----------------------
Beast Wrestler FAQ 1.0
----------------------

-----
Index
-----


1.   [BWPR] Premise / Foreword


2.   [BWGM] Game modes


3.   [BWGC] Gameplay and controls


4.   [BWGM] Other gameplay mechanics


5.   [BWT] Tournament


5.1  [BWTP] Trial Pro Match

       5.1.1   Vs. Zenector

5.2   [BWDC] Domestic Championship

               5.2.1   Vs. Voulsine
               5.2.2   Vs. Airhole
               5.2.3   Vs. Ventor
               5.2.4   Vs. Dycoon
               5.2.5   Vs. Driton
               5.2.6   DNA facility - Visit 1

5.3     [BWWC] World Championship

               5.3.1   Vs. Frederico
               5.3.2   Vs. Ulvolos
               5.3.3   Vs. Alloweena
               5.3.4   DNA facility - Visit 2A
               5.3.5   Vs. Octii
               5.3.6   Vs. Ploguraz
               5.3.7   DNA facility - Visit 2B
               5.3.8   Vs. HAX-004
               5.3.9   Vs. Micaha
               5.3.10  Vs. Ominos
               5.3.11  Vs. Blenadan

6.      [BWMY] Miscellany

               6.1     Passwords

                       6.1.1   Domestic Championship - ZVA path

                               6.1.1.1 Zenector beaten
                               6.1.1.2 Voulsine beaten
                               6.1.1.3 Airhole beaten
                               6.1.1.4 Ventor beaten
                               6.1.1.5 Dycoon beaten
                               6.1.1.6 Driton beaten

                       6.1.2   World Championship - ZV Monster

                               6.1.2.1 Frederico beaten
                               6.1.2.2 Ulvolos beaten
                               6.1.2.3 Allowena beaten

                       6.1.3   World Championship - ZVA Monster

                               6.1.3.1 Octii beaten
                               6.1.3.2 Ploguraz beaten
                               6.1.3.3 HAX-004 beaten
                               6.1.3.4 Micaha beaten
                               6.1.3.5 Ominos beaten


                       6.1.4   Domestic Championship - ZDP path

                               6.1.4.1 Zenector beaten
                               6.1.4.2 Voulsine beaten
                               6.1.4.3 Airhole beaten
                               6.1.4.4 Ventor beaten
                               6.1.4.5 Dycoon beaten
                               6.1.4.6 Driton beaten

                       6.1.5   World Championship - ZD Monster

                               6.1.5.1 Frederico beaten
                               6.1.5.2 Ulvolos beaten
                               6.1.5.3 Allowena beaten
                               6.1.5.4 Octii beaten
                               6.1.5.5 Ploguraz beaten

                       6.1.6   World Championship - ZDP Monster

                               6.1.6.1 HAX-004 beaten
                               6.1.6.2 Micaha beaten
                               6.1.6.3 Ominos beaten
------------------------------------------------------------------------------

-----------------------------
1 . [BWPF] Premise / Foreword
-----------------------------

Beast Wrestler is a Mega Drive / Genesis game released in 1991 by Telnet.
The premise deals with a with a fighting championship between monsters,
striving to become the ultimate, the Dragon Warrior.

The game is severely panned in by many, however
I have fond memories of it, as it takes me back to my childhood,
not to mention its also a trip down the history of video games' lane itself
since Beast Wrestler is one of the earliest titles on the Genesis /
Megadrive library; as flawed as it is, the game was still novel
back then, with interesting monster designs and the ability to have the
player's monster assume four unique forms spred between two
"evolutionary trees".

Despite the awful localization it got, full of grammar errors and
inconsistencies (which I took the liberty of ignoring for the sake of keeping
the FAQ organized) its still surprising that the game saw release
outside of Japan, since the whole giant monster / bio engineering
theme is clearly aimed at the Japanese audience.

I made this guide solely out of my own enjoyment for the game,
and also as a way to rectify errors found in other FAQs that cover it.
Most special move names were made up by me based on my impression of them,
as the only namesthe game does supply as far as I know are Magnum Dash and
Flying Screw.
------------------------------------------------------------------------------

--------------------
2. [BWGM] Game modes
--------------------

---------
2.1 Match
---------

Here you can fight against the CPU or a friend in a versus battle, but you
cannot utilize Zenector or any of its mutations in this mode.
Some of the tournament's enemy monsters are also missing,
namely Blenadan, Driton, Ventor and Voulsine.

---------------
2.2  Tournament
---------------

This is where the real action happens, climb the ladder of both the domestic
and national championship to become the definitive champion.
In this mode you are given a fixed monster and you can name it as you like
(although the species is defaulted as Zenector) as well as choosing its
initial special attack.

