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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++.pnunuunq.+++.pnq,++++++++++.pnq,+++++++++++++++++++++++++++++++++++++++
+++++++dP       YL++G   D#+++++++++G   D#++++++++++++++++++++++++++++++++++++++
+++++++H    _    YL+`YuY##+++++++++`YuY##++++++++++++++++++++++++++++++++++++++
++++++.H   dHb   `Yqunup.+qunupiaupqunuppuq.+pnq.+pnq.+.qnunp.++puq.+pnq.++++++
++++++dP  ,H#H;   HH   HdY'   `T  HH   HH  Y7   Y7   Y)Y'   `YL+H  Y7   Y)+++++
++++++H   d#P*   aHP  .PY  ,ma,  dPP  .PH  .    .    .H  ,m,  Y)H  .    .H#++++
+++++.H   ~~'   add'  d#L  YWW7  Hd'  ddP  dbi  dbi  dP  YW7  J)P  dbi  dP#++++
+++++dP       adP#H  .H#Yb.     .HH  .HH' .H#' .H#' .HYb.   .dYH  .H#' .H##++++
+++++HnununudHP##.HnudP#+YNund  d#HnudPHnudP#HndP#HudP#YNunuNP#HnudP#HndP#+++++
++++++##########++#####a7unuY   H#+##########+####+####+#######+#####+####+++++
+++++++++++++++++++++++Y       dP#+++++++++++++++++++++++++++++++++++++++++++++
123456789012345678901234YnunudY##4567890123456789012345678901234567890123456789
         ___            #######      ____                      ____
        /   \ _ _________ __  ____  /  _/ __  ____   _______  /    \
       / /> </ |_  _/  _// / / __/  \  \ /  \/_/  \ /_/_  _/  \_/  /
      / /_> /  |/ / / / / /_/ _/   /-\  / /_/ / /_// / / /     /  /__
     /_//__/_/_|_/ /_/ /___/___/  /____/_/ /_/_/_|/_/ /_/     /_____/

FAQ/Walkthrough
Digimon: Battle Spirit 2
Gameboy Advance
Imaku
August 17, 2004
Version 1.00

I=============================I
I    * TABLE OF CONTENTS *    I
I=============================I

1. Introduction
  A. About the Game
  B. Battling Basics
  C. Ancient Warriors
  D. Beast Spirits
  E. Status Conditions
  F. Your Score
2. Controls
  A. Maneuvering
  B. Attacking
3. Characters
  A. Agunimon
  B. Lobomon
  C. Kumamon
  D. Kazemon
  E. Beetlemon
  F. Lowemon
4. Menu
  A. Collection
  B. Options
  C. 2P Battle
5. 1P Battle
  A. Beetlemon
  B. Kazemon
  C. Kumamon
  D. Lobomon
  E. Agunimon
  F. Lowemon
  G. Kerpymon
6. Final Battle
  A. Attack Phase
  B. Black Hole Phase
  C. Stormcloud Phase
7. Contact Information
8. Legal Issues
9. Version History

I========================I
I    * INTRODUCTION *    I
I========================I
Wow.  This game is so amazingly similar to its predecessor... in fact, I'm
using the almost exact same format and template as the one I used for the
original Digimon Battle Spirit game guide.  Nonetheless, you'll find that
Battle Spirit 2 differs from the first in many ways.  I'll cover most of these
as we go along, but one thing is for sure.  Even though DBS2 has fewer
characters, it will certainly last longer, as you will need many, many tries
to defeat the ultimate boss. :)

I am writing this guide playing the American release of Digimon Battle Spirit 2
for Game Boy Advance.  Note that this means not every detail was available to
me, as to any player in my position.  For instance, I don't know the official
names of the fields, attacks, and other things of that nature.  However, that
has very little to do gameplay, so it shouldn't matter much.

Also note that I am writing this guide in the sense that a viewer will read
it beginning-to-end.  However, I realize that is not always the case.  I do ask
that you quickly skim through these introductory stuff, because located here
are a lot of important things to understanding this guide (I tend to use made-
up contractions).

