The World Ends With You Walkthrough :
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Walkthrough - Boss FAQ============================================================================== The World Ends With You Boss FAQ by cyborg99 ============================================================================== ============================================================================== Table of Contents ============================================================================== 1) Legal Stuffz (LS) 2) Version History (VH) 3) Introduction (INTRO) 4) Bosses (BOSS) a) Week 1 (WEEK1) i. Week 1, Day 1, Boss 1 (W1D1B1) ii. Week 1, Day 2, Boss 1 (W1D2B1) iii. Week 1, Day 3, Boss 1 (W1D3B1) iv. Week 1, Day 4, Boss 1 (W1D4B1) v. Week 1, Day 5, Boss 1 (W1D5B1) vi. Week 1, Day 7, Boss 1 (W1D7B1) vii. Week 1, Day 7, Boss 2 (W1D7B2) b) Week 2 (WEEK2) i. Week 2, Day 1, Boss 1 (W2D1B1) ii. Week 2, Day 2, Boss 1 (W2D2B1) iii. Week 2, Day 3, Optional Boss (W2D3OB) iv. Week 2, Day 3-5, Boss 1 (W2D3-5B1) v. Week 2, Day 5, Boss 2 (W2D5B2) vi. Week 2, Day 6, Optional Boss (W2D6OB) vii. Week 2, Day 7, Boss 1 (W2D7B1) c) Week 3 (WEEK3) i. Week 3, Day 2, Optional Boss (W3D2OB) ii. Week 3, Day 2, Boss 1 (W3D2B1) iii. Week 3, Day 3, Boss 1 (W3D3B1) iv. Week 3, Day 4, Boss 1 (W3D4B1) v. Week 3, Day 4, Boss 2 (W3D4B2) vi. Week 3, Day 5, Optional Boss (W3D5OB) vii. Week 3, Day 5, Boss 1 (W3D5B1) viii. Week 3, Day 5, Boss 2 (W3D5B2) ix. Week 3, Day 6, Boss 1 (W3D6B1) x. Week 3, Day 7, Boss 1 (W3D7B1) xi. Week 3, Day 7, Boss 2 (W3D7B2) xii. Week 3, Day 7, Boss 3 (W3D7B3) xiii. Week 3, Day 7, Boss 4 (W3D7B4) 5) Contact Information (CI) 6) Special Thanks (ST) 7) Things To Do (TTD) ============================================================================== Legal Stuffz (LS) ============================================================================== This FAQ is intellectual property of James "cyborg99" Thompson. Do not use it without my permission(you may find contact info at the bottom of the FAQ). This guide will only appear on these websites: www.gamefaqs.com www.neoseeker.com www.supercheats.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Et cetera, et cetera, et cetera... ============================================================================== Version History (VH) ============================================================================== Version 1.1: Corrected typos on W3D7B2 and W3D7B4 Added a tip for W3D7B1's 4th Phase Added a defeat quote for W3D4B1 Added an attack for W3D6B1 Version 1.0: Initial release! ============================================================================== Introduction (INTRO) ============================================================================== Welcome to my Boss FAQ for the Nintendo DS game, The World Ends With You. This FAQ will cover nearly everything that you need, from boss stats, attacks, strategies, and more. I try to avoid spoilers and references to future events in the strategies section, but be forewarned that this guide DOES contain spoilers with boss names and such. Read at your own risk. My guide uses a simple code system to allow you to find exactly what you're after. Simply press ctrl+f(or whatever your browser's find shortcut is) and copy the find code, found in the parentheses in the table of contents, and hit find. ============================================================================== Bosses (BOSS) ============================================================================== Now on to why you're really here, the bosses. Here's the format you'll find each boss in, keep in mind this is an example: Week 4, Day 9, Boss 1 (W4D9B1): Example Boss - Difficulty level; Annoyance Factor HP: 1337 Attack: Over 9000! Absorbs Positive psychs and 150% damage from Negative psychs PP: 3.14159 EXP: 99 Attacks: Example attack - Example description Strategy: Example strategy. Miscellaneous quotes: Example quotes. ============================================================================== Week 1 (WEEK1) ============================================================================== Week 1, Day 1, Boss 1 (W1D1B1): Mosh Grizzly - Difficulty 1/10; Annoyance Factor 1/10 HP: 600 Attack: 100 No weaknesses or resistances. PP: 3 EXP: 35 Attacks: Backhand - backhands Neku or his partner. No knockdown, but causes Neku to flinch if hit Swipe - swipes with huge claw to attack Neku or his partner. Knocks down if deals damage. Can toss obstacles with it. Strategy: Not really a boss. The exact same as the Grizzlies you'll fight later on in the game(like... one or two days later >.>). Week 1, Day 2, Boss 1 (W1D2B1): Metal Corehog - Difficulty 1/10; Annoyance Factor 1/10 HP: 600 Attack: 100 No weaknesses or resistances. PP: 5 No EXP earned. Attacks: Quill Launch - The Corehog launches quills into the air at places on the battlefield(signified by crosshairs on the ground). These cause no damage at first, but explode after a short time. These can be attacked and destroyed. Quill Stab - The Corehog stabs with all the quills on it's back. Quite annoying because it comes out quick and causes you to flinch. Strategy: Nothing too special, it comes with two Garage Wolves, take care of them first, and then attack the Corehog. Destroy the quills that it launches so they don't blow you up. Week 1, Day 3, Boss 1 (W1D3B1): Vespertillo Canor - Difficulty 5/10; Annoyance Factor 6/10 HP: 800 Attack: 100 No weaknesses or resistances. PP: 10 No EXP earned. Attacks: Summon Gabba Bat - Vespertillo will summon Gabba Bats to the top Zone to attack your partner. These drop no Pins, EXP, or PP It only does this attack while it's shielding its eyes from the full brightness of the light. Wing Attack - Vespertillo will growl, rear back and strike at the ground with its wings, causing a shockwave. Just dodge it by dashing when you hear it growl. Hypnosis - After turning part of the lights on, Vespertillo will start using this attack. It will cling onto a rafter and hang upside-down and shoot rings at Neku. This attack is VERY