zenny Strategy: Meet Knightman. Beneath that big, heavy armor is even more armor, so he isn't damaged by out-of-combat sources. His charged attack has limited range, so he does better when the enemy is limited to two rows. It is actually easier to collect the SP chip in this mission than the first, mainly because you have two extra turns, AND an extra teammate. Be careful when attempting a one-turn, since Knightman's charged attack has a terrible range. For this reason, if you want/need the three panels in front of you liberated, use Colonel's S-Divider. First turn, you should use Knightman on the second panel, Colonel to clear the next three panels, and then send Megaman to use his Long Sword on the item panel near the first Bonus Panel. Second turn, Colonel should clear a path to the Dark Hole (after collecting the bonus), Knightman should get the Dark Hole, and Megaman should get the Item Panel past the Dark Hole. By this time, the second Royal Hawk should be on one of the five panels in the middle. I would recommend Megaman using Longsword to the Item Panel, then Knightman against the Royal Hawk, if it's in the way. To get the last two Dark Holes, try Megaman's Long Sword towards the middle, followed by Colonel's S-Divider, clearing a path to both holes. If you follow this plan, you won't need to worry about the first Royal Hawk, but you won't get the Item Panel next to it. Nothing special, just more Order Points. As with every boss, I would suggest liberating the row of panels in front before you attack. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 +--+--+--+ 01 |##|##|##| +--+--+--+--+--+--+ 02 | | | |##|@@|##| +--+--+--+--+--+--+ 03 |##|##|##| +--+--+--+ 04 | | | | +--+--+--+ 05 |hp|::|::| +--+--+--+--+ 06 |::| | | | +--+--+--+--+ 07 |::|::| +--+--+ 08 | | | +--+--+--+--+--+--+--+ 09 |::|::|::|::|::|::|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 10|??| | | | |<>|::|::|::|<>|::|::|$$| | | | | | | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 11 |::|::|::|::|::|::|::| | |??| | +--+--+--+--+--+--+--+ +--+--+--+ 12 |::|::| | | | | +--+--+ +--+--+--+ 13 | | | | | +--+--+--+--+--+--+--+--+--+--+--+--+--+ 14 | | | |::| | |::| | | | |::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+ 15 | | |::| |op|::| | | | +--+--+--+--+--+--+--+--+--+ 16 13x10: 2000z | | | +--+--+ 17 23x20: AirHockey R |hp|::| +--+--+--+--+ 18 15x23: HiCannon D |::|::|::| | +--+--+--+--+--+--+ 19 | |::|<>|::|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+ 20 |::| |::|::|::| |::| | | | |::|bc| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 21 | | | |op|::|::|::| |::| |::| +--+--+--+--+--+--+--+--+--+--+--+ 22 |::|::|::| |::|??|::| +--+--+--+--+--+--+--+ 23 |::|::|::|bc| | +--+--+--+--+--+ 24 |::| |::|::|::| +--+--+--+--+--+ 25 | |::| | |::| +--+--+--+--+--+--+--+--+ 26 | | | | |::| | | +--+--+--+--+--+--+--+ 27 |::|::|op| +--+--+--+ 28 | |::| +--+--+ 29 |::| | +--+--+--+--+ 30 | | | | | +--+--+--+--+ 31 START->| | | | | +--+--+--+--+ ---------------------------------------------------------------------------- 5.3 Cloudman Liberation 3 Area: SciLab 3 Phase: 9 Allies: Colonel, Knight, Shadow Data: Bonus: Reward: ParalyzeBomb H FirePunch2 I 5-7 turns: Cloudman-SP C WideBlade A 8-9 turns: Cloudman C MegaEnergyBomb K 10+ turns: 3000 Zenny Strategy: Meet Shadowman. His most important ability, OmniShoes, will be used quite a bit in this mission. But since he can't just waltz past black holes, bosses, minibosses, bonus panels, or barriers, we'll need to clear the road a little before we can put him to good use in this mission. Your first turn should be spent liberating that black hole right in front of you. At the beginning of the second turn, take Shadowman all the way down the winding path until you reach the Item Panel and liberate it