During the tournament you'll also have the chance to
upgrade your monster attributes as well as mutating its appearance
to empower it further, more details on that later in the guide.
After each match, the game provides a password as means of continuing later.
------------------------------------------------------------------------------

-------------------------------
3. [BWGC] Gameplay and controls
-------------------------------

The game is rather simple, essentially, but bears a certain uniqueness in that
it is movement is executed from both side view and isometrically depending
on the positions of the beasts in the ring, although the hit boxes for the
attacks still work taking plain 2D into account.
Because of that, consider your alignment in relation to the enemy when
performing attacks, even if it doesn't look like a move will hit, it might,
because of how the game registers hits.

Button functions:

---------------------
3.1  Navigating menus
---------------------

A: Confirm menu choices

B: Cancel choices

C: Advance text

----------------
3.2     Fighting
----------------

------------------------------------------------------------------------------
(Standing)

A: Punch (or short range attack for some monsters)

B: Tail whip (or medium - long range attack for some monsters)

C: Special Attack (some require special positions besides the button input)


(Holds / Throws)

A: Hold 1

Down + A: Hold 2

B: Slam

Left, Right, Up or Down + B: Propel the enemy towards the desired direction

A or B behind enemy: Suplex

*Holds and throws are a matter of timing in this game, not button mashing.
pay attention to the knees or lower section of the monsters, when they buckle
or lower slightly the command can be inputted, whoever does it sooner at that
point has their move connect.

(While the enemy is down)

B while standing on the enemy's legs / lower section: Lift

(it forces the enemy to stand from the ground, leaving it it a dazed state
temporarily and open for attacks. Note that it doesn't work against
all enemies).

Up + A: Body drop

Down + A: Choke hold

(Rushing)

UL, UR, DL, DR tapped twice: Rushes towards the desired diagonal,
using the electric ropes to gain momentum. The monster continues to do so
unless interrupted by a player command or enemy attack.

A or B while rushing: Rush attack (varies from monster to monster).
------------------------------------------------------------------------------

----------------------------------
4. [BWGM] Other gameplay mechanics
----------------------------------

The objective when battling the enemy monster is, of course to beat it.
Unlike other fighting games though, there are no energy gauges; instead
life energy is represented by three white spheres, three for each monster
on the lower part of the HUD, with  the match clock sitting in the middle.

As each sphere is depleted, it will turn red. If you make the enemy's
three spheres red, or if you have less red spheres than your opponent when
the clock hits seven minutes, you win.

When a monster is in pain (losing a sphere) you cannot attack for a while,
but try to stay close and  land a hit as soon as the game allows you to input
commands again.

Note the blinking "A" icon beside the spheres, it indicates
the monster's special move is ready to be used; whether it hits or misses,
it takes time to recharge. As the game lacks gauges, it can be difficult
to have an appreciable measurement of the damage you take and dish out,
but here are some basic guidelines:

- Hitting the enemy repeatedly within short intervals can deplete spheres
 rather quickly; downed monsters are also very susceptible to choke holds,
 body slams or well aimed rush attacks.

- After being hit by a special, a monster is highly susceptible to losing
 spheres.

- After losing the first sphere, a monster is much more likely
 to lose more of them as it is hit further

- The game will sometimes provide audio cues as a monster gets weaker
 via small blipping sounds after a hit.
------------------------------------------------------------------------------

-------------------------------------------
4.1  Shopping / Training / Genetic Splicing
-------------------------------------------

----------------
4.1.1   Shopping
----------------

In between certain tournament matches you'll have the opportunity to spend the
money you earn in battle to buy items to help you power up your monster
or help you have a better idea of what you are going to face next.


The item specifics follow below:

------------------------------------------------------------------------------
Item name               Effect                                          Price
------------------------------------------------------------------------------
Whip                    Attribute +20 when used in training.             (40M)

Combat Darts            Attribute +40 when used in training.             (60M)

PP Food                 +300 to power  when used in training            (100M)
(Rebuyable)

LP Food                 +300 to stamina  when used in training          (100M)
(Rebuyable)

D. Warriors Data Disc   Reveals the attributes of enemies
                       in the domestic championship.                    (50M)

Bullhorn:               Attribute +30 when used in training              (50M)

Genetic Facility Pass:  Allows DNA combinations between your monster
                       and specific opponent monsters.                 (100M)

SP Food                 +300 to speed when used in training             (100M)
(Rebuyable)

Food Gun                Necessary to use foods during training          (150M)

F. Warriors Data Disc:  Reveals the attributes of enemies
                       in the national championship.                    (80M)

Super Serum             +200 to all attributes when used in training (Event
                                                                        item)
------------------------------------------------------------------------------

----------------
4.1.2   Training
----------------

After winning specific matches, you are given the chance to train your monster
by increasing one of its attributes. The ammount of the power up depends on
whether you couple the training with an item or not and which item you use.
You may only increase one attribute per training session.

The starting attributes are:

PP:     150
LP:     150
SP:     200

Attribute breakdown:

PP: Represents the physical strength of a monster.
   The higher it is, the sooner and more often your monster will deplete the
   enemy's spheres.