--------------------
+ About the Game +
--------------------
Digimon Battle Spirit 2 (which I'll shorten to DBS2 on occasion) is basically
a realtime battling game (as opposed to turn-based, the kind you see in RPGs).
You play as a character with a certain set of moves and attributes, and you
face a similar opponent in battle.  However, unlike other fighting games (eg.
Street Fighter, Tekken, etc.), the goal is not to knock-out your opponent by
lowering his/her HP.  In fact, all but the boss battle ends when the timer
runs out.

---------------------
+ Battling Basics +
---------------------
To determine who wins the battle, the two combatants' scores are compared after
it times out.  To add to your score, you must collect D-Spirit, which are
colored orbs that are given off every time you hit your opponent.  (I will
shorten D-Spirit to DSp on occasion.)  The opposite is also true -- you will
give off DSp when you are hit, which will increase your opponent's score when
collected.  The DSp you produce are red, while your opponent's are blue.  Your
score does not increase if you collect your own reb orbs, but it's a good habit
to do so.  If you collect them, that means your opponent cannot.

One of the changes from DBS to DBS2 is that there are more than one kind of
DSp.  There are several kinds, each of which will increase your score a
different amount.  See the table below.

x----------x-------x-----------x
| D-Spirit | Value | Frequency |
|----------|-------|-----------|
|   Normal |   1   | common    |
|----------|-------|-----------|
|  Glowing |   2   | uncommon  |
|----------|-------|-----------|
| Gold-Rim |   3   | rare      |
x----------x-------x-----------x

Remember that most attacks have a set value of DSp to them.  So if an attack
has a 3 DSp value, it'll give off one of the following combinations: 3 normal
orbs, 1 normal and one glowing, or 1 gold-rim orb.  If you're lucky, a gold-rim
will occur and you only have to collect one orb.  If it gives 3 normals, that's
three orbs you must collect in three locations, so it's more likely that some
of them will fade before you get the full 3.

There will also be something else given off when an attack lands -- the Diamond
D-Spirit (diamond refers to its shape; it's actually rather golden in color).
You'll see 5 slots for these near your score on the top of your screen.  When
you collect 5 of them to fill these slots, your uber-powerful Ancient Warrior
attack will be ready to use.

----------------------
+ Ancient Warriors +
----------------------
The Ancient Warrior attack is a powerful attack that will only hit when you
are very, very near to the opponent.  When you initiate it (see the attacks
section below), your character will change to his/her respective Ancient
Warrior, launch an attack, then change back instantly.  This attack uses up all
5 Diamond DSp whether it hits or not.  If it does hit, this incredibly powerful
attack will scatter Gold-Rim DSp everywhere.  It is very hard to me to count
how many, but my guess is around 6 to 8.

You should take special care not to get hit by your opponent's Ancient attack,
especially on the harder settings.  Keep track of how many Diamond DSp they
collect, and if it seems around enough, run and jump like crazy.

-------------------
+ Beast Spirits +
-------------------
Digivolution here differs greatly from the original Battle Spirit.  Instead
of touching Calumon to Digivolve, you need to charge up the Digivolution bar
near the timer on your screen.  It charges when you hit your opponent, and you
can activate it when the whole bar turns red.  This "energy bar" form of
Digivolving is a large improvement over the Calumon thing.  Instead of a Mega
totally pulverizing a rookie, you now can have both combatants be Digivolved
at the same time.

To activate Digivolution, press A and B at the same time.  Note that you will
still be in your Human Spirit form, except with sparks above your head.  You
can only see your Beast Spirit form when you attack, and these attacks will
be significantly more damaging.

This Slide Digivolution (from Human to Beast spirit) is not as spectacularly
potent as the Ancient Warrior attack, but it is much more easy to obtain.  As
a matter of fact, most of the Diamond DSp resulted from hits from my
character's Beast Spirit.

-----------------------
+ Status Conditions +
-----------------------
Some attacks not only damage a Digimon, but give it a status as well.  These
statuses hinder their ability to battle.

Burn, freeze, and shock temporarily immobilizes a Digimon, so that it cannot
move nor attack.  These are caused by Agunimon, Kumamon, and Beetlemon,
repsectively.

The worst status, however, is confusion.  It mixes up your controls so that
left is right and right is left.  This basically makes it impossible for you
to dodge attacks quickly, especially when it wears off right away and your
controls and mixed back.  As I've mentioned in my other guide, it's not the
actual effect that's bad, it's the transition into and out of it which is so
devestating.  Kazemon can inflict confusion with her running attack, and
Lowemon can inflict it with his 1st special attack.