for your first Key. Upon liberation of a Key, all barriers with the same number will also be liberated. If you look, you will see a couple barriers with a "2" on them. Guess that means there's another key to find. Keys are usually hidden in small, out of the way areas, and usually guarded by a miniboss. Which in this case, means the small area at the upper-right of the area with two Item Panels and guarded by a Flame Beast. The most efficient way to liberate it is to get a one-turn on either of the corner tiles (one is an Item Panel, the other should have a miniboss), then the following turn liberate the key (or one-turn the miniboss, if you feel lucky). Once you get Key #2, your next stop is the last black hole before the boss. Most likely, the miniboss will be on a panel adjacent to one of the clean panels, giving Shadowman the perfect setup for a kill. When you reach Cloudman, try not to leave anybody resting near him, as he will attack that Navi, dealing damage and stunning them for one turn. Knightman is immune to the damage, but he can still be stunned. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 +--+--+--+--+--+ 01 | |::|*2|::| | +--+--+--+--+--+ 02 | |op|::|::| | +--+--+--+--+--+ 03 | | | | | | +--+--+--+--+--+ 04 | | +--+--+--+--+--+ 05 | | | | | | +--+--+--+--+--+ 06 | | +--+ 07 | | +--+ 08 | | +--+--+--+--+--+ +--+--+--+--+--+ +--+--+--+ 09 | |::|::|::|??| |::|::|::|::|hp| |::|::|::| +--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+ 10 | | |::| |::| | |#2| |::|::|<>|::|::| |::|<>|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 11 | |::|<>|::|::| | | |#2| |::|::|::|::|::| |::|::|::| +--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 12|##|##|##| | | | |::| |op| | |::|$$|::|::|::| | +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 13|##|@@|##| | | |::|::|::|::| | | |::|::|::| | | +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 14|##|##|##| | | |::|::|::| | +--+--+--+--+ +--+--+--+--+--+ 15 |::|::|::| +--+--+--+ +--+--+ 16 |#1| |::|::| +--+--+--+--+--+--+--+--+--+--+--+--+ 17 | |::|::|::|::| |::|::|::|::| |*1| 17x12: 1500z +--+--+--+--+--+--+--+--+--+--+--+--+ 18 | | |#1| |::|::| 13x28: ParalyzeBomb H +--+ +--+ +--+--+ 19 | | |#1| +--+--+--+--+--+--+--+--+--+--+--+ 20 | |::|::|::|::| |::|::|::|::| | +--+--+--+--+--+--+--+--+--+--+--+ 21 |#1| | | +--+--+ +--+ +--+ 22 | |bc| |#1| | | +--+--+--+--+--+--+--+--+--+--+--+--+ 23 |::| |::|::|::|::| |::|::|::|::| | +--+--+--+--+--+--+--+--+--+--+--+--+ 24 | |::| |<>| +--+--+ +--+ 25 |::| +--+ 26 |::| +--+--+--+--+--+--+--+--+--+ 27 |??| |::| |::| |::| |op| +--+--+--+--+--+--+--+--+--+ 28 | | |::| | | |::| | | +--+--+--+--+--+--+--+--+--+ 29 |::|::|::|::|::|::|::|::|::| +--+--+--+--+--+--+--+--+--+ 30 | | | | | | | | | | +--+--+--+--+--+--+--+--+--+ 31 START->| | | | | | | | | | +--+--+--+--+--+--+--+--+--+ ---------------------------------------------------------------------------- 5.4 Dark Megaman Liberation 4 Area: Endo 2 Phase: 10 Allies: Colonel, Knight, Shadow, Tomahawk Data: Bonus: Reward: WaterTornado2 O Yo-Yo E 5-8 turns: FullCustom * WindRacket F 9-10 turns: AntiNavi M SabotenBall2 Q 11+ turns: 4000 Zenny Strategy: Meet Tomahawkman. His main ability, Tomahawk Swing, will liberate a large chunk of panels two deep by three wide (size of LifeSword). When it comes to liberating the panels by a boss, his ability is great for not only taking out those in front of the boss, but the panel to either side of the boss as well, giving it only two columns during battle (if you attack from the front). However, his Swing has a downside... it will destroy any item in the panel, except for keys and traps, which are collected as normal. As for this mission's strategy, send Shadowman to the small 7x7 area with a Dark Hole in the middle. The two keys are hidden