easy to dodge, as it cannot hit behind itself while using this attack, so dash behind it and start unleashing. This attack can also cause Sleep(which the game interprets as Immobility). Cross Boomerang - After losing half of its health, it will start using this attack. Vespertillo will charge to one side of the bottom Zone and launch two cross-like boomerangs. To dodge this, you simply dodge by dashing. Strategy: This is the first *real* boss(instead of just color swaps of other Noise) in the game, and can also be very confusing if you don't know what to do. The fight starts with the bottom Zone in total darkness, so you can't really see or attack Vespertillo. You can see it's outline and glowing eyes, but attacking it causes 0 damage(oddly enough, though, it passes the Light puck). In order to turn the lights back on, you've got to look to the top Zone, because Gabba Bats will be draining the electricity out of the power lines. You don't have to erase them all to turn the lights back on, only the ones that are draining the lines. Due to the dumb AI, though, you'll probably have to kill all the regular Bats first. When one side is clear of Bats draining the lines, the lights will become partially on. This is your time to strike! Vespertillo will still attack, but he is vulnerable to damage. When Shiki erases all of the Bats that are draining the power lines, the lights will become fully on and Vespertillo will be stunned from the bright light. If you have a Fusion Attack primed, use it now. While it's shielding his eyes from the light, it's completely stunned and takes double damage. If you don't, keep attacking with Neku and clearing Bats with Shiki, as Vespertillo will continually be summoning bats during this stage. If it summons enough bats, they will turn the lights off and you have to repeat the process. So keep clearing Bats so you can delay the lights turning off and you'll be fine. Note that it will eventually turn off the lights no matter how many Bats are on there and/or simply overwhelm you with too many Bats. Week 1, Day 4, Boss 1 (W1D4B1): Swing Shark - Difficulty 3/10; Annoyance Factor 10/10 HP: 1200 Attack: 50 No weaknesses or resistances. PP: 15 No EXP earned. Attacks: Fin Slice - Whenever it's swimming with it's fine above the ground, it's using this attack. Coming in contact with this fin causes damage. Dodge it by not touching it! Chomp - Leaps up out of the ground to chomp at Neku, his Partner, or a Noise! Causes damage to Neku or his Partner, but if it chomps at a Noise, it erases it. Seems good? In return for erasing it, you are denied the EXP, PP, and Pin drop from the Noise and the Shark gets faster and stronger. Also causes a color change. It's preceded by a circular ripple on the ground. When you see this under you(or your partner), move out of the way(or block/dodge). Strategy: Strategy is simple. Get rid of the two Dixiefrogs, two Bigbanfrogs, and the slew of Bigbansprogs first. Get to as many of them before the Shark as you can. Once the Frogs and Sprogs are taken care of, work on the Shark. By now, it's probably Chomped one or two Noise, so it's gotten a speed boost, making it annoying to hit. Just play defensively until you see it about to Chomp. When you see the ripples, dodge out of the way, then attack. That's the easiest way I've found to hit it at this point in the game. Other than it's Fin Slice and Chomp, it gets nothing new throughout the fight. Fairly easy "boss"(it's just another color swap of other Noise), just extremely annoying when it Chomps too many Noise(just like other Shark Noise). Week 1, Day 5, Boss 1 (W1D5B1): Circle Pit Grizzly - Difficulty 6/10; Annoyance Factor 2/10 HP: 3500 Attack: 150 No weaknesses or resistances. PP: 15 No EXP earned. Attacks: Backhand - backhands Neku or his partner. No knockdown, but causes Neku to flinch if hit. Swipe - swipes with huge claw to attack Neku or his partner. Knocks down if deals damage. Can toss obstacles with it. Grizzly Slam - raises a claw and jumps into the air, damaging Neku, then lands on the ground, causing a shockwave. First hit causes less damage than Swipe(a little more than half) while the shockwave deals extremely heavy damage(twice as strong as Swipe). Strategy: Play defensively and attack from range. Use a Psychokinesis pin to attack with the obstacles first so they'll break and he can't hit you with Swipe from range. Circle Pit Grizzly is oddly aggressive for a Noise and attacks extremely fast with a lot of power. If you think you can manage it, juggle it with your Ice Blow/Risers, Murasame(or it's evolutions) that you just got, and Force Rounds. Ice Blow/Risers > Murasame > Force Rounds > Ice Blow/Risers should keep him in the air and you unharmed. Otherwise, just stay at range and blast it from a far. Don't forget to block with Shiki when you see it start to attack. Week 1, Day 7, Boss 1 (W1D7B1): Cornix Canor - Difficulty 2/10; Annoyance Factor 8/10 HP: 800 Attack: 100 No weaknesses or resistances. PP: 20 No EXP earned. Attacks: Summon Decadravens - All throughout the fight if there are not 4 Decadravens in the battle, they will be constantly summoned. Thankfully they don't try to steal your pins. Just like the other Canor, these minions do not drop Pins and assumingly no EXP/PP. Dive - If it's not carrying something, it will fly back and forth on the bottom Zone(you can see it's shadow). When it gets to the ground, it will make a screech and it will either dive from one side of the screen to the other, picking an obstacle(even one of the bigass Buses from time to time O_O) up on the way. It will then move to the top Zone and dive the opposite way. To make it drop what it is carrying, simply hit it once with Shiki. Drop - If you don't hit it when it's on the top Zone, it flies back down to the bottom Zone. You'll once again see its shadow, along with the shadow of the thing it's carrying. Obviously bigger obstacles mean bigger shadows. It will fly in the sky back and forth a few times until it decides to drop it on