LP: Represents the stamina of a monster.
   The higher it is, the more your monster will resist enemy damage,
   in some cases even sustaining a special while retaining spheres.

SP: Represents the speed of a monster
   The higher it is, the more priority your monster receives when performing
   holds, throws and rushes, as well as the delay for normal moves being
   lessened, while the movement speed in the arena is augmented.

When an attribute is chosen in training, it increases by 100 full points,
unless an item is chosen to increase the ammount, to a fixed maximum of 990.

Note: At the end of the domestic championship, you won't be able to train,
but your monster will be taken to the genetic facility due to severe wounds,
thus merging its DNA with one of the two possible monsters.
Since a transformation ensues, this accounts for training as all attributes
are raised.
------------------------------------------------------------------------------

------------------------
4.1.3   Genetic Splicing
------------------------

Provided you possess the genetic facility pass, you will be able to utilize a
DNA splicing tank to combine your monster with another, changing its
appearance, attributes and special move.
Access to the facility happens at fixed points of the championship:

A)  After winning the domestic tournament:

    If you recall the explanation the game gives about combining monsters,
    due to DNA compatibility, three monsters are eligible - Dycoon, Driton
    and Ventor; you only get two choices though.

B)  After beating Allowena or Ploguraz in the world tournament:

    The second DNA combination depends on the first, again, due to
    compatibility. This simple chart outlines the process:


                   /   --- Dycoon ---- Ploguraz
Zenector + ---
                   \   --- Ventor ---- Allowena

I also made a graphical splicing chart if you are curious as to
how your monster will look in each form.
-------------------------------------------------------------------------------

--------------------
5.  [BWT] Tournament
--------------------

When you start, you are given a short intro explaining the whole deal
with the tournament.  I will transcript it here just for the sake of
completeness, as its by no means something worthy of a literature nobel.

(note that I will correct / reinterpret the formatting, meaning and
grammar mistakes so that you readers don't think I'm a pre-schooler,
the localization team though, probably was, sadly):

(Intro)

"DRAGON WARRIOR: The strongest warrior to ever be found since the dawn of
history. With the creation of genetic engineering in the 21st century,
your fight to become the champion of the world has just begun..."

(Monster dealer)

"Well you must be new here, welcome!
what? you are going to fight the Dragon Warriors?
how about this ENTSSL 2019 warrior?, its wonderful!
even a lowlife like you can handle this beast. The price?"

Next you get to name your monster, you can name it what you like; then,
you are able to chose its initial special attack,  and that is the important
part here, as chosing an attack over the other will prompt very different
usage strategies.

-----------
Magnum Dash
-----------

This special is preferrable as your starter, it sends your monster in a
straight line with a charged punch. It can miss if you mistime it,
but simpler to use anyhow.

------------
Flying Screw
------------

This special throws the enemy upwards
(so high they actually fly outside the arena) before being slammed back down
by gravity. It is quite powerful, but requires you to be holding the enemy
monster to use, which tends to limit its usefulness.
------------------------------------------------------------------------------

--------------------------
5.1 [BWTP] Trial Pro Match
--------------------------

--------------------
5.1.1   Vs. Zenector
--------------------
PP:     150
LP:     150
SP:     200

Special Attack: None
Unique Properties: No

You are basically in for a mirror match.
Since the enemy monster is another Zenector, its safe to assume its power
ratings are identical to your monster's, except for a important difference:
the enemy doesn't have a special attack, so just pound it any way you like
and use specials to deplete the enemy's spheres.
------------------------------------------------------------------------------

--------------------------------
5.2 [BWDC] Domestic Championship
--------------------------------

--------------------
5.2.1   Vs. Voulsine
--------------------
PP:     ???
LP:     ???
SP:     ???

Special Attack: None
Unique Properties: Can't be thrown, can't be lifted, can't be choked.
*Shop visit and training session after this match*

Despite not knowing the enemy attributes, you don't need to worry too much.
Voulsine is quadrupedal, so it can be hard to hit with punches,
instead use tail whips aiming at its head
(remember the notes at the start of the FAQ about attack alignment).

Tail whip it until it starts falling down continuously and it will eventually
lose its spheres. If you have Magnum Dash, the battle will be even easier,
aim the punch on Voulsine's head. To do that, align your monster so that is
slightly below Voulsine, and the punch energy should hit it cleanly.
------------------------------------------------------------------------------

-------------------
5.2.2   Vs. Airhole
-------------------
PP:     080
LP:     100
SP:     250

Special Attack: Flying Throw (hold type)
Unique Properties: No

This little guy is nothing much, as you can see from the attributes,
just tail whip and special it to death as usual. Since its limbs are small it
has slightly less reach than you, but his special can spell trouble if you
take it, also be careful if you are downed and it uses its back turbine.
------------------------------------------------------------------------------

------------------
5.2.3   Vs. Ventor
------------------
PP:     230
LP:     280
SP:     330

Special Attack: Punch flurry (direct hit type)
Unique Properties: Can't be lifted.
*Shop visit and training session after this match*

Ventor's stats are more solid all around than Airhole's,
but it still falls short of being a challenge,
since its tail cannot be a threat to your monster.