in the item panels here, with key 2 being easy to claim, but key 1 requiring either two phases, or a one-turn liberate. You will probably want to send another teammate to help Shadowman take out the hole, but you should concentrate most of your efforts on liberating those panels between you and the boss. When you get near the last Dark Hole, keep an eye on that Swordy. They can teleport to ANY panel within range, turning it into a Dark Panel if clean, and then attack you. All throughout my game they had a tendency to teleport to a square that caused my party to be split up, forcing me to fight the Swordy to get back through. When you get to the Boss, keep in mind his Megabuster... 150 dmg is a bit of damage, and Knightman can't protect anybody if he gets attacked as well. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 +--+--+--+ 01 |##|##|##| +--+--+--+ 02 |##|@@|##| +--+--+--+--+--+--+--+--+--+ 03|::| | |##|##|##| | |??| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 04| | |::|::|::|::|::| | | | | |::| |::| | | +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 05|::|::|::|::|::|::|::|::|::| | |*2|::|::|::|op|::| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 06|::|hp|::|::|<>|::|op|::|::| |::|::|::|::|::|::| | +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 07|::|::|::|::|::|::|::|::|::| | |::|::|<>|::|::|::| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 08| | |::|::|::|::|::| | | |::|::|hp|::|::|*1|::| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 09| | | |::|::|::| |#2|#2| |::|::|::|::|::|::| | +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+ 10|??| | |::|::|::| |#2|#1| | | |::| |::| | | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 11 |::|::|::|::|::|::| +--+--+--+--+--+--+ 12 |::|<>|::|::|<>|::| +--+--+--+--+--+--+ 13 |::|::|::|::|::|::| +--+--+--+--+--+--+ 14 |::|::|::|??|::|::| +--+--+--+--+--+--+ 15 |op|::|::|::|::|::| +--+--+--+--+--+--+--+--+--+--+ 16 |::|::|::|::|::|::|::|::| |$$| +--+--+--+--+--+--+--+--+--+--+ 17 |::|::|<>|::|bc|::| | 18x16: 2400z +--+--+--+--+--+--+--+ 18 |::|::|::|::|::|::|::| 16x17: AquaWall2 O +--+--+--+--+--+--+--+ 19 |::|::|::|::|::|::| | +--+--+--+--+--+--+--+ 20 | |::| |::|::|::| | +--+--+--+--+--+--+--+ 21 | | | | | | | | +--+--+--+--+--+--+--+ 22 START->| | | | | | | | +VV+VV+--+--+--+--+--+ ---------------------------------------------------------------------------- 5.5 Cosmoman Liberation 5 Area: Endo 5 Phase: 9 Allies: Colonel, Knight, Tomahawk, Number Data: Bonus: Reward: AntiFire K TsunamiBall E 4-7 turns: Cosmoman-SP C Guard2 B DrillArm2 L 8-9 turns: Cosmoman C MarkCannon2 D LongBlade P 10+ turns: 5000 Zenny Strategy: Meet Numberman. His main ability, NumberCheck, will check panels in a 2x3 area (size of LifeSword), destroying any traps that may be hiding in an Item Panel, and collecting everything else in the Item Panels. However, it does not liberate those panels, so unless you have to get past the panels and you know there are traps you want to avoid, it might be faster and cheaper to do a regular liberation. However (again), it is a quick way to collect Item Panels, since you don't fight any viruses when doing so. From my experience, the stun traps are the only ones you should worry about. Mainly because you can heal damage in combat, and it would be better to use Numberman's turn cleaning a trap instead of a Navi better in combat compared to Numberman getting stunned for their entire next turn. Our first task is to get Key 1. Unfortunately, Shadowman is standing guard, so we'll have to collect it the old-fashioned way. See that little 2x3 area? Guess how many of those Panels on the way are traps, and which Panel has the key. There are two good ways to get the key on your first turn. The quickest would be to Longsword on the left