Neku. Dodge this by simply moving out of the way. Beware of dropped Cars, Vans, and Buses! Strategy: The strategy is simple, but annoying to pull off. For starters, you can't make it flinch. You can only damage it when it's Diving, meaning you're always at risk whenever you can damage it as MOST ranged psychs aren't fast enough to hit it unless you're playing chicken with it or something. To further complicate matters, you can rarely hit it on the top Zone due to Decadravens cluttering the screen, causing the dumb AI to hit them instead of Cornix. So while you're trying to hit Cornix, the Decadravens are constantly pecking at you, Shiki's hitting them instead of Cornix when it's Diving on her Zone, and Neku'll probably get hit once-per Dive if you're doing the only sane way of hitting it(which is standing in front of it). You really just have to KILL IT UNTIL IT DIES! There's nothing special, no changes throughout the fight. Just Ravens, Diving, and Dropping. Week 1, Day 7, Boss 2 (W1D7B2): Yodai Higashizawa/Ovis Cantus - Difficulty 3/10; Annoyance Factor 2/10(would be 1/10; but Inhale sucks) HP: 8000 Attack: 100 No weaknesses or resistances. PP: 30 No EXP earned. Attacks: Inhale - "Time for a taste test..." Steroids will form a black hole around his mouth, making it impossible to use Psychs or attack with Shiki. It doesn't heal him or anything, but it does waste charges on your pins. MAKE SURE NOT TO HEAL WHEN HE IS INHALING OR YOU WILL WASTE HEALING CHARGES. Energy Balls - "I'll char you both black!" Steroids will form some kind of portal with his fists where energy balls shoot out. These are easy to avoid on both Zones. Neku can just dodge them by walking around and Shiki is rarely hit by them and can block them. Lightning - Used after Phase 1 and immediately following Energy Balls. The bottom screen will flash and Steroids will cause lightning to strike where Neku is standing 5 times. This will cause decent damage and will always immobilize(you just got struck by lightning, what do you expect?). Pound - Steroids has 4 versions of this attack. Pound v1 - "I'll pound you!" Your standard "IMMA CHARGIN' MAH FIST!" mega PAWNCH attack. He hits the ground with his fist that causes a minor shockwave around the site of impact, causing heavy damage if fist connects and causing Neku to flinch if he is not dashing, no matter where he's standing. Pound v2 - "I'll pound you!" Your standard "VULCAN JAB MOTHER ****A!" attack. A quicker, more rapid hitting version of Pound v1, but causes no shockwaves. Pound v3 - "Mrahahaha!" He slams Shiki with his fist. The weaker version of the Shiki-hitting Pound Pound v4 - "Hregah!" He PAWNCHes Shiki with his fist. The stronger one. He hits quite lazily-looking, too. Swipe - "I'll mince you!" Steroids will swipe with one hand. This attack not only deals a decent amount of damage, but also knocks you FLYING across to the other side of the arena. Strategy: Steroids is a 2(3?) Phase fight, which is fairly simple. Phase 1, "Welcome to my kitchen!": 100% yellow HP - 50% Steroids starts out kneeling on one knee. In Phase 1, he'll only use Inhale and Energy Balls, minus the lightning. Phase 2, "Now we're boiling!": 50% yellow HP - 0% Steroids stands up finally in Phase 2. He starts using ALL of his attacks now. His attacks all have a ton of power behind them(except maybe Pound v2 and Energy Balls...), but they're all generally pretty slow(except for Lightning), so you should be able to Block/Dodge them easily. Get rid of the yellow HP bar in its entirety... Phase 3, "We've preheated long enough!": 100% green HP - erasure I can't tell if something happens that's different, but nothing seems to change. Miscellaneous Quotes: "Mr. Kitaniji..." - Being defeated ============================================================================== Week 2 (WEEK2) ============================================================================== Week 2, Day 1, Boss 1 (W2D1B1): Dub Rhino - Difficulty 3/10; Annoyance Factor 1/10 HP: 800 Attack: 120 Takes 120% damage from Negative Psychs and 90% damage from Positive Psychs PP: 15 No EXP earned. Attacks: Horn Slam - Dub Rhino will rear back, stand on its hind legs, and then slam it's horn on the ground. Causes heavy damage, Neku to flinch and drag back a little, and has a chance to cause Defense Break, which increases your damage taken. Horn Ram - Dub Rhino will use this attack after losing half of its yellow HP bar. It will lower its head and ram it's horns into the air, causing Neku or his partner to fly into the air. Strategy: The Dub Rhino is the game's introduction to this week's new Noise, the Rhino. As a result, it's not too hard and it attacks and moves slow. It does have one annoying quirk about it, though. Unlike other Rhinos who take half damage from attacks while Neku is in front of them(even if they hit on their backside, if Neku is in front, you'll get reduced damage), the Dub Rhino takes 0 damage from frontal attacks. It is weaker to negative(ranged) psychs and takes reduced damage from positive(melee) ones, so dash behind it and blast it from afar to take it down quickly. Week 2, Day 2, Boss 1 (W2D2B1): Eurobeat Boomer x2 - Difficulty 3/10; Annoyance Factor 6/10 HP: 910 each Attack: 100 each No weaknesses or resistance. PP: 5 each EXP: 100 each Attacks: Boomer Jump - Similar to Final Fantasy Dragoons, Boomers will jump up into the air and come crashing down after a short time. Dodge this by avoiding the crosshair that shows where they're going to land, but be warned that it will follow you for a short time. Boomer Rush - The Boomer will lean back on it's tail and rush forward to the other side of the arena, attacking with its legs. Baby Uppercut - The baby in the Boomer's Pouch will reveal itself and the Boomer will jump, with the baby upper cutting. Rarely done on the bottom Zone, but I believe it knocks you up in the air, as well. Strategy: This is your introduction to Taboo Noise. Taboo Noise can only be really hurt while holding the Light Puck(an attack without it