Just stay out of the reach of its punches by tail whipping and Magnum Dash
whenever you are in line with Ventor. The reach of the flurry special is
pretty much the same as Ventor's standard punch, so just keep your distance
and let it waste it.
------------------------------------------------------------------------------

------------------
5.2.4   Vs. Dycoon
------------------
PP:     250
LP:     250
SP:     350

Special Attack: Energy spit (projectile type)
Unique Properties: No

The championship was pretty much a walk in the park up to this point,
but Dycoon will surely change that. Its punches are short, but quick,
so don't let it spam them; additionally watch out for its long tail,
as its got plenty of reach and power.

The real catch with Dycoon though is its special - it can easily deplete one
sphere on each hit, something to watch out for.
The projectile flies straight though so you can dodge if you have a reasonable
distancebetween Dycoon and your own monster.
------------------------------------------------------------------------------

------------------
5.2.5   Vs. Driton
------------------
PP:     380
LP:     300
SP:     200

Special Attack: Paralyzing sphere (projectile type)
Unique Properties: No
*Shop visit and genetic facility visit after this fight*

Congratulations if you made it this far, you're about to face the domestic
champion, Driton, and its no pushover. Its punches and tail whips have
solid short - mid range and its the monster's stats are quite high,
so hopefully you've been training yours properly.

Use your tail for attacking as usual, as Zenector's arms are too short to be
of any use and don't let Driton's special hit or it will be able to land an
attack cleanly on you due to paralysis.
------------------------------------------------------------------------------

After beating Driton you get another small story bit, the (corrected)
transcript follows below:

"The Domestic No. 1 champion Driton was defeated by your beast, now you are
the domestic champion.
I am sure you are not quitting the fight here.
In the world, in the whole world, unknown beast warriors are waiting for you.
Can you beat them all?
Only the moon knows the future.."

The picture shows sillouetes of the dragon warriors you'll face in the
world tournament - from left to right: Ploguraz, HAX-004, Octii, Frederico
(outer circle), Ulvolos, Micaha, Ominos (inner circle) and finally the
world champion Blenadan at the top.

------------------------------
5.2.6   DNA facility - Visit 1
------------------------------

You can now mutate your beast for the first time. As stated previously,
there are two possible choices for combining, Dycoon and Ventor.
I will break down the characteristics of each mutation.

-----------------
Zenector + Ventor
-----------------

Your monster will look exactly as Ventor would if it had two legs instead of
four and your monster gains a bit more height.
It is a solid form with reasonable reach for both  fists and tail,
both increased compared to the base form but not enough to be a hindrance.

Special Attack: Jumping Slasher - It is a very easy to use special in the
sense it can hit any kind of enemy. Care must be taken though as executing
this special can leave you exposed to an enemy counter as it ends.

-----------------
Zenector + Dycoon
-----------------

Your monster will acquire a rather fish like appearance, while inheriting
Dycoon's tail and hands, it will also grow taller than its base form.
Combat wise this form can be unwieldy, as the tail grows very long and at
times you don't have room to land a proper hit with it due to the
arena's restraints.

Its difficult to fight quadrupedals (or otherwise short monsters like
Allowena) on this form, but its strong and will be rewarding if properly used.

Special Attack: Frontal Cutter - It doesn't offer a whole lot of range,
but with proper alignment it can score a hit thanks to its quick execution.
------------------------------------------------------------------------------

-----------------------------
5.3 [BWWC] World Championship
-----------------------------

Since your monster can take different forms depending on your choices,
I will try and outline basic strategies for players using both forms against
each enemy monster; the initials refer to the monsters used as combination
materials.

---------------------
5.3.1   Vs. Frederico
---------------------
PP:     280
LP:     250
SP:     100

Special Attack: Tail laser (projectile type)
Unique Properties: Can't be thrown, can't be lifted, can't be choked.

This guy can either be a pathetic pushover or a big annoyance, depending on
the form of your Zenector. Other than his rather dangerous special though,
the fight plays pretty much as a rehash of your fight against Voulsine.

--------------
/Z+V strategy\
--------------

It doesn't really get any easier than this. The tail and punch ranges of this
form allows for quite a bit of pummeling, not to mention the special will hit
Frederico for sure unless you are too far away. Watch out for the laser still,
as it hurts plenty.

--------------
/Z+D strategy\
--------------

Now you are in for some trouble. Since Frederico is short besides being
quadrupedal, the only way to hit consistently  with this form would be using
punches and the special, again, taking care to align oneself slightly below
Frederico so the slash hits the body or the head.
------------------------------------------------------------------------------

-------------------
5.3.2   Vs. Ulvolos
-------------------
PP:     400
LP:     500
SP:     300

Special Attack: Shoulder flash bomb (close range type)
Unique Properties: No
*Shop visit and training session after this fight*

This monster can provide a worthwhile challenge regardless of the form used.
Thanks to the medium tail and relatively long arms, Ulvolos can hold his own
in the ring all around.