edge, hitting the item panel (50 dmg trap), either a S-Divider on the next three panels or one-turn the Swordy, then clean the next panel and item panel (stun trap), and finally use NumberCheck on the small island. This is pretty good, but you will face an extra trap and not much else in this first section will be cleared. The other way is to use Knightman on the thin section of Dark Panels to the right, Longsword the panels next to the barrier, one-rank the same three panels as before, Tomahawk Swing the next two panels (the second being the stun trap), and use NumberCheck on the small island. This is also pretty good, but slightly harder fights, and the Swordy will definitely cut you off, trapping Numberman and Tomahawkman until you kill the virus. But the advantage is that you have more of the area liberated and the Flame Beast will probably move on top of that item panel, which is no big deal since it contains a stun trap. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 +--+--+--+--+--+--+--+--+--+ 01| | | | | | | | | | +--+--+--+--+--+--+--+--+--+ 02| |::|::|hp|^D|::|::|::| | +--+--+--+--+--+--+--+--+--+ 03| |$$|??|::|::|::|<>|::| | +--+--+--+--+--+--+--+--+--+ 04| |::|::|op|*3|::|::|bf| | +--+--+--+--+--+--+--+--+--+ 05| |^D|::|::|::|::|??|::| | +--+--+--+--+--+--+--+--+--+ 06| |::|$$|::|<>|::|::|::| | +--+--+--+--+--+--+--+--+--+ +--+--+--+ 07| |::|::|::|op|::|::|::| | 02x03: 1200z |##|##|##| +--+--+--+--+--+--+--+--+--+ +--+--+--+ 08| |::|::|^S|::|::|::|^S| | 03x06: 2500z |##|@@|##| +--+--+--+--+--+--+--+--+--+ +--+--+--+ 09| | | | | | | | | | 13x14: 800z |##|##|##| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+ 10 |#2|#2| |#3|#3|#3|#3| +--+--+--+ +--+--+--+--+ 11 04x16: 1000z | | | | |^D|op|*2| +--+--+--+--+--+--+--+--+--+--+ 12 06x16: MarkCannon2 D | |::|<>|::|::|::|::|::|::| +--+--+--+--+--+--+--+--+--+ 13 11x18: Guard2 B | |::|::|::|^S|bf|<>|::| +--+--+--+--+--+--+--+--+ 14 14x20: 1000z | |::|^D|$$|::|::|::|::| +--+--+--+--+--+--+--+--+ 15 |#1|#1|#1|#1|#1|#1|#1| +--+--+--+ +--+--+--+--+--+--+--+--+--+ 16 |$$|*1|bc| | |::|::| | | | |hp| | +--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+ 17 |::|::|::| | | |::|::| | | |^D|::|op| | +--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+ 18 |^S| | | |::|bc|::|^S| | |::|^S|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 19 | |::|::|::|::|^D|::|<>|::|::| |::|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 20 |^D|::|::|??|::|::|$$|::|::|::| +--+--+--+--+--+--+--+--+--+--+ 21 |::|::|op|::|::|bc|::| | | +--+--+--+--+--+--+--+--+--+ 22 | | |::|::|^D|::| | | +--+--+--+--+--+--+--+--+ 23 13x21: AntiFire K | | |$$|::| | | +--+--+--+--+--+--+ 24 11x23: 1800z | | | | | +--+--+--+--+ 25 START->| | | | +VV+VV+VV+ ---------------------------------------------------------------------------- 5.6 Dark Colonel Liberation 6 Area: Undernet 4 Phase: 10 Allies: Shadow, Tomahawk, Number, Toad Data: Bonus: Reward: AntiElec N Lance * 5-8 turns: Z-Saber Z Satelite2 C AntiRecover P 9-10 turns: Colonel C ElementalEdge K 11+ turns: 6000 Zenny Geddon3 O Strategy: Meet Toadman. He has two important abilities worth mentioning. The first is that he can save the game, which is a good thing, since Colonel isn't being very friendly right now. The second is his Field Ability: Rally Melody. When used, you select one ally in the nine squares around him that hasn't acted yet (using L and R to toggle through multiple choices). A Musical Note will float above that ally's head for the rest of this turn. The Note changes the ally's normal liberation area into a 5x1 area (a really long LongSword). The best part about this liberation area is the fact that it can reach past most obstacles that have been in your way up to this point. Other than that, I find Toadman to be 'almost' as weak as Numberman. This