will suffer a 75% damage redux), so it's important that you focus on passing it while fighting them. Anyway, these aren't really bosses, but they are pretty tough at this point in the game. You'll fight these same things later on in the game, nothing will be different, except you'll be stronger. Boomers are particularly annoying, though. If there are battles with more than one Boomer, you'll be constantly hounded by Boomer Jump, and this fight is no exception. Just attack with both characters(spam left or right with Joshua while attacking with Neku normally if you can't follow the Light Puck and still play well) and keep dodging their attacks, they'll die eventually. Week 2, Day 3, Optional Boss(W2D3OB): Progfox - Difficulty /10; Annoyance Factor 8/10 HP: 5000 Attack: 100 Takes 80% damage from Negative Psychs. PP: 20. No EXP earned. Attacks: Teleport - Progfox likes to teleport. A LOT. This will get annoying fast. Summon Tail Flame: Top - Summons 3 Tail Flames on the top Zone. These have very little HP(about 100), but if you don't erase them, Progfrox will absorb them, allowing it to transform into more powerful things. Summon Tail Flame: Bottom - Whenever Progfox gets a new level of tails(1 > 3 > 6 > 9), it will summon a Tail Flame on the bottom Zone. 1 tail has none, 3 has 1, 6 as 2, 9 has 3, but they go away anyway, so it doesn't matter. These harm Neku on contact and also always cause Attack Break. Call Tail Flame - Progfox will howl on the bottom Zone, causing the tail flames to either revolve around itself or rush towards Neku. Tail Flame Absorb - Whenever Progfrox teleports onto a tail flame, it will absorb it, giving it another tail. It can have up to 9 tails at once. Transform: Mushroom - Progfox transforms into a mushroom. The Mushroom doesn't do anything, so you can use this time to use healing pins, big charge pins(like Massive Hit or Nexus Ray postgame...), or anything. Any damage, however, will make it change back into the fox, but you can still continue your combo. Needs at least 1 tail. Transform: Raven - Progfox transforms into a raven and swoops forward, firing a pin feather. Needs 1 tail. Transform: Wolf - Progfox transforms into a wolf and blazes around the battlefield. Needs 1 tail. Transform: Statue - Progfox transforms into a statue and drops on top of Neku or his partner. A big shadow will be where it's falling. Needs 3 tails. Transform: Frog - Progfox transforms into a frog and spews bubbles. Needs 3 tails. Transform: Neku - Progfox transforms into Neku! Uses either Stellar Flurry(a lot of rapid hitting jabs), Lance Lunge(runs up to a target and hits with a lance, knocking them back), Piercing Pillar R(causes a singular ice pillar to rise up from the ground, hitting multiple times and knocking into the air) or Apport C(drops a big meteor). Needs 6 tails. Transform: Skeleton - Progfox transforms into a HUGE skeleton with just two arms, a spine, a skull, and a fiery tail. Its Skeleton Transformation doesn't do anything EXCEPT for heal itself whenever Neku tries to use a psych. It will heal 50 HP each time you use a psych. ANY psych. So don't do anything. :P Needs 6 tails. Transform: Bahamut - Progfox transforms into a Noise version of Bahamut and uses Mega Flare on Neku and Joshua! This is its famed Fusion Attack that a lot complain about. Requires 9 tails, Progfox uses it immediately on gaining 9 tails, and it consumes them all, leaving it back with 1. Strategy: Neku - Progfox will teleport around a lot, so Neku will have a hard time keeping up. It will even teleport out of combos/juggles(it got out of Josh's beam fire and Piercing Pillar/Vulcan Uppercut juggles several times). For this reason, you may want to put mainly healing stuff on Neku with a few attacks(Lightning Pawn would be amazing for this, but Tail Flames and the fact that you can't get it until AFTER W2D3 kinda screws that thought). Shockwave Pins are NOT ideal for this boss, the Tail Flames will revolve around Progfox, causing Attack Break, making you hit weaker. Despite it's resistance to Negative psychs, I'd recommend them, so you aren't in *too* much danger of Attack Break/flinching. Innocence Beam(Pin 028, a Force Rounds pin) is the best for this fight because of it's spreading, penetrating shots, you're nearly guarenteed a hit if you spray in its general direction. If you really want to use Shockwave and other Positive psychs, equip something with Resistance to Attack Break. Partner - Main priority is to kill the tails to delay Transform: Bahamut, this is more important than the bottom screen. Attack Progfox whenever there aren't any Tail Flames on the top Zone. Not much else to say. Block/Dodge whenever you see an attack coming, like Apport C or Transform: Statue. Week 2, Day 3-5, Boss 1 (W2D3-5B1): Reaper Beat - Difficulty N/A; Annoyance Factor N/A HP: 5000 Attack: 100 No weaknesses, resistance, PP earned, or EXP earned. Attacks: Agility - Not an attack, but Beat is very fast and can move around the battlefield faster than you can keep up. Shockwave - Beat uses his Skateboard like Neku would use a Shockwave psych. Energy Wave - Beat leaps into the air and comes crashing down, releasing a circular energy wave on the ground. Skateboard Slam - Beat rushes forward and hits you with the bottom side of his skateboard. Force Rounds - Beat shoots 3-5 Force Rounds at once, which then spread out. Block - Beat blocks all damage in that Zone for a short period of time. Strategy: Appears after you try to leave Towa Records(Day 3), Tipsy Tose Hall(Day 4), and Miyashita Park(Day 5). You don't have to beat him, just survive for about 30 seconds. So don't try to damage him, just keep dodging his attacks. Week 2, Day 5, Boss 2 (W2D5B2): Trance Rhino - Difficulty N/A; Annoyance Factor N/A HP: 3500 Attack: 300 Takes 120% damage from Negative Psychs and 90% damage from Positive Psychs PP: 6 EXP: 310 Attacks: Horn Slam - Trance Rhino will rear back, stand on its hind legs, and then slam it's horn on the ground. Causes heavy damage, Neku to flinch and drag