----------------
+ Your Score +
----------------
After each match, your score is added to your total score, which will go on
the High Score table if it's high enough (the total score is displayed under
the Victory Quote after each match).  If you lose in a match, however,
you get the choice of continuing or not continuing.  If you continue, your
total score resets to 0.  In order to get your best possible score, you
basically must take a lot of DSp in each match, without getting knocked out at
all.

I====================I
I    * CONTROLS *    I
I====================I
From now downwards, I'll be using certain symbols to signify each of your GBA
buttons.  These shouldn't be too confusing, but I've included a key anyway.

/\ Control Pad Up
>  Control Pad Right
\/ Control Pad Down
<  Control Pad Left
A  Button A
B  Button B
L  Button L
R  Button R
St Start Button
Se Select Button

-----------------
+ Maneuvering +
-----------------

= Format =
Description.
Availability.
Instruction.

= Walking =
Move around normally.
Available to all.
Press < or >.

= Running =
More speed, but harder to stop and turn.
Available to all.
Press < or > twice and hold on the second press.

= Blocking =
Prevents most attacks.
Available to all.
Press \/ and hold.

= Jumping =
Lets you get airborne.
Available to all.
Press A (hold for higher jumps).

= Dropping =
Jump down from a platform to a lower one.
Available to all.
Hold \/ and press A.  Does not work when you're on the ground.

= Floating =
Falls slower for more horizontally movement while airborne.
Available to Beetlemon.
Hold A while falling.

= Wall Bounce =
Bounces off the field's vertical edge.
Available to Kazemon.
Press A, press your character against the wall, and press A again.

---------------
+ Attacking +
---------------
The power, range, direction, and duration of attacks will vary by Digimon.
Some attacks (mostly the specials) get stronger if you "charge" them.  Do this
by holding down both buttons until the attack launches by itself.

Normal Attack :: Press B

Stronger Normal Attack :: Press B twice

Air Normal Attack :: While airborne, press/hold B

1st Special Attack :: Hold /\ and press/hold B

Air Special Attack :: While airborne, hold /\ and press/hold B

2nd Special Attack :: Hold \/ and press/hold B

Running Attack :: While running, press/hold B

Throwing Attack :: Press up against your opponent using < or >, then press B

Ancient Warrior Attack :: Press A, B, and /\ together

I======================I
I    * CHARACTERS *    I
I======================I

--------------
+ Agunimon +
--------------
DigiDestined: Takuya
Beast Spirit: BurningGreymon
Ancient Warrior: AncientGreymon

Unlock: given
Normal color: red
Alternate color: blue

Victory quote(s):
- "Ok.  Who's next?"
- "That was some battle!"

Despite the sheer madness caused by the AI Agunimon, I had a lot of trouble
trying make this guy not suck.  Maybe I'm just used to playing as other
Digimon, but this thing was just a big flop to me.  His 1st special attack is
pretty powerful, but getting it to work right without getting your butt kicked
takes too much luck to be worth it.  Well, at the very least, he is the only
one who can set his opponents on fire, so they can't retaliate right after
(Beetlemon and Kumamon has a similar thing going, though).

-------------
+ Lobomon +
-------------
DigiDestined: Kouji
Beast Spirit: KendoGarurumon
Ancient Warrior: AncientGarurumon

Unlock: given
Normal color: pale violet-blue
Alternate color: gold

Victory quote(s):
- "Be prepared."
- "I can't lose."
- "Who's up next?"

Dual light sabers... hey, I didn't know Koji was a Jedi!  Ahem, anyway, Lobomon
is pure melee -- his long-ranged attack suck.  Not to say it isn't powerful
(because it is), but the shots move so slow that the opponent can dodge them
each time.  Lobomon is pretty fast, though, but I guess it figures when you're
a wolf among a dinosaur, a frozen stuffed animal, and a couple of insects.
His running attack is my favorite to use, but his second special attack is
just as strong.

-------------
+ Kumamon +
-------------
DigiDestined: Tommy
Beast Spirit: KoriKakumon
Ancient Warrior: AncientMegatheriummon

Unlock: given
Normal color: green
Alternate color: orange-yellow

Victory quote(s):
- "Cool!  I won!"
- "That was fun!"