is the final Liberation Mission of the main game. There are three more, but you will have to wait until after finishing the game to reach them. Key 1 is safe to get if you send Shadowman, since the Swordy usually only attacks those targets standing in the line of clean tiles behind the second Dark Hole. I would suggest putting an ally at the end of those panels, and then have Toadman stand in the panel next to it and giving the RallyMelody. Then have the ally with the note use it to liberate a clear line all the way to the Item Panel at on the other side of the third Swordy. The other good place to use a Note Liberate is when you need Key 2: Line up with the Key, liberate five panels, then use another ally to grab the key. Keep in mind, of course, that the Royal Hawk virus will probably attack your Navi unless you killed it or it moved to the first part of the map. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 +--+ 01 |##| 10x05: 1600z +--+--+--+ 02 |##|##|##| 10x07: 1300z +--+--+--+--+--+ 03|##|##|@@|##|##| 07x08: AntiElec N +--+--+--+--+--+ 04 |##|##|##| 09x08: Satelite2 C +--+--+--+ +--+--+--+--+ +--+--+--+ 05 |##| | |::|$$|::| |::|^D|::| +--+--+--+ +--+--+--+--+--+--+ +--+--+--+--+--+ 06 |::|::|::| |??|::|^S|::|hp|::| |::|::|::|::|*1| +--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+ 07 |::|<>|::| | |::|op|::|$$|::|::| |::|::|hp|::| | +--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+ 08 |::|::|::| |::|bc|::|bc|::|^S|::| |::|::|::|::| +--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+ 09 |::|::|::| |bf|::|<>|::|op| |::| |^S| +--+--+--+--+ +--+--+--+--+--+ +--+--+--+ 10|::|::|::| |::|::|::|::| |::| |::| +--+--+--+--+ +--+--+--+--+ +--+--+--+--+--+ 11|#2|#2|#2|#2| |#1|#1| |??|::|::|::|::| +--+--+--+--+--+ +--+--+--+ +--+--+--+--+--+ 12| | | | | | | | | |::|::|<>|::|::| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+ 13|::|::|::|::| | | | | | | |::|::|op|::| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+ 14|::|::|$$|::|::| | | | | |::|::|::| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+ 15|??|::|::|::|::|::|::|^D| | | |::|$$|::| | +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+ 16 |::|^D|<>|::|op|::|::| | | |::|::| | +--+--+--+--+--+--+--+--+ +--+--+--+--+--+ 17 | |::|::|::|::|::| | |^D|::|::| | +--+--+--+--+--+--+ +--+--+--+--+--+--+ 18 |::|::|^S| | |::| |::|::|::|op| +--+--+--+--+ +--+--+--+--+--+--+--+ 19 |::|*2|::| |::|bf|::|::| | | +--+--+--+ +--+--+--+--+--+--+--+ 20 | | |::|<>|::| |::| 03x14: 2000z +--+--+--+--+--+--+--+--+ 21 | | |::| |::|::|::| 13x15: 1000z +--+--+--+--+--+--+--+--+ 22 |::| |::|::|::|::|::|$$| 13x22: 1200z +--+--+--+--+--+--+--+--+ 23 | |::| |::|::| |::|::| +--+--+--+--+--+--+--+--+ 24 | | |::| |::|::| | +--+--+--+--+--+--+--+ 25 | | | | | | +--+--+--+--+--+ 26 START->| | | | +VV+VV+VV+ ---------------------------------------------------------------------------- -------------- Bonus Missions -------------- The following are bonus missions. You will be able to attempt them after you finish the main game. The first time you finish Liberation 7, you will also earn a semi-special chip. Why do I call it semi-special? Because it's common in Nebula GMDs. The good thing about this chip is you can trade it for the Soul Cleaner NCP, but this guide doesn't cover that. ---------------------------------------------------------------------------- 5.7 ShademanV3 Liberation 7 Area: Nebula 1 Phase: 12 Allies: Colonel, Knight, Tomahawk, Number Data: Bonus: Reward: Meteor2 E BoyBomb3 B 5-10 turns: Blackwing W CustomBolt2 E AntiNavi T 11-12 turns: Shademan-DS S Slasher I MudTsunamiBall W 13+ turns: 5000 Zenny HeatBody3 J Extra Reward: JusticeOne J Strategy: Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 +--+ 01 08x06: Slasher I 08x09: 1300z |##| 03x07: HeatBody3 J 09x11: 1600z +--+--+--+ +--+--+--+ 02 09x10: CustBolt2 E 03x16: 1000z |::|::|::| |##|##|##| 06x15: Meteor2 E +--+--+--+--+--+--+--+--+ 03 |#1|::|<>|::|##|##|@@|##| +--+ +--+ +--+--+--+--+--+--+--+--+--+ 04 |^S| |op| | |#1|::|::|::| |##|##|##| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 05|::|::|::|??