back a little, and has a chance to cause Defense Break, which increases your damage taken. Strategy: Same as Reaper Beat, just survive about 20 seconds. Week 2, Day 6, Optional Boss(W2D6OB): Grindcore Minks - Difficulty 2/10; Annoyance Factor 3/10 HP: 8000 Attack: 200 Takes 110% damage from Positive Psychs and 90% damage from Negative Psychs PP: 30 No EXP earned. Attacks: Energy Wave - A Grindcore Mink will shoot an arrow-shaped energy wave at Neku or his partner. Fire Fang - A Grindcore Mink will use this if you get close to it. It will attack with it's... whiskers, I guess, in a ]-shaped direction, hitting 2-3 times. Twister - One of the Minks will turn into a twister, like all other Minks. While in this state, it's invulnerable to damage and will damage anyone near it. Tornado - When BOTH of the Minks use Twister, this attack will shortly follow. They will turn into two Tornados, sweeping the battlefield, tossing the obstacles around like Neku would with Psychokinesis. You take minor damage from obstacles, but much heavier damage from touching the Tornados. No way you can counter this or avoid it, so just dodge the obstacles and Tornados as much as you can. Strategy: The Grindcores are one of the few bosses that use an actual attack pattern rather than using them randomly. They'll spend about 45-50 seconds tossing Energy Waves every now and then, then they'll use Twister 3 times for 10 seconds each, then they'll use Tornado. As for actually Erasing them, they're quite easy actually. Just like all other Minks, they are weak to Positive psychs and resistant to Negative ones. They flinch when they take damage, just like all other Minks... in fact, the only thing different from these Minks is that they share an HP bar, they have more abilities, and stronger stats. One odd thing to note, however. Whenever obstacles fall on them after Tornado, they take 0 damage(it shows up as Positive damage, even though Psychokinesis damage is Neutral, and you'd think that's what obstacles dropping would be) and it passes the Puck, even though you had nothing to do with it. Week 2, Day 7, Boss 1 (W2D7B1): Sho Minamimoto/Leo Cantus - Difficulty 10/10; Annoyance Factor 5/10 HP: 3141 Attack: 100 No weaknesses or resistances. PP: 50 No EXP earned. Attacks: Summon Taboo Noise - "Inverse Matrix!" "Go!" "The world is garbage!" Pi-Face will summon a group of Taboo Noise(he does this quite amusingly, tossing them up from his pocket). These Taboos seem to have a dashing attack where they turn into a ball and roll into you, causing Attack Break sometimes. I've seen these groups of Noise: 2x Carcinopunk, 1x Eurobeat Boomer 2x Carcinopunk, 1x Death Metal Mink 1x Wall of Grizzly 2x Death Metal Mink 3x Carcinopunk 2x Eurobeat Boomer 2x Wall of Grizzly 2x Death metal Mink, 1x Eurobeat Boomer 4x Carcinopunk 2x Carcinopunk, 1x Wall of Grizzly 3x Eurobeat Boomer 2x Eurobeat Boomer, 1x Death Metal Mink 3x Death Metal Mink Teleport - "Zetta slow!"(Pi-Face) "You're out of your vector!" Sho/Leo teleport. A LOT. Generally when you touch the stylus on him. Dash - Pi-Face can dash, just like you can, but it doesn't make him invulnerable to damage and he does it quite slowly. Transform: Leo Cantus - "Hrrrrrgaaaaah!" Pi-Face will transform into his Noise form, Leo Cantus. Leo Cantus has Taboo properties, so watch out. Melee Attack - "Zetta slow!"(Leo Cantus) "Sooo zetta slow!" Leo Cantus will attack with his legs. He loves to teleport before this attack and can combo a few hits right after each other or into Slam Rush. Slam Rush - "Iiiiiiiinfinity!"(Leo Cantus) Leo Cantus will cause the screen to static up, then rush forward for a grab and then slams his hand into the ground. Meaning he looks quite stupid/is open to attacks if he misses. Dash out of the way of him or get ready to teleport up or down when the screen statics up and attack! However, if he rushes off the screen, he'll return a few moments later, ready to attack again. Can cause Defense Break and be comboed from his Melee Attack Energy Shotgun - "Die, radian!" Pi-Face will shoot 1 or 2 waves of 5 energy rounds that spread out in a cone. Energy Spiral - "Iiiiiiiinfinity!"(Pi-Face) Pi-Face will release energy rounds in a circular, spiraling pattern. Energy Bombardment - "n factorial!" Pi-Face will release a ball of energy into the air that will drop energy rounds in a circular pattern. Only uses it on the bottom Zone Ultimate Leo Cantus - Pi-Face will teleport up to the top Zone, regardless of what's going on. Toss a TON of Taboo Noise and immediately transform into Ultimate Leo Cantus. He's the same Noise model, but you can tell from his idle animation that he's a lot faster. His attacks gain a lot more strength and speed(and they have a black/red fire streak now). In addition, his Slam Rush is replaced with Energy Rush. Energy Rush - Ultimate Leo Cantus will rush forward with an energy barrier in front of him. The screen no longer statics up, so you have much less warning. Strategy: The fight starts out with Pi-Face floating in the background of the top Zone. He will summon two waves of Taboo Noise, then enter the fight himself. He will only occupy only ONE zone at a time, probably the only Reaper in the game that does so. Whenever you damage Sho enough in his Zone(it doesn't take much), Sho will absorb all the Taboos in his Zone(but not take away the ones on the opposite) and Transform into Leo Cantus. If you erase all the Taboos, Sho will teleport to the other Zone and summon more Taboos. After losing half of the yellow bar, Sho will immediately Transform whenever teleporting to another Zone instead of waiting to be damaged, and will summon more powerful groups of Taboos. After losing his entire yellow bar, he will Transform into Ultimate Leo Cantus and ONLY stay on Joshua's Zone, meaning that Neku's only use from now on is to not take damage and pass the Light Puck. Ultimate Leo Cantus is dangerous, he attacks extremely fast and hurts a lot. Play extremely defensively with Joshua, I'd go as far as to only