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The World Ends With You
Boss FAQ by cyborg99
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Table of Contents
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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)
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Legal Stuffz (LS)
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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...
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Version History (VH)
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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!
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Introduction (INTRO)
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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.
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Bosses (BOSS)
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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.
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Week 1 (WEEK1)
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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
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Week 2 (WEEK2)
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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
selection does not REALLY matter, but a Psychokinesis(the one that lets you
grab enemies would be perfect) pin and a few rapid hitting pins(such as
Force/Energy/Patrol Rounds or Apport T). Don't equip any Healing Pins, as you
won't be able to use them in Phase 3 or 4, so rely on Regeneration Threads in
order to heal.
Phase 1: 100% yellow HP - 70%
She will stay on the top Zone, fighting Beat, while you are left on the bottom</pre><pre id="faqspan-2">
Zone to fend off against all kinds of Wolf, Frog, and Crab Noise. Every now
and then, the white space in the bottom left of the bottom Zone will start
sucking everything towards it. Neku can't fall in, so don't worry. You need to
keep the regular Noise(by erasing them) and the obstacles(by Psychokinesising
them) away from the "white darkness" and allow the Taboo Noise to get sucked
in(either with a little help from Psychokinesis or allowing them to get sucked
in there naturally). She will be nearly impossible to attack with Beat until
you allow a Taboo to stun her, so don't worry if you can't hit her.
Phase 2: 70% yellow HP - 0%
This Phase is another puzzle. She will be invisible during this phase on the
top Zone until you hit her. To tell where she is, look up towards the sky on
the bottom Zone and you can see where she is, hit her with Beat a few times
and she'll retreat to her clone on the bottom Zone. While she's on the bottom
zone, ANY DAMAGE SHE TAKES WILL STUN HER. So even if you had a bunch of pins
that did 1 damage, you can keep her down there. Until you reveal her, she will
spam Shadow Rush in both Zones, so dodge them by simply blocking or dashing
out of the way. Also, if you have a Fusion primed or any Healing Pins, use
them now.
Phase 3, "Claim it if you can!": 100% green HP - 25%
She begins this phase by stealing all your pins, even your Fusion pin(this is
a blessing in disguise, as Beat probably got burned by his cards a few times,
since he can't always hit her). In order to damage her, you'll have to rely on
Beat. This is complicated by the fact that she is constantly summoning Shadow
Clones. To make matters worse, Konishi decides to make you play Shadow Tag
with her in Neku's screen. If she tags your shadow, you take damage. If you
tag her shadow, you make the clones vanish. So stay in her shadow as much as
possible and pummel her. At the end of this Phase, you get the Squirrel Noise
Pin.
Phase 4: 25% green HP - erasure
This is where it gets moronically confusing for most people. You can't see
Konishi in this Phase, instead she's got 6 Clones of herself, 3 in each Zone,
and they all spam Shadow Rush. Beat can't attack her because she's not there.
However, you can tell where she is by looking at your shadow. She floats
around the bottom Zone as a little yellow light, and you can find the light
easier by heading in the opposite direction that your shadow is pointing. When
you find the light, tap the screen to use the Squirrel Noise Pin to attack
that area. When you hit with it, she will be briefly revealed and retreat to
the top Zone. This is where you can land the finishing blow. The light will be
on the top screen now, and Beat's shadow will move, just like Neku's. Attack
the light with Beat and finisher her off. If you don't manage to erase her
then, you'll have to repeat the revealing process. Konishi always starts in the
far left of the bottom Zone, so tap there and you can finish this fight easily.
Week 3, Day 7, Boss 2 (W3D7B2):
Megumi Kitanji and Berserk/Possessed Shiki Misaki - Difficulty 1 or 8/10;
Annoyance Factor 1 or 9/10
HP: 10000
Attack: 100
No weaknesses or resistances.
PP: 100 if you land the final blow on Shiki, 200 if Megumi
No EXP earned.
Attacks:
Go Mr. Mew! - Shiki will attack Beat with Mr. Mew, doing a standard air or
ground combo like she did when she was your partner. The finisher can inflict
Attack Break. She also goes invincible while performing a finisher, just like
when she was your partner.
Dragon Bite - "Submit!" Megumi will turn one of his hands into a dragon's
mouth and attack you with it. This attack is easy to dodge, as this attack has
a very long activation time, but if you don't dodge it, you'll have a high
chance be afflicted with a poison(which is HP Drain in the game) and take
heavy damage.
Red Energy Spray - "Heh heh heh heh..." Megumi will extend his arms and will
send out four spiraling waves of energy balls. This can inflict Attack Break.