|::| |::| |::|#2|::|::|::|#1|#1|#1| |##| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+ 06|::|::|::|::|::|::| |bc|::|#2|::|<>|::|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 07|<>|::|bc|::| | |::|^S| |#2|::|::|::|hp| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 08 |hp| |#2| |::|::|bf| +--+ +--+ +--+--+--+--+--+--+--+ 09 |??| |^S| |$$|^D|#2|#2|#2|#2|#2| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 10|*2|::| |::| |::| |^D|bc|::|::|::|::|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 11| |::|::|::| |::| |^S|$$| | |::|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 12|op| |::|::|::|::|hp|::|::| | |::|::|??| +--+--+--+--+--+--+--+--+--+ +--+--+--+--+ 13|::| |::| | |::|::|<>|::| |::|::|::| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 14| |::| |::|::|::|::|::|::|??| |^D|::| | +--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 15|::| |::|::|::|bc|::|::|::| |::|::|::| +--+--+--+--+--+--+--+--+--+ +--+--+--+ 16| |::|$$|::| |::|::|::|::| |::|<>|::| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+ 17|::|::|::| |::| |::| |::|op| |::|::|::|^S| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+ 18| | | |::| | |::| |::| |op|*1|bf| +--+--+--+--+--+--+--+--+--+ +--+--+--+ 19| | | |<-START +--+VV+--+ ---------------------------------------------------------------------------- 5.8 CloudmanV3 Liberation 8 Area: Nebula 3 Phase: 14 Allies: Shadow, Tomahawk, Number, Toad Data: Bonus: Reward: ResetBomb I TimeBomb3 S 7-12 turns: Muramasa M AirWheel3 G 13-14 turns: Cloudman-DS C Kunai3 L 15+ turns: 5000 Zenny Strategy: For the first two turns Toad should give Shadowman a Note, then kill the mini-boss blocking the way to the second hole. Shadowman then uses the note from the Panel by the Royal Hawk, aiming past the Bonus Panel with it. On the second turn, get Order Points from the Bonus if you need them, run Shadowman back to Toadman to get another note, and use the note on those five Item Panels from the last panel you liberated towards the start. You'll get Key 1, 100dmg Trap, and 300z (or 2700z if you one-turn). Removing the #1 Barriers will give you a little more room to move about in, making the start easier. Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 +--+--+--+ 01 |##|##|##| +--+--+--+--+--+--+--+--+--+ 02 |##|@@|##| | | | | | | +--+--+--+--+--+--+--+--+--+ 03 |##|##|##| |#2| +--+--+--+ +--+--+ +--+--+--+ 04 |??|::| |::|::|::| +--+--+--+--+--+--+--+ 05 |::|::|::|::|::|::|::| +--+--+--+--+--+--+--+--+--+--+ 06 | |::|::|#2|::|^S|::|::|$$| | +--+--+--+--+--+--+--+--+--+--+--+--+ 07 | | |::|#2|<>|::|::| | | |::|::| +--+--+--+--+--+--+--+--+--+--+--+ +--+--+ 08 | | | | |::|#2|::|::|::| | |::| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 09 | | |::|::|op|::|::| |::|hp|::| +--+--+--+--+ +--+--+--+--+--+ +--+--+--+--+ 10 |op|::|bf|::| |::|::| |::|*2|::| +--+--+--+--+--+--+ +--+--+ +--+ +--+--+--+ 11| |::|<>|::|::|::| |??| |::| +--+--+--+--+--+--+--+ +--+--+--+ +--+ 12 |^D|::|^D| |::|#1| |^S|^S|^S| +--+--+--+--+--+--+--+--+--+--+--+--+ 13 | | | | |#1|::|$$|^S|<>|^S|$$| +--+--+--+--+--+--+--+--+--+--+--+--+ 14 | |#1|::|$$|^S|::|^S|$$| | +--+--+--+--+--+--+--+--+--+--+ 15 |::|$$|$$|$$|$$|$$| | | All $$ = 100z +--+--+--+--+--+--+--+--+ 16 EXCEPT FOR |::|$$|$$|$$| | 14x06: 2000z +--+--+--+--+--+ +--+ 17 17x19: 2400z |::|::|::|::| |??