attack with Jesus Beams and never do finishers, because they leave you open for too long and you get to keep the Puck, so you can do full damage to Pi-Face. Burn down the rest of the green bar and you win. Congratulations, you've beaten the hardest boss for a while now. Miscellaneous Quotes: "Where's your beauty?" - Sho entering the battle. ============================================================================== Week 3 (WEEK3) ============================================================================== Week 3, Day 2, Optional Boss(W3D2OB): Woolly AOR - Difficulty 8/10; Annoyance Factor 10/10 HP: 10000(not a typo) Attack: 215 No weaknesses or resistances. PP: 40 No EXP earned. Attacks: Trunk Smash - The Woolly will slap you with it's trunk, knocking you back a good distance. Earthquake - The Woolly will stomp, causing an earthquake. It's shown by disturbances on the ground, which spread out away from him. They will ALWAYS cause flinching unless Neku is Dashing(the only way I've been able to avoid them), even if your Partner is in the air. It won't cause damage unless Neku/his partner is hit by the shockwaves, but they'll still get flinched. Strategy: Don't fight it. Seriously. Just don't. Not until you can get Lazy Bomber, the Wild Boar Pin, Her Royal Highness, and Over The Top. It's just not worth it. Woollies are ALWAYS best left alone, as they are nearly impossible to fight without a Lazy Bomber pin. And this one is even worse, so I wouldn't attempt it with that combination. Its Earthquake will keep Neku(unless he's using a Velocity Attack/Crash pin, obviously) and his partner from attacking, even if they aren't near the shockwaves, and while you're scrambling from it, it will smack you with its trunk. Week 3, Day 2, Boss 1 (W3D2B1): Pteropus Canor - Difficulty 7/10; Annoyance Factor 6/10 HP: 4000 Attack: 500 No weaknesses or resistances. PP: 40 No EXP earned. Attacks: Summon Happycore Bat - Pteropus will summon Happycore Bats to the top Zone to attack your partner. These drop no Pins, EXP, or PP It only does this attack while it's shielding its eyes from the full brightness of the light, but it can summon by taking damage, as well. Wing Attack - Pteropus will growl, rear back and strike at the ground with its wings, causing a shockwave. Just dodge it by dashing when you hear it growl. Wing Strike - Pteropus will attack with one of its wings in a reverse swooping pattern. It will growl, just like it growls when it uses Wing Attack. Hypnosis - After turning part of the lights on, Pteropus will start using this attack. It will cling onto a rafter and hang upside-down and shoot rings at Neku. This attack is VERY easy to dodge, as it cannot hit behind itself while using this attack, so dash behind it and start unleashing. This attack also has a high chance of causing Sleep(which the game interprets as Immobility). Cross Boomerang - After losing about 75% of its yellow health, it will start using this attack. Pteropus will charge to one side of the bottom Zone and launch two cross-like boomerangs. To dodge this, you simply dodge by dashing. Fly - Pteropus will fly up and come back down at a high speed, causing a good amount of damage. It will also growl, just like when it uses it's Wing attacks. Strategy: Remember Vespertillo WAY back in W1D3? He's back, and much more powerful. It's the same strategy, but Pteropus has a few more quirks than Vespertillo. For one, his Hypnosis can be absolutely deadly. They have a HUGE chance to cause Immobility, and it can keep you chain stunned because of how many he keeps firing in a row. What makes it even worse, is that Hypnosis can PUSH YOU OFF THE SCREEN WHILE IMMOBILIZED! Making it impossible to dash out of the rings if you get out of it. You MUST dodge this attack. Thankfully, it has its weakness in the fact that it can't fire behind himself, so you can take shelter there. Next are its Cross Boomerangs. These have been upgraded quite a bit, as well. They will push you back now, so it keeps hitting you. They'll also pull you towards Pteropus on their return trip, meaning more hits. There is one shining light, however. After losing 25% of its green health, it turns into its Master of A-East form, which is a harmless golden bat. Once you've gotten to this point, finish off any Bats left and finish it off, it can't attack in this form. Week 3, Day 3, Boss 1 (W3D3B1): Uzuki Yashiro - Difficulty 9/10; Annoyance Factor 9/10 HP: 5500 Attack: 85 No weaknesses or resistances. PP: 30 No EXP earned. Attacks: Flower Shot - "Ah haha!" Uzuki will shoot 5 flowers from her pistol that will circle the target and then home in on it, hitting multiple times each time a flower hits a target! Force Rounds - "Hrragh!" Uzuki will shoot Force Rounds from her pistol, just like Neku does. Can cause Defense Break. Does not cause flinching. Homing Shot - "Going somewhere?" "Take THIS!" Uzuki will jump in the air and fire a homing flower that will follow the target around. Can cause Defense Break and drags Neku back a good bit in the direction it hits. Healing Wings - "Just hold still!" Uzuki will cover her body with her wings and then heal herself for 846 HP, 1269 with the Light Puck(in a later fight). Strategy: Uzuki is a beast. You will definitely want two healing Pins(Peace Full and Monkey Leisure are my favorites) and your best Regeneration Threads for this fight. Flower Shot absolutely owns Beat, Homing Shot is a PAIN to avoid, and Defense Break from 2 of her 3 attacks is bad enough as it is, add in a healing effect, and she is as difficult as Sho. Uzuki, like most Reapers, is vulnerable to juggling effects, so equip yourself with Piercing Pillar, Vulcan Uppercut, Flame Blast and other similar psychs, and you should be able to keep her out of commission on the bottom Zone. Beat is pretty screwed on the top screen, because he can't avoid any of her attacks without blocking, so keep a close eye on the top screen, blocking as needed. There's nothing you can do to keep her from using Healing Wings, so keep beating