They say not to underestimate the little guy, but after some experimentation,
I think Kumamon is probably the worse off of all the playable characters.
Despite freezing the opponent temporarily, all his attacks are sub-par.  He
doesn't have very good range either, and the only attack worth using is his
throwing attack (which is hard to pull off).  Tommy makes up for all of that,
however, with his Beast Spirit.  Its attacks reap more DSp than any other Beast
Spirit I've seen.

-------------
+ Kazemon +
-------------
DigiDestined: Zoe
Beast Spirit: Zephyrmon
Ancient Warrior: AncientIrismon

Unlock: given
Normal color: violet
Alternate color: light blue

Victory quote(s):
- "Ciao!  Later!"
- "Strong women rule!"

Her 2nd special attack is pure sweetness.  It's hard to counter, and it's one
of the strongest attacks on a Human Spirit, getting up to 5 DSp.  It will also
charge up your energy bar pretty fast.  A great opening move, too.  Other than
that, Kazemon is pretty mediocre.  She's the only one that can bounce off the
walls, which is rather akin to Wormmon's cling ability back in the first DBS.
However, the wall-bounce thing isn't really useful for anything except jumping
higher and dodging attacks.

---------------
+ Beetlemon +
---------------
DigiDestined: JP
Beast Spirit: MetalKabuterimon
Ancient Warrior: AncientBeetmon

Unlock: given
Normal color: dark blue
Alternate color: bright red

Victory quote(s):
- "Let's get 'em!"
- "Heh, how's THAT?!"

Oddly enough, this is the Digimon I used to first defeat Kerpymon, after many
unsuccessful attempts with others.  I even got on the high score table with
Beetlemon.  Why is it odd?  For one thing, Beetlemon is as slow as molasses.
At least he's the sole heir of the float ability, reserved on the original
Battle Spirit for Terriermon and Lopmon.  His attacks can shock opponents, much
like Agunimon's flames and Kumamon's freezing.

-------------
+ Lowemon +
-------------
DigiDestined: Kouichi
Beast Spirit: JagerLowemon
Ancient Warrior: AncientSphinxmon

Unlock: defeat Kerpymon twice
Normal color: dark gray
Alternate color: light gray

Victory quote(s):
- "That was a good match."
- "I can't lose... yet!"
- "I was lucky this time."

A secret character, and the foe just before the boss battle... he must be good
right?  You bet.  His moves are almost the same to Lobomon, except slightly
more powerful.  I think he also jumps better than the others, but that's a bit
hard to test.  Most of his (and his Beast Spirit's) special moves are
chargeable.

I================I
I    * MENU *    I
I================I
After the game's intro, you see the title screen.  On the title screen is the
title, your number of 2P battle wins in the top left corner, and your best
Tamer Tag in the top right corner.  Press Start to enter the menu.  Since I'm
saving 1P Battle for last, I'll go over the menu items in reverse.

---------------
+ Game Data +
---------------
To access your game data, press B after you enter the game menu.  Note that
this can also reset the game cartridge (the same effect if you turned off your
GBA and turned it on again).  The other two instances will take you to the
Score Ranking (high scores) and the Versus Record.

----------------
+ Collection +
----------------
This is where you can see your Tamer Tags and, after beating Kerpymon the first
time, where you can play the "Digimon Shoot" Mini-Game.

Digimon Shoot is like a cross between air-hockey and billiards.  You are this
puck-like thing (resembling the character of your choice) on a table with no
edges.  Your simple mission is to knock the other players off of the table
without getting knocked off yourself.  If you get knocked off, you lose.  If
everyone else except you gets knocked off, you win.  Simple.

This game is turn-based, so there's no rush here.  The round starts with your
turn.  A turn comes in two main parts.  Part 1 is when you aim your arrow to
the direction of where you're shooting yourself.  Part 2 is when you stop a
moving meter to determine the strength of your shot.  Don't overshoot, because
that might throw you off the table.

The control pad is only used to rotate the arrow in Part 1.  Right and down
turns it clockwise, while left and up turn it counterclockwise.  Button A is
used to confirm an action.

Occasionally, a Diamond DSp will appear on the table.  You will Digivolve
to your Ancient Warrior when you touch it.  I am not yet sure how the game
inproves when you Digivolve.