| +--+--+--+--+--+--+--+--+ 18 03x20: ResetBomb I | |::|::|::|::|::|::| +--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+ 19 | | |::|::|op| |::|::|::|<>|::|::|$$|$$| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 20 |bc|::|::|::|::|::|::|::|#1|::|::|::|hp|$$|$$| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 21 | |::|::|::| |::|::|::|::|::| |$$|^D|$$| +--+--+--+--+--+--+--+--+--+--+ +--+--+--+ 22 |#1|^S|#1| | | |#1| |$$| +--+--+--+--+ +--+--+--+ +--+--+ 23 |::|<>|::| |*1|::| +--+--+--+--+--+ +--+--+ 24 |::|::|::|::|::| +--+--+--+--+--+--+--+--+--+ 25 | |::|::|::| |::|::| | | +--+--+--+--+--+--+--+--+--+~~~\ 26 | |::|#1|::|::|::| | | } +--+--+--+--+--+--+--+--+~~~/ 27 | | | START->| | | +--+--+ +--+--+ ---------------------------------------------------------------------------- 5.9 BlizzardV3+CosmoV3 Liberation 9 Area: Nebula 5 Phase: 16 Allies: Colonel, Knight, Shadow, Toad Data: Bonus: Reward: Samurai3 Z VoodooDoll O 4-13 turns: Anubis A AntiWood M CustomBolt3 P 15-16 turns: Cosmoman-DS C SuperVulcan S 17+ turns: 5000 Zenny Strategy: Map: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 01| |::|::| |#1| |::|::|::|##|##|##|::|::|::| |#2| |::|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 02|??|::|::|#2|#2|#2|::|$$|::|##|@@|##|::|hp|::|#3|#3|#3|::|::|??| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 03 |::|::|#2|<>|#2|#2|::|::|##|##|##|::|::|#3|#3|<>|#3|::|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 04 |::|::|#2|::|op|#2|::|::|::|::|::|::|::|#3|bc|::|#3|::|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 05 | |#2|#2|::|#2| | |#1|::|#1| | |#3|::|#3|#3| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 06 | |::|#2|::|::|::|#2|::|@@|::|#2|::|::|::|#3|::| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 07 | |#2|#2|::|::|#2|::|*1|::|#2|::|::|#3|#3| | +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 08 |::|::|#2|#2|::| |#2|#2|#2| |::|#3|#3|::|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ 09 |<>|::|#2|::|::|::|::|::|::|::|#3|::|<>| +--+--+--+--+--+--+--+--+--+--+--+--+--+ 10 |::|::|#2|::|::|#3|#3|#3|::|::|#3|::|::| +--+--+--+--+--+--+--+--+--+--+--+--+--+ 11 |*2|hp|#2|::|::|#3|::|#3|::|::|#3|op|*3| +--+--+--+--+--+--+--+--+--+--+--+--+--+ 12 |::|#3|<>|#3|::| | +--+--+--+--+--+--+ 13 |::|#3|#3|#3|::| 08x02: 2000z +--+--+--+--+--+--+ 14 | | | | | |op| 16x04: AntiWood M +--+--+--+--+--+--+ 15 |bc|::| |::|::| 10x15: Samurai3 Z +--+--+--+--+--+ 16 |::|::|::|::| +--+--+--+--+ 17 |::|::| +--+--+--+ 18 | | | | +VV+VV+--+ ---------------------------------------------------------------------------- ======================== 6. Minibosses and Bosses ======================== Here I list the details of minibosses and bosses. For all ranges greater than 1, the corners are not affected. Flame Beast 2 panel movement. Attacks all Navis within 1 panel. 120 HP, 20 dmg (Lib-1,Lib-2) 180 HP, 40 dmg (Lib-3,Lib-4,Lib-5) 220 HP, 50 dmg (Lib-6) 250 HP, 60 dmg (Lib-7) 300 HP, 80 dmg (Lib-8) 360 HP, 100 dmg (Lib-9) Royal Hawk Attacks one Navi within 3 panels OR Teleports to any dark panel within 3 panels. 100 HP, 20 dmg (2,3) 150 HP, 30 dmg (4,5) 180 HP, 40 dmg (6) 200 HP, 60 dmg (7) 250 HP, 70 dmg (8) 300 HP, 80 dmg (9) Swordy Can teleport to any panel within 2 panels. If the panel is clean, it turns dark. Attacks one Navi within 1 panel. 200 HP, 50 dmg (4) 230 HP, 50 dmg (5) 230 HP, 70 dmg (6) 300 HP, 100 dmg (7) 340 HP, 120 dmg (8) 400 HP, 140 dmg (9) Blizzardman V1-40dmg snowball, all targets within 2 panels. V3-80dmg snowball, all targets within 2 panels. Shademan V1-60dmg claw, 1 target standing next to any Dark Panel. V3-80dmg claw, 1 target standing next to any Dark Panel. Cloudman V1-50dmg thundercloud, 1 target within 2 panels. Stuns Navi. V3-70dmg thundercloud, 1 target within 2 panels. Stuns Navi. Cosmoman V1-80dmg satellite, 1 target within 3 panels. V3-100dmg satellite, 1 target within 3 panels. Dark Megaman 50dmg Megabuster, all targets within 2 