As usual, he will use his special in the first chance
he gets, when that happens, avoid being close or downed, as it will most
likely hit, and hit hard.

--------------
/Z+V strategy\
--------------

Fight Ulvolos as normal. Since this enemy is about your height,
no special strategies will be necessary.

Just be careful when using your special as Ulvolos will most likely counter
with his own, and it could become an attrition fight as to who loses their
three spheres sooner. To avoid that, you could resort to using the
Jumping Slasher when Ulvolos is down, as he will be unable to retaliate.

--------------
/Z+D strategy\
--------------

Unlike the fight with Frederico, this one is quite straightforward in this
form as well. You could have a bit of trouble hitting with tail whips,
but you'll end up scoring hits nevertheless if you keep a proper distance.

The special move is quite easy to use against him, so dish it out whenever you
are able, but take the same precautions against his Shoulder flash bombs.
------------------------------------------------------------------------------

--------------------
5.3.3   Vs. Allowena
--------------------
PP:     380
LP:     450
SP:     330

Special attack: Goo prison choke (hold type)
Unique Properties: No.

Yet another short monster. No limbs obviously, but thanks to its viscosity
it creeps along the ground for movement. Don't be deceived by its shape
though, it has enough elasticity to hit you on even ground by creating
appendages, so it shouldn't be taken lightly, especially due to its
respectable stamina rating.

Note that thanks to its amorphous composition, it can be hard to choke and
lift Allowena, since doing so requires discerning the top and bottom halves
of the enemy monster.


--------------
/Z+V strategy\
--------------

You shouldn't have a lot of trouble fighting Allowena, since this form's tail
has just the right length to create the much needed distance between
the monsters.

As with Frederico, you can easily score clean special attack
hits, but be prepared for a reasonably long fight. The enemy's special
requires holding, so as long as you can avoid that, you won't take too much
damage.

--------------
/Z+D strategy\
--------------

Again a troublesome fight due to your towering size compared to the enemy
monster.
Since tail whips are slow save them for when Alowena is down and hit from afar,
also using body slams when the opportunity arises to slowly but steadly weaken
the enemy monster.

Hitting it with the special is difficult, and should be done
when the monster stretches an appendage to punch, this will put
it more or less on level with your monster and hopefully the slash will hit.
Avoid holds at all costs unless you manage to grab Allowena from behind
for a suplex.
------------------------------------------------------------------------------

-------------------------------
5.3.4   DNA facility - Visit 2A
-------------------------------

If you chose to fuse your monster with Ventor in the first visit,
it will be combined with Allowena after you beat it.
The characteristics of this mutation are as follows:

----------------------------
Zenector + Ventor + Allowena
----------------------------

Your monster becomes more stocky looking, losing some of the height of the
previous form and its body is now made of a pinkish gel like substance thanks
to Allowena's DNA.

In combat, its punches are slightly improved compared to
its previous form, but as a tradeoff the tail lost some reach while gaining
speed, prompting a change of strategy and fighting at a closer distance.
Also inherited from Allowena is a high resistance, and your monster can now
last longer in a fight.

Special Attack: Goo bite - This is a powerful move, but it requires rushing
and precise timing to work. Watch the enemy's movements and try to time your
button press as your monster runs towards the foe to hit it in full force.

Note that after the button is pressed, your monster will take a few moments
to turn into goo and jump towards the enemy so take the delay into account.
To connect, make sure the toothy end of the goo form touches the enemy.
------------------------------------------------------------------------------

-----------------
5.3.5   Vs. Octii
-----------------

PP:     430
LP:     400
SP:     400

Special Attack: Life drain (back hold type)
Unique Properties: No
*Shop visit and training session after this fight*

This monster fights you on the same level of height, so unless your monster's
attributes are much lower than Octii's, you should have an easy fight.

Its limb reach is nothing exceptional, but it has the habit of holding your
monster for two main purposes: performing a hold attack to deal damage or
throwing your monster towards the ropes to have a chance to perform its
special while your monster is held from the back.

---------------
/Z+V+A Strategy\
----------------

In this form, your Zenector is able to outspeed Octii's relatively slow blows,
especially through punching repeatedly. Also remember you can pick your enemy
from the ground by pressing B in front of it, so use this to your advantage to
increase the punishment dealt with suplexes and holds.

The special can be hard to score a hit with, but you can, with the right
timing, use Octii's habit of throwing you to the ropes to your own benefit,
or lift him and rush to the ropes, hitting it with Goo bite while he's dazed.