There are 7 total levels, each one with its own set of opponents laid out a
certain way.  Level 2 features AncientGreymon, level 6 features Susanoomon,
and level 7 features Kerpymon.  The other Digimon on the table with those
bosses are an assorted mix of the playable characters, except the one you're
playing as.

There's really no tips I can give you... just remember your physics lessons
and you'll be fine (inertia, momentum, all that good stuff).  Keep in mind that
the other players aren't all against you, it's every mon for him/herself.  If
you're up against a group of foes, just wait and they might knock off each
other.  Then you can pick off the survivors.

When you win all 7 levels, you get a screen with "Congratulations" on it.  Yay.

-------------
+ Options +
-------------
This menu item lets you change certain settings found in the game.

= TIME =
-- 90 -- 120 -- 180 --
The amount of seconds on the clock from Battle Start to Battle Finish.  Aim
short if you plan to blitz-and-stall and long if you're just playing around or
if you're writing a guide for this game... *cough*

= LEVEL =
-- easy -- normal -- hard --
How difficult you want the 1P Battles to be.  Set it on "easy" for getting the
secret characters more easily, "hard" if you want more of a challenge.

= SOUND TEST =
-- 01 to 31 --
This lets you listen to the various tunes found in the game.  Select one and
press A to hear it.

= LANGUAGE =
-- English -- Francais -- Italiano -- Deutsch -- Espanol --
What language you want the the game to be in.

= ERASE DATA =
-- no -- yes --
This option lets you clear all saved data, restoring the game to as it was
when you first took it out of the box.  Since I have never selected "yes", I'm
assuming it takes away your high scores and secret characters.

= RETURN =
--
Closes the options menu and brings you back to the title screen.

---------------
+ 2P Battle +
---------------
Section under construction!  I'll write it as soon as I find someone local to
link battle with.

I=====================I
I    * 1P BATTLE *    I
I=====================I
This is the mode that pits you against 7 different computer-controlled enemies
on 7 different playing fields.  You'll need to finish this mode several times
in order to unlock secret characters, to work your way up the high score table,
and to unlock the Mini-Game.

The first 2 battles of 1P Battle mode will be against Beetlemon and Kazemon,
but which one goes first is random.  After that, your opponents will be in
this order: Kumamon, Lobomon, Agunimon, Lowemon, and Kerpymon.

---------------
+ Beetlemon +
---------------

Field: Kokuwamon's Forest
Field enemy: Minomon
Background Digimon: Kokuwamon

= QUIRKS =
None, really, except the Minomon hang from the platforms.  This can get in
the way of aerial battling, so watch out for them.

= BACKGROUND & ART =
Through dense foliage, you can see that it is raining in the far back.  Every
once in a while, lightning flashes.  The platforms are composed of clusters
of orange and yellow mushrooms.

= TIPS =
Beetlemon is slow, and he doesn't have a good range on his attacks.  Distance
fighting is your friend.

-------------
+ Kazemon +
-------------

Field: Breezy Village
Field enemy: Toucanmon
Background Digimon: Mushroommon

= QUIRKS =
One of the more memorable field features of the first Battle Spirit, the
trampoline mushrooms are back again.  When on them, you can jump extra high if
you press A at the right time upon landing on it.  I've found that it is a
great method of avoiding attacks, especially when the opponent has activated
his/her Digivolution.

= BACKGROUND & ART =
This battlefield rests in a large clearing at the edge of the woods.  You can
see large green trees to left.  The ground is covered with lush green grass,
and two giant mushrooms poke up from the ground.  The platforms in the middle
are suspended in the air by ropes tied up to floating propeller-devices.

= TIPS =
For being the Spirit of Wind, Kazemon isn't all that great of an aerial
battler.  Watch out for her spinning special attack and running attack, as well
as the Toucanmon.  As long as you keep off of the ground, you'll probably be
fine.

-------------
+ Kumamon +
-------------

Field: Frozen Wonderland
Field enemy: Candlemon
Background Digimon: n/a

= QUIRKS =
Another icy field!  Gee, this brings back memories.  Pardon my uncreativity
with the field name.  Anyway, the ice here will make it even harder to stop and
turn when running.  Also, there are three dark blue ice platforms that will
melt when Candlemon exposes it to his flame.