on her, and hope she doesn't feel like using it multiple times in a row(happened once to me x_x). She can use all of her attacks all the time, so the fight doesn't change at all from 100% to 0%, so keep beating her down and keeping your health high, and you'll win. Miscellaneous Quotes: "Don't bother struggling!" - At the start of the fight "Just wait!" - After losing all of her yellow HP bar "No!" - Being defeated Week 3, Day 4, Boss 1 (W3D4B1): Koki Kariya - Difficulty 3/10; Annoyance Factor 1/10 HP: 6000 Attack: 90 No weaknesses or resistances. PP: 35 No EXP earned. Attacks: Force Rounds - "Heeyaa!" Like Uzuki, Kariya can shoot Force Rounds. UNLIKE Uzuki, these don't seem to cause Defense Break. Energy Spread - "See ya!" "Come on!" Kariya draws his hand back and charges energy (you can see wind blowing around his uniform/wings) and then releases a spread of 6 shots in front of him. Heavy Bomber - "Ready to clock out?" Kariya will fly up into the air, charge energy in his hands(you can see it this time), then shoots a projectile that looks like a sperm(I'm NOT kidding) which blows up into a huge bomb on the ground, causing huge damage. Spark Core - "What a pain..." Kariya will summon a Spark Core that will revolve around him. Then he will dash around like crazy, making him very hard to hit. Only does this on the bottom Zone. Can Immobilize, but it rarely hits Neku, so it's not a threat. Strategy: Despite Kariya being apparently the stronger of the pair in the story, he's weak as HELL in battle. All his attacks are dodgable, cause no status effects(Spark Core rarely hits, so it doesn't count), and are easy to dodge. No strategy needed, just don't try to melee him with Positive psychs while Spark Core is up and you'll be fine. Miscellaneous Quotes: "Aight... game on!" - At the start of the fight "Can we call it a day...?" - After losing all of his yellow HP bar "Never woulda thought..." - Being defeated Week 3, Day 4, Boss 2 (W3D4B2): Koki Kariya and Uzuki Yashiro - Difficulty 4/10; Annoyance Factor 3/10 They seem to use Kariya's stats in this battle. Attacks: Uzuki and Kariya share the same attacks like they did in their previous fights. Light Puck - The Dynamic Duo have a Light Puck, just like Neku and his partner do! Whoever holds the Light Puck gain 50% increased damage(and healing!) on all their attacks. It passes after 10 attacks that land, regardless of if they deal damage or not, unless they are blocked. Strategy: Uzuki challenges Beat on the top Zone and Kariya challenges Neku on the bottom Zone. Kariya must seriously drag others down with him, because Uzuki's a lot tamer now. She doesn't Flower Shot, Homing Shot, or use Healing Wings as much. Just beat on them until they die, nothing really changes from the previous two fights. Miscellaneous Quotes: "I'm just warmin' up!" "Take what you get!" - Kariya getting the Light Puck "Coming back your way!" "That was so whatever..." - Uzuki getting the Light Puck Same start of battle/losing all of yellow HP quotes Week 3, Day 5, Optional Boss(W3D5OB): Goth Metal Drake - Difficulty 5/10; Annoyance Factor 9/10(1/10 with Joshua) HP: 7000 Attack: 250 Takes 80% damage from Positive and Negative Psychs. PP: 50 No EXP earned. Attacks: Flame Breath - The Drake will breath fire in a huge area, causing massive, repeated hits. Joshua can avoid this with Levitation and your partners can block this if you're lucky. If they do get hit with it, you better hope you survive it, because there's no way to get them out of it until it stops, but Neku can dash out of it because he's awesome like that. Double Fireball - Goth Metal Drake's Fireballs are different in the fact that it shoots two waves of fireballs, one RIGHT after the other. On the top Zone, though, it fires 2-3 columns/rows of fireballs instead of 2 waves. Charge Breath - Goth Metal Drake's Charge Breath is different from others' because it fires 3 in a row instead of just one shot. Tail Swipe - Just a regular attack hitting with its tail. Flight Attack - Goth Metal Drake will fly off screen to the right on the top screen, hitting Neku's partner in the process. Strategy: Deal with it like you would a regular Drake. Equip juggling pins like Piercing Pillar, Vulcan Uppercut, Velocity Crash/Attack, etc. Flame Blast won't work on Drakes unless you know it into the air first. First, before you start killing it, build up a Fusion as fast as possible if you aren't using Joshua. This will allow you to interrupt its Flame Breath attack if you didn't block it on time. Then proceed to unleash on it, juggling as much as possible to keep it from attacking Neku. It's attacks hurt. A lot. More than most Drakes do. The fight is the same from 100% to 0%, so no surprises, just lots of hurt if you aren't careful. Week 3, Day 5, Boss 1 (W3D5B1): Bass Reaper Swarm - Difficulty 5/10; Annoyance Factor 3/10 HP: 2222 each Attack: 130 each No weaknesses or resistances. PP: 6 each EXP: 250 each Attacks: Force Rounds - A Bass Reaper will shoot a Force Round similar to Uzuki and Kariya. Has a high chance for Defense Break(100%? Has anyone been hit with this and not gotten hit with Defense Break?). Shotgun Blast - A Bass Reaper will shoot 3 energy stars in a spreading fashion. Run Away! - The Bass Reapers don't like to be close to players, so they'll float back away from Neku if he tries to get close, making them harder to attack with melee psychs. Strategy: This fight is just a bunch of Bass Reapers(you start out fighting 3, then up to 5 join in later) swarming Neku and Beat. You fight up to 10 Bass Reapers in total. There are two ways to do this fight. The first is to go all out on the offense and destroy the first 3 as fast as possible. The fight doesn't end because you've erased 10 Bass Reapers, it ends because you've erased all of them on the screen. If you can erase the 3 Bass Reapers before more rush in, you can finish it quickly, so equip all your most powerful Pins and Threads. The alternative is to play defensively and just beat them through attrition, since