-------------
/Z+D Strategy\
--------------

Although not exactly fast, this form can still benefit from its reach to hit
Octii from afar. Since Octii's special is highly positional while your
Zenector's is a straight forward slashing move, make sure to use it at
every chance you get

Abuse the special to end the fight quickly - use choke holds and slams or
drop kicks as you bid for time while it special charges.
------------------------------------------------------------------------------

--------------------
5.3.6   Vs. Ploguraz
--------------------

PP:     530
LP:     650
SP:     450

Special Attack: Titan smasher (back hold type)
Unique Properties: No

Ploguraz is a large monster, and rather tall considering his mass, as
you can see from the attributes, what he lacks in speed it makes up in power
and stamina and that shouldn't be understimated.

He will tend to try to pressure you with his brutal physical strength using
throws, and you could find yourself losing spheres faster than you thought
possible. Despite all that, Ploguraz does not possess a very good reach,
so careful positioning should allow you to avoid major damage.

----------------
/Z+V+A Strategy\
----------------

This can be a very troublesome battle since Ploguraz's strength allows him
to score major hits without resorting to specials, and in turn, your monster's
special in this form is no easy thing to take advantage of.

You should try and resort to punching as its slightly faster than the tail whip
until the enemy starts falling often, then pick him up and suplex him, or pick
up a dazed Ploguraz for a Goo bite.

--------------
/Z+D Strategy\
--------------

Despite Ploguraz being a formidable foe, in this form he is much easier to
defeat. Range is your friend for one, and Ploguraz is rather slow moving, so
use tail whips to score hits from afar as much as you can.

Once he gets close, switch to punches and move diagonally to dodge his hits.
When he starts falling, pick him up with B and circle around him to
land suplexes. Feel free to utilize the special also as it will hit it
squarely and make the fight end much faster.
------------------------------------------------------------------------------

-------------------------------
5.3.7   DNA facility - Visit 2B
-------------------------------

If you chose to fuse your monster with Dycoon in the first visit, it will be
combined with Ploguraz after you beat it.
The characteristics of this mutation are as follows:

----------------------------
Zenector + Dycoon + Ploguraz
----------------------------

Your monster recovers its more dragon like look from the base form, but with
more pronounced musculature, as well as a whitish skin, wings and purple
claws, mimicking Ploguraz's outward appearance while adding its fighting
power.

This is a very high end all around monster than can dominate the arena easily
having medium reach for punches and its tail, balancing a glaring problem of
its previous form, as the large tail often became a problem against enemies.

Special Attack: Final Flying Screw - An enhanced version of the Flying Screw
special, extremely powerful but requires your monster to hold the opponent
to perform.
------------------------------------------------------------------------------

-------------------
5.3.8   Vs. HAX-004
-------------------

PP:     700
LP:     780
SP:     500

Special Attack: Beam sword thrust (close range type)
Unique Properties: No
*Shop visit and training session after this fight*

Hax-004 appears to be entirely mechanical / cybernetic, which would help
explain its ludicrous point values. Get ready for a long fight due to its high
LP rating, Its possible that you may need to resort to the clock to beat it,
so make sure you take 1 or 2 of its spheres before the clock hits the
7 minute mark.

Dodge its special by moving away from him once its charged,
it won't connect unless you are really close, but be wary of the small,
greenish energy blob that forms when the sword strikes, that is the focal
point of the move, and that's what you should avoid.

----------------
/Z+V+A Strategy\
----------------

Remember everything you hated about fighting Ploguraz in this form?
well sorry to say, but its all back in the form of Hax-004, and made worse.
Use the same strategy of trying your best to knock it down repeatedly and
suplex it. If you do decide to use the special, be careful as Hax is agile for
a monster its size, so resort to dazzling / downing for best results.

----------------
/Z+D+P Strategy\
----------------

If properly trained thus far, your monster can dispatch the dreadful Hax with
very little effort. Its fast tail can keep up with Hax's in hitting power and
your monster's punches have slightly more priority, not to mention if the
special connects, it can easily deplete Hax's spheres, even though it has so
much stamina.
------------------------------------------------------------------------------


------------------
5.3.9   Vs. Micaha
------------------
PP:     580
LP:     670
SP:     630

Special Attack: Venom bite (hold type)
Unique Properties: No

This monster has rather solid stats but as you can see, they aren't anywhere
close to Hax's except for speed, so the battle will be far less frantic.
Micaha's punch has medium reach and medium speed while his tail has average
reach but its far slower than his punches.

The key to beating Micaha is avoiding his special, as it tends to weaken your
monster severely once it hits even if it doesn't deplete a sphere right at
that moment, so don't give him a chance to perform holds on your monster, and
if it does, make sure you win the struggle with a hold attack of some sort.

----------------
/Z+V+A Strategy\
----------------

You can fight Micaha more freely than you fought Hax, but don't try to
outpunch it unless you are at an angle so its punches don't connect, but yours
will. Tail whipping is not very helpful here as it requires you to be facing
your opponent up close in this form, and that could give Micaha a chance to
down you or even use its special on your monster.