= BACKGROUND & ART =
The platforms and the ground are composed of frosted-over ice bricks.  In the
back, two giant snowmen (in the image of Kumamon) are holding up fragmented
pieces of a wall, also composed of the same ice bricks.  In the far back, some
sort of ridge or mountain can be seen.  The sky is a deep sea blue, and it is
lighter near the horizon.  It is near sunrise.

= TIPS =
Try to avoid running, if possible.  Kumamon's air attack targets downward, so
attack from above.  Other than that, just do your thing and use commmon sense.

-------------
+ Lobomon +
-------------

Field: Abandoned Warehouse
Field enemy: Goblimon
Background Digimon: Pagumon

= QUIRKS =
None at all.

= BACKGROUND & ART =
The metal platforms have rails, on which rests some Pagumon who are cheering on
the battle.  In the back, you can see industrial bric-a-brac, such as tubes and
ducts.  To the upper corners of the field are some yellow striped hazard signs.

= TIPS =
I actually found this round pretty easy, due to how the field is layed out.
There is a platform to the side which I stay at which is perfect for ambushing
with a charged attack.  The DSp always bounce off the wall and right towards
me, so there's no needless collecting.  The best part is that the AI battler
falls for it again and again.  For those of you who actually want to do real
battling, just try not to get caught too close to Lobomon.

--------------
+ Agunimon +
--------------

Field: Village of Flame
Field enemy: Gotsumon
Background Digimon: n/a

= QUIRKS =
Fireballs will drop out of the sky at regular intervals.  These will not only
sap a DSp from you, it will knock you back, too.

= BACKGROUND & ART =
There's a large furnace in the middle of the field, and more of these round
metal structures are seen in the background (except they're much bigger).
Pipes, apparently from the same metal as the furnaces, run from one structure
to the next in an odd, angular tangle.  These pipes are what forms the plat-
forms, while the ground appears to be some sort of metal grate.  The sky
reflects the scene, and it is a placid hue of orange red.  Flattened clouds
populate this sky, around an enlarged sun.  It is near sunset.

= TIPS =
With that big furnace in the middle and the short and few platforms, you really
don't have that much maneuvering space.  And the Gotsumon, who appear out of
nowhere, certainly don't help the tight situation.  My only advice is to block
often.  Those fireballs that drop down can give Agunimon the perfect opening
for one of his attacks.

-------------
+ Lowemon +
-------------

Field: Trailmon Station
Field enemy: Pipismon
Background Digimon: Trailmon

= QUIRKS =
I suppose the Pipismon's odd flight pattern is something to remark about, but
there's nothing else beyond that.

= BACKGROUND & ART =
Looks like a subway.  Moving Trailmon in the far back.

= TIPS =
Avoid his special attacks, and jump often.

--------------
+ Kerpymon +
--------------
field: Fragmented DigiWorld
field Enemy: n/a

= QUIRKS =
THERE'S A HUGE MUTANT KILLING MACHINE FLOATING ABOVE YOUR HEAD!
Yes, Kerpymon is pretty much the only think that stands out in this field.  I
guess the designers figured it was hard enough battling this thing without
other things distracting you or getting in your way.

= BACKGROUND & ART =
The blues and purples of the backdrop reflect the deadness of night.  The plat-
forms are large pieces of debris, colored a pinkish violet.  Rings of fractal
code spin around them (towards the center).  When Kerpymon summons his storm-
cloud, his enlarged eyes will appear in the black, glowing an evil yellow
gleam.

= TIPS =
The boss battle.  Harder than any you've faced before, including Milleniummon.
In fact, I think this merits its own section of the guide...

I========================I
I    * FINAL BATTLE *    I
I========================I
The rules are a bit different here.  You now have a set number of D-Spirit,
only eight actually.  Consider this as your shield, the only thing protecting
you from Kerpymon.  When it's gone, you will be knocked out if you are hit.
It is critical that you try to retrieve every DSp you lose, especially since
Kerpymon sucks them in.