This attack looks very similar to attacks used in Japanese top-down shooters,
as you have very little room to dodge them.
Blue Energy Spray - "Rgah!" Megumi will summon an energy ball on each side of
him, which then shoots out spiraling energy balls. The larger ones that shoot
the others out can be destroyed in one shot, but don't touch them as they can
damage you. Both the large and the small balls(insert anatomy joke here) can
inflict Defense Break.
Laser - "Yogh!" Megumi will shoot a very quick laser out of his hand.
Guided Laser - "Yogh!" Megumi will send one or two lines out in the direction
he is facing. These lines will turn at random places in right angles, so it
looks very geometrical. The lines will disappear after they are done and
Megumi will shoot a laser along that path. Very easy to dodge, just stay out
of the lines that he drew.
Time Stop - "Time, be still!" Just what it sounds like, Megumi stops time.
During this period, everything except Megumi and the line from Guided Laser is
frozen. The fish, your cursor, Shiki, Beat, his attacks(energy balls will be
stuck in place, not moving until after time returns to normal), and yourself.
If he uses either Energy Spray, it will not activate until after time returns
to normal.
Strategy:
This battle can either be extremely frustrating and difficult or a cake walk.
Megumi is vulnerable to all juggling abilities(Velocity, Piercing Pillar,
Vulcan Uppercut, blah blah). If he is constantly juggled, he won't be able to
attack at all, meaning a very easy victory for you.
Now then, if you don't want to do that(for ethical reasons, you don't have the
right pins, whatever), it will be a very difficult fight, as not only are his
attacks extremely powerful, but they can be difficult to dodge, too.
In either case, Shiki doesn't hurt, so don't worry about her.
He's vulnerable to damage at all times, so attack him whenever you have an
opening.
When he summons Blue Energy Sprayers, attack them immediately, so you don't
get attacked by them and possibly get Defense Broken.
Counter Red Energy Spray by running as far away as possible to give you as
much room as you can.
Both lasers are easy to dodge as they have a finicky hit box and Guided Laser
shows you where it's going.
Time Stop will be the most difficult to deal with. He loves to use two Red
Energy Sprays or Guided Lasers and then Dragon Bite you. If he uses Lasers,
good, you got off easy. If he Sprays twice, you're screwed. You will be stuck
in place by the rapid hits of the energy balls and then hit with a Dragon
Bite.
Nothing else to say but good luck, because you will need it. Can't give any
real advice other than juggle him.
Miscellaneous Quotes:
"Such... such power!" - Being defeated
"Now Player, we play for keeps!" - Losing all of his yellow HP bar
"Try harder!" - Randomly says this when getting hit, usually when being
knocked into the air.
Week 3, Day 7, Boss 3 (W3D7B3):
Megumi Kitanji/Anguis Cantus - Difficulty 3/10; Annoyance Factor 3/10
HP: 10000
Attack: 100
No weaknesses or resistances.
PP: 125
No EXP earned.
Attacks:
Top Laser Blast - Anguis will charge up energy in his mouth and fire it at
your partner.
Bottom Laser Blast - Anguis will charge up energy in his mouth and fire it at
Neku. Immediately after, he will use Energy Spray.
Energy Spray - Used immediately after BLB. Anguis fires a spread of 8 energy
balls after the Laser Blast
Dragon Bite - "Enough!" A quick bite to your partner or Neku.
Multicolor Energy Spray - Anguis fires a spread of 8 energy balls that are
different colors. Yellow ones do nothing but damage, Red ones deal damage and
can inflict Attack Break, and the Blue ones deal damage and can inflict
Defense Break.
Bubble - Shoots a bubble towards Neku that drags him to Anguis' mouth, who
then chomps down with a Dragon Bite. Can be broken with attacks.
Strategy:
Before you enter the Room of Reckoning, equip as many line damage
Pins(Lightning Bolt post game, Entanglement, the Lightning Rook you just got,
etc) as you have and fill the rest with healing Pins and Supply Boost pins.
You will thank me later. If you don't have any besides Lightning Rook, equip
Velocity Attack/Crash or Energy/Force/Patrol rounds that deal penetrating
damage.
Megumi has turned into a giant Snake(...why? It didn't work for Jafar). Even
though Anguis' body is all over the place, he takes reduced damage from
attacks to his body, so strike at his head to deal the most damage.
His attacks are all easy to dodge and block. Especially for Neku, who can
dodge all his attacks except Bubble by moving up behind his head.
When the fight starts, his head will be up in the top Zone with Shiki, so run
around the bottom screen, trying to find a piece of his body to attack. You
can find them in the extreme corners of the arena, so dash around to each
corner to find something to hit.