Once you manage to down Micaha, pick it up with B while facing its legs and
circle around it for a suplex, or leave it dazed or downed and rush for a
Goo bite.

----------------
/Z+D+P Strategy\
----------------

Micaha and your monster are pretty close in both combat effectiveness and
method, but you have the advantage over it tail wise, while Micaha punches
better.

Try to keep it at bay with tail whips so it doesn't come close for a
hold to use the Venom bite special, and when you decide to use your monster's
Final Flying Screw, make sure Micaha's blinking special icon is not active,
or you could lose the hold and end up hit by the special.
------------------------------------------------------------------------------

------------------
5.3.10  Vs. Ominos
------------------
PP:     500
LP:     700
SP:     500

Special Attack: Immaterial metamorphosis (self effect type)
Unique Properties: No
*Shop visit and training session after this fight*
(Make sure to use the super serum in training this time around, it will boost
your monster's stats greatly and give you a fighting chance against Blenadan)

With its snakelike, two headed body and a name like that, one would think
Ominos is a formidable opponent, since it holds the title of second strongest
monster of the world, but this is hardly the case, as it only has stamina
going for it, and falls short on the other attributes compared to Hax and
Micaha.

Ominos boasts a long tail and short punches, not unlike Dycoon during the
domestic matches; but unlike Dycoon, that required care to battle, you
can beat Ominos and watch the grass grow at the same time, a fact that stems
from its pathetic special, in which it renders itself both invisible and
immaterial for a short period, forbidding attacks on your monster's part but
also giving up the ability to attack in the process.

----------------
/Z+V+A Strategy\
----------------

Not that this monster requires strategy in any degree, but it should suffice
to fight it as you would Ulvolos or Dycoon, except Ominos special is nothing
more than a staller and can't do damage.

Just suplex it a few times or Goo bite it, or even the good 'ol body slam
works nicely here and see how fast (and easily) Ominos gives up its rank.
As a sobering note, if Ominos manages to damage your monster severely and the
fight drags on, it could use its special to stall for time when its about to
run out, so don't let it happen.

----------------
/Z+D+P Strategy\
----------------

With a strong and usable special, your Zenector in this form has nothing to
fear from Ominos either, just tail whip, punch, choke hold it to your heart's
content, and when the punching bag tires you, just dispatch it with a few
Final Flying Screws, it will certainly lose a sphere for each time its thrown,
or maybe even to your monster's normal attacks.
------------------------------------------------------------------------------

--------------------
5.3.11  Vs. Blenadan
--------------------
PP:     800
LP:     800
SP:     800

Special Attack: Giga throw (hold type)
Unique Properties: No

This opponent is the monster wrestling world champion, yes, its finally here,
the championship match! remember when the game first explains about DNA
combining and cites the adequate samples for combining as Driton, Dycoon and
Ventor? if you've been wondering why you couldn't choose Driton, Blenadan is
the answer.

Looks aside, this monster's stats are pretty high and balanced, all at round
800 points, but if you've been training your monster properly you should have
at least one, maybe two stats that can topple this ammount,
so don't worry a whole lot. Still Blenadan seems to have picked the best
traits of Driton to himself, and if you recall, the domestic final wasn't
exactly easy so stay on your toes this time even more.

---------------
/Z+V+A Strategy\
----------------

Remember that Blenadan is a Zenector + Driton combo, that makes for a highly
efficient fighter. While its punches aren't as long reaching as Driton's or
even Micaha's, they are faster than the former's; that coupled with a average
reach, fast tail could lead to your monster taking a beating if you don't pay
attention since ZVA is primarily a close range monster.

The tail quality here can't compare, so rely on your punches, they are
shorter but end sooner and you can connect quite a few from a good position.
Your monster should be strong enough to take quite a bit of damage, even from
specials, without losing spheres, but don't let the fight turn into a leisure
walk and dictate the rhythm yourself by keeping your distance and suplexing or
Goo biting when Blenadan is dazed or downed.

----------------
/Z+D+P Strategy\
----------------

The trial pro match from which the whole game started was a mirror match,
if you recall. In an odd twist of destiny (and programming), if you led your
Zenector to mutate into ZDP, your fight against Blenadan, the championship
final will, again, be much like a mirror match.

That is so because both end  products were built upon a Zenector base and
enhanced, but unlike the ZVA mutation, this one stays very close to how the
base form plays, and the same is true for Blenadan, although its punches reach
a slightly longer range, it shouldn't give him an appreciable advantage in
combat as your monster's tail is still longer, so everything balances out.

Beating Blenadan in ZDP form is more a timing issue than anything else: both
monsters' specials are throws and are sure to deplete one sphere per hit
almost always, so time your special usage in a way that yours is stored until
the last possible moment, hit the enemy with tail whips, pick him up and
suplex him. If you manage to resist Blenadan's Giga throw without losing a
sphere try to use your special on it right afterwards, picking the enemy up
after a knockdown opens a great oportunity window for that.
------------------------------------------------------------------------------

[ending]

"Now you are the champion of the whole world.
your great fight will be remembered by many people
and will become a legend of the land."