panels. Hits three times. Dark Colonel 100dmg Sword, 1 target within 1 panels. ================== 7. Tips and Tricks ================== Use those Abilities: Several of your teammates are perfect for certain situations. Knightman - If you are worried about getting attacked, let Knightman liberate a Panel near the Navi that will get attacked. Also, if you have to liberate a Panel and you know you'll be in the center two columns, Knightman is a good choice: His Royal Wrecking Ball has limited range, but with viruses so close to you, it will most likely hit at least one enemy, and probably two. Shadowman - His Omni Shoes will let him travel just about everywhere, allowing you to liberate keys and such long before your other Navis can arrive. Tomahawkman - Watch out when using his Tomahawk Swing. It liberates a large area, but doesn't benefit from one-turn liberates and it destroys most items. Numberman - He's mostly useful for removing stun traps and collecting multiple Items that are out of reach. Other than that, I don't find him too useful. Toadman - His Field Ability is great. The 5-Panel liberate reaches past most barriers, viruses, black holes, and even empty space. Use this to collect item panels from behind barriers, give Shadowman some place to go, or even give it to Shadowman and let him use it from a more advantageous spot. ------------------ Conserving Order Points: Once you have a large source of chips and put together a better folder than the one you start with, you have a better chance of getting one-turn liberates. Once you get constant one-turns, don't use Colonel's S-Divider field ability. Also, try not to use Shadowman's Ninja Sword ability, unless you really need to damage an enemy and can't reach him. Any damage you could deal with the ability you could easily deal in combat with just Shadowman's charged attack. ------------------ Controlling the size of your Battle Area: You may notice in battles that you start with either columns 1-2, 1-3, 1-4 or 3-4 as your battle area. The reason for this is because dark panels next to your panel have an effect on your battle area in combat. +-- N is your current Navi, and they are facing #2 to liberate it. | Panels #7 and #9 do not matter when calculating your battle area. | To find battle area, read the following until you reach a true statement. V Middle two columns: Either #4 and #6 are Dark, or #8 is Dark. 123 Left two columns: Same as above, but fighting a Boss. 4N6 Left two columns: #4 OR #6 is a Dark Panel. 789 Left three columns: #1 and/or #3 is a Dark Panel. Left four columns: #2 is the only Dark Panel. ------------------ 8. Version Information: ToC- v0.92 April 25, 2005 Started adding in more Bonus Panel Chips. Synced ToB and ToC guides. Ran Spell Checker (lots of misspelled words!) ToC- v0.9 April 07, 2005 Added in Mission #9. ToC- v0.81b April 05, 2005 A line was 80 characters long... :-( ToC- v0.81 April 04, 2005 Corrected a few things that I missed. ToC- v0.8 April 03, 2005 First GameFAQ submission. ToC- v0.6 March 25, 2005 Work still in progress... --------------- 9. Credits: Thanks to zidanet_129 for his innumerable FAQs, which has prompted me to write my own, and what I base my format on. Thanks also to zidanet_129 for all the help he gave me in writing this FAQ. It wouldn't be this big if it weren't for him. Thanks to ad00 on the GameFAQs boards for pointing out that there's more than just three chips in those Bonus Panels. Now I just have to find them all... --------------- 10. Legal Information: Copyright to Casebier (John Rogers) This Guide may only be posted on GameFAQS.com. --------------- 11. Contact Information: You can reach me on the GameFAQs message boards. You can also contact me via email, but I don't check it very often. Email: casebier[at]iname[period]com