there are only 10 that you can fight max. Equip as many Healing Pins and Regeneration/Defensive Threads that you can, because you'll certainly need them. The Bass Reapers themselves aren't necessarily powerful, but they can eventually wear you down with 5 on screen at once. Week 3, Day 5, Boss 2 (W3D5B2): Berserk Uzuki Yashrio and Koki Kariya - Difficulty 7/10; Annoyance Factor 4/10 HP: 7000 Attack: 100 No weaknesses or resistances. PP: 50 No EXP earned. Attacks: Same as the last 2v2 fight with one added attack... Reaper Fusion - Was it any surprise that these two have a Fusion Attack? Well, it's not really a Fusion. It only hits one Player, as opposed to Transform: Bahamut or your own Fusions, and it doesn't heal. They use it immediately after 5 consecutive Puck passes. Strategy: If you couldn't tell it from their Berserk title, these guys have gotten a lot tougher. They have more HP and attack, and are extremely aggressive now. On top of this, they've got a Fusion Attack. Equip the two Supply Boost pins you should have by now, a Cure Drink pin, and a Healing pin(I prefer Monkey Leisure and Peace Full since they have the most uses), because this fight could take a very long time, similar to the Reaper Swarm, thanks to Uzuki's Healing Wings and their Fusion Attack. Besides the Fusion Attack and the increased stats and aggressiveness(and all their quotes replaced with angry grunts...), the fight has stayed the same, so it's no more or less annoying. For laughs, beat them by landing the final attack on Uzuki, as Kariya's death noise is more like a gurgle, lol. Miscellaneous Quotes: None, unless you count angry, berserker grunts and yells. Week 3, Day 6, Boss 1 (W3D6B1): Taboo Sho Minamimoto - Difficulty 10/10; Annoyance Factor 10/10 HP: 5926 Attack: 250 No weaknesses or resistances. PP: 100 No EXP earned. Attacks: Energy Shotgun - "Tangent!" Pi-Face will shoot 2 waves of 3 and 4 energy rounds that spread out in a cone. Energy Spiral - "Sine!" Pi-Face will release energy rounds in a circular, spiraling pattern. Energy Bombardment - "Cosine!" "Prepare to be iterated!" Pi-Face will release a ball of energy into the air that will drop energy rounds in a circular pattern. Only uses it on the bottom Zone Teleport - "Zetta slow!" "You're out of your vector" Pi-Face still loves to Teleport all over the place, and does it every time you touch him with the stylus, so Shockwave pins will have no effect unless you catch him while he's doing an attack. Regeneration - Sho now regenerates health passively. He regenerates 33 health every few seconds on BOTH screens, meaning he's got twice the regenerating power. Taboo Defenses - As his name implies, he has Taboo Defenses, meaning you can't harm him really unless you have the Light Puck. Strategy: Die. Seriously, just die. If you die, you don't game over. The game acts like you lost the fight anyway and you don't get anything special for beating him normally in the story. Not to mention its tough/long as hell. Anyway, if you insist on beating him, equip as many Regeneration and Healing Threads and Pins as possible. Use the 4 pin healing combo I mentioned earlier(Supply Boost x2, Monkey Leisure, and Peace Full). For your attacking Pins, I recommend the Velocity Attack(or Crash, if you evolved it correctly) pin and something else, probably a Force/Energy/Patrol Rounds psych. The IDEAL combination is a Velocity Attack and a Velocity Crash pin, so you can nearly constantly have it going, as Sho is weak to juggling(just like all humanoid Reapers), but his Teleport ability makes it hard to do it with Vulcan Uppercut, Flame Blast, or Ice Risers. While he does have amazing offensive and defensive power, he does have one weakness besides juggling: his attacks have a TERRIBLE hitbox and are very inaccurate as a result. For this reason, you should mainly focus on Beat so you can block his attacks(even then, half the time Sho will be in the air and spam Energy Shotgun...), since they will rarely hit Neku. For Post-game battling, Wolf + Velocity Attack + Velocity Tackle + Over the Top or Lightning Rook x2 + Her Royal Highness + Over the Top will make this fight simple(and clean...). Miscellaneous Quotes: "You zetta sons of digits!" - Getting to 25% of his green HP bar. "Alright... it's time." - Being defeated Week 3, Day 7, Boss 1 (W3D7B1): Mitsuki Konishi/Tigris Cantus - Difficulty 3/10; Annoyance Factor 10/10 HP: 4444 Attack: 70 No weaknesses or resistances. PP: 75 No EXP earned. Attacks: Shadow Rush - "Go!" "Fools!" The Iron Maiden(or a clone of her) will send a shadow of herself to rush forward and attack you. Energy Blast - "Here, champ!" If the "white darkness" absorbs an obstacle, such as a cone or car, it will blast up from the bottom Zone(which you can see in the background of the top Zone), dealing damage to Beat. Taboo Absorption - If the "white darkness" absorbs a Taboo Noise, it will deal damage to the Iron Maiden and stun her for a few seconds. Now is the time to strike with Beat! Noise Absorption - "Why thank you!" If the "white darkness" absorbs a regular Noise, it will heal the Iron Maiden for 133. Teleport - The Iron Maiden teleports all over the place in Beat's zone, making her extremely hard to hit. Shadow Switch - "Vexatious worm!" After Beat attacks the Iron Maiden on the top Zone, she will retreat to her shadow clone in the bottom Zone, allowing Neku to attack! She only stays there for a few seconds, so attack quickly. Summon Clone - During Phase 3, the Iron Maiden will summon many clones of herself on the top screen, making it nearly impossible to attack her. These clones do not attack and can be erased. Icicle Stab - If the Iron Maiden gets in Neku's shadow, icicles will repeatedly stab his feet, dealing damage. Likewise, if Neku gets in her shadow, the clones in the top Zone will vanish, allowing Beat to pummel the Iron Maiden into submission. Strategy: The Konishi fight is extremely annoying and unusual, with 4 phases. Pin |
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