"This is the rest period but this is only a rest to gather your
strength for the next fight"

(Credits roll afterwards)
------------------------------------------------------------------------------

6.      [BWMY] Miscellany

This section holds information that cannot be properly fit anywhere else in
the FAQ.


6.1     [BWPW] Passwords



I've divided the passwords in two categories: ZVA and ZDP path.
Also note that I separated the letters just to ease reading;
the required spaces will be represented by an underline.

----------------------------------------
6.1.1   Domestic Championship - ZVA path
----------------------------------------

------------------------------------------------------------------------------
Index No.       Password                                Standing
------------------------------------------------------------------------------

6.1.1.1         Phobos_WQY QYQ MQQ QFA QQK      Zenector beaten

6.1.1.2         Phobos_WQY QYQ MQQ QVA QNB      Voulsine beaten

6.1.1.3         Phobos_WQY QYQ MQQ QVA QNB      Voulsine beaten

6.1.1.3         Phobos_WQY AJQ MFG XTA QNK      Airhole beaten

6.1.1.4         Phobos_WQY AJQ MFG XGA QNO      Ventor beaten

6.1.1.5         Phobos_WAJ AJQ MFY ABA QNA      Dycoon beaten

6.1.1.6         Phobos_WAJ AJQ MFY AYA AHZ      Driton beaten
------------------------------------------------------------------------------


---------------------------------------
6.1.2   World Championship - ZV Monster
---------------------------------------

6.1.2.1         Phobos_WAJ AJA DFY NHZ AHC      Frederico beaten

6.1.2.2         Phobos_WAJ AJA DFY NNZ AHR      Ulvolos beaten

6.1.2.3         Phobos_WAJ AJZ VFB VUZ AHC      Allowena beaten
------------------------------------------------------------------------------


----------------------------------------
6.1.3   World Championship - ZVA Monster
----------------------------------------

6.1.3.1         Phobos_WAJ AJZ VFB VJX AHT      Octii beaten

6.1.3.2         Phobos_WZO AJZ VFY AMX AHR      Ploguraz beaten

6.1.3.3         Phobos_WZO AJZ VFY AIX AHF      HAX-004 beaten

6.1.3.4         Phobos_WZO ZOZ VFG XKX ZHJ      Micaha beaten

6.1.3.5         Phobos_WZO ZOZ VFG XOX WYM      Ominos beaten
------------------------------------------------------------------------------

----------------------------------------
6.1.4   Domestic Championship - ZDP path
----------------------------------------

------------------------------------------------------------------------------
Index No.       Password                                Standing
------------------------------------------------------------------------------

6.1.4.1         Deimos_DXG QYQ MQQ QFA QNH      Zenector beaten

6.1.4.2         Deimos_DXG QYQ MQQ QVA QNN      Voulsine beaten

6.1.4.3         Deimos_DXG AJQ MFG XTA QNP      Airhole beaten

6.1.4.4         Deimos_DXG AJQ MFG XGA QNQ      Ventor beaten

6.1.4.5         Deimos_DXG AJA LFB VBA QNG      Dycoon beaten

6.1.4.6         Deimos_DXG AJA LFB VYA AHB      Driton beaten
------------------------------------------------------------------------------

---------------------------------------
6.1.5   World Championship - ZD Monster
---------------------------------------

6.1.5.1         Deimos_DXO AJA LFY NHW AHC      Frederico beaten

6.1.5.2         Deimos_DXO AJA LFY NNW AHR      Ulvolos beaten

6.1.5.3         Deimos_DXO ZOA LFG XUW AHA      Allowena beaten

6.1.5.4         Deimos_DXO ZOA LFG XJW AHZ      Octii beaten

6.1.5.4         Deimos_DDA ZOA LFY AMW AHD      Ploguraz beaten
------------------------------------------------------------------------------

----------------------------------------
6.1.6   World Championship - ZDP Monster
----------------------------------------

6.1.6.1         Deimos_DDA ZOA LFY AID AHT      HAX-004 beaten

6.1.6.2         Deimos_DDA ZOW ZFB VKD ZHW      Micaha beaten

6.1.6.3         Deimos_DDA ZOW ZFB VOD WYS      Ominos beaten
------------------------------------------------------------------------------

-----------
6.2 Contact
-----------

You can contact me about this guide for corrections and
any other form of feedback at majin_vegita AT hotmail DOT com

FAQ is (C) RyuNoTsurugi, 2011

--------------
6.3 Legalities
--------------

I put quite a bit of effort in this document
and I'd appreciate it if it was given the proper respect.

- Don't plagiarize

- Don't post it on sites other than Game FAQs

- Don't criticize without proper reasoning