When he comes down to the bottom Zone to attack Neku, Shiki can still attack
him, so don't worry.
At this point, you'll want to move to the very top of the Zone, so you can
avoid most of his attacks. When Bubble comes after you, just dash
around until it pops on it's own. If you DO get hit by Bubble, immediately
begin spamming attacks on it in hopes of breaking it(Vortex Saber works
wonders for this). If you can't break it by the time it drags you to Anguis'
mouth, start dragging Neku into a dash in hopes that you can avoid the Dragon
Bite.
When you take out his entire HP, you begin another fight with him. The only
difference is that Beat is your partner now and you carry over the same HP,
Fusion Stars, and Pin usage from the first fight. Beat him down a second time,
and you win, then you get to see an old friend again...
Miscellaneous Quotes:
"Com... poser!" - Being defeated
Week 3, Day 7, Boss 4 (W3D7B4):
Megumi Kitanji/Draco Cantus - Difficulty 9/10; Annoyance Factor 10/10
HP: 25000
Attack: 100
No weaknesses or resistances.
PP: 150
No EXP earned.
Attacks:
Energy Spread - Same as the Anguis version, except he can fire it multiple
times from multiple heads.
Dragon Bite - Again, same as the Anguis version.
Laser Blast - Same thing again.
Bubble - Same thing, just a lot more dangerous considering the circumstances.
Swords of Revealing Light! - "Let the Light save you!" The main head in the
top Zone will begin charging energy, like it's going to use Laser Blast.
Instead, he will summon 5 Swords of Revealing Light to come down and stab one
spot on the bottom Zone. After they stab the ground, they will explode in a
wide radius, dealing huge damage.
Healing - If you don't use your partner's orb in time, he will heal 3000 HP.
Strategy:
Oh SNAP, he did not just do that!
You didn't even get a chance to change Pins or Threads.
Fortunately, if you heeded my warning, you'll be prepared for this boss.
First off, Draco is a nearly exact copy of Anguis, except with 5 heads now
instead of 1, so be prepared for massive amounts of attacks.
Secondly, you'll notice you don't have a partner for this fight, so you're
fighting alone.
The fight is everything you'd think an end-game fight would be including
massive damage, multiple attacks that will cover the entire screen(if the
Megumi fight wasn't a nod to Japanese shooters, this fight certainly is...), a
decently epic song, and all odds are against you.
Draco's heads will constantly be using Energy Spread or Laser Blast if you are
afar and will Dragon Bite you if you get close.
On this account, you'll be lucky if you hear anything else other than "Rgah!"
Fortunately for you, there is one saving grace. Every 20% of his yellow HP
bar, one of your partners will, miraculously, perform a level 2 Fusion with
you! Or at least, the cutscene suggests it anyway. Nothing actually happens
except the orb that is containing that partner will glow and an arrow will
show up. Press the d-pad or buttons in the way that it shows(left for Shiki,
upfor Josh, and right for Beat), and you'll gain the Light Puck. Except this
Light Puck is PERMANENT. All of your finishers will gain the Light Puck boost,
including healing! Each time you press a direction when the game tells you to
now, you'll gain a boost to it, up to x5 damage or healing.
One thing to note here, after the first 3 level 2 Fusions with your 3
partners, there won't be any more cutscenes, you'll just have to listen for
the sound cue to press the button. With this power, you'll have a chance
against him, but he's still hard.
You'll have the best chance at avoiding his attacks by sticking to one of the
corners. When he gets to 0 HP, the Four Stars pin will appear. Tap it, and
you'll have defeated him and beaten the game! Then watch how Neku slays this
dragon, pretty ****ing epic if you ask me.
==============================================================================
Contact Information (CI)
==============================================================================
E-mail:
[email protected]
MSN/Windows Live Messenger:
[email protected]
GameFAQs accounts: cyborg99sreturn and Cyboarg99
You will always see me with my signature, "The metal blinds the eye of yet
another lost existence...", anyone else is an imposter.
Feel free to contact me for anything, suggestions, flames, comments,
I'll generally be glad to talk.
==============================================================================
Special Thanks (ST)
==============================================================================
The posters on the TWEWY board on GameFAQs who have helped me out and pointing
out things that have missed, my apologies for not being able to list names,
but I have a terrible time with names that I don't write down.
==============================================================================
Things To Do (TTD)
==============================================================================
Add victory and defeat quotes for all bosses.
Put in locations for each boss.
Double check all unknowns(such as the amount of time Draco gives you before he
heals).