Kerpymon, too, has a limited mortality.  The number of hits it takes to defeat
Kerpymon vary by the difficulty setting you choose.  However, even on "easy",
this number will still be very high.  Too high, in fact, for a mere game guide
writer like me to keep track of (while trying to play the game at the same
time).  Luckily, there are indicators of how many hits Kerymon has taken.
About mid-way, Kerpymon will shoot 5 shadow balls instead of 3, during his
"Attacking" phase (more on this later).  Then when he comes really close to
being defeated, Kerpymon will turn red, and the music changes to something more
upbeat.

You are given 4:30 on the clock.  Don't worry about timing out; it's only
happened 2 times to me, and I've faced Kerpymon dozens of times.  On the other
hand, don't waste time either.  You wouldn't want to go to all the trouble of
ALMOST defeating Kerpymon, only to lose by the timer.

---------------
+ Field Map +
---------------
_______________________________________________
|                                               |
|                                               |
|                                               |
|                                               |
|      (\/)      1    (\/)    2      (\/)       |
|             _____          _____              |
|             =====          =====              |
|    _____     """            """     _____     |
|    =====     (\/)          (\/)     =====     |
|     """                              """      |
|5_________                          __________6|
==========3________________________4===========
 """""""" ========================== """""""""


------------------
+ Attack Phase +
------------------
Oddly enough, this horribly evil villain has a very predictable attack pattern.
It's a cycle of three phases: Attack, Black Hole, and Stormcloud.  This will
help you greatly, as you know exactly what's next.

The Attack Phase is where Kerpymon starts out, and where he's the most vulner-
able to your attacks.  In this phase, Kerpymon will appear, attack, and dis-
appear in one of five places, marked on the map as (\/).  The number of times
he appears should vary.  When he attacks, Kerpymon shoots 3 or 5 shadow balls,
in the directions marked below.  The values are in degrees, and this is based
on Trigonometry's Unit Circle (where 0 degrees is to the right).

LEFT OF THE FIELD'S CENTER
 3 balls: -135, -90, -45
 5 balls: 180, -135, -90, -45, 0

RIGHT OF THE FIELD'S CENTER
 3 balls: -45, -90, -135
 5 balls: 0, -45, -90, -135, 180

Note that these are approximations.  I didn't actually get out a protractor
and measure. =P

Anyways, Kerpymon will linger for a short moment after launching his balls
(please don't giggle at that), and this is your chance to attack.  You'll
notice I marked some numbers on the field map.  Locations 1 and 2 are the ideal
places to be during this phase, since you can easily attack at three out of
five of Kerpymon's appearing spots.  You'll also be safe from attack, at least
until he starts firing 5 shadow balls.

When you attack Kerpymon, don't charge your attack (if it's chargeable).  You
simply don't have enough time, and what good is a charged attack if it doesn't
hit?  Go for quantity, not quality.

----------------------
+ Black Hole Phase +
----------------------
This phase really sucks.  If you're not careful, you could lose over half of
your DSp shield here.  This phase starts when Kerpymon drifts towards the
center of the field (unlike when he teleports, like in the Attack Phase).  From]
there, he'll start up this energy portal thing, and you will lose 2 DSp if you
touch it.  However, that is not the main danger of this phase.  The energy
portal thing will start sucking in things.  Although you can easily outrun its
gravitational pull, there will be rock fragments that are being pulled in as
well.  If these hit you on their way in, they'll not only take a DSp off of
you, but they'll knock you right into the Hole with them (and you lose another
2 DSp).

The other four locations marked on the map are your safe spots for this phase.
Location 5 and 6 are 100% safe of the rock fragments (assuming you're pressing
up against the wall and away from the Kerpymon's Black Hole).  However, you're
usually not given enough time to go to these corners.  Locations 3 and 4 are
almost as safe, but there will still be one rock fragment that can hit you.
If you see it coming, you can just jump over it.

Kerpymon can be attacked in this phase as well, though I should warn you
against doing so.  This is extremely foolish, as the Black Hole will get you
right after.  Only in the most ideal conditions should you attack Kerpymon
in this phase, like being able to Digivolve and land an effective finishing
blow.

----------------------
+ Stormcloud Phase +
----------------------
After Kerpymon's done with his Black Hole, he'll summon a small black storm
cloud, then retreat to the background to watch you suffer.  The stormcloud will
patrol back and forth.  If it senses that you are under it, it will shudder,
then shoot down a thunderbolt that shocks you out of 2 DSp.

You have two options during this phase.  One: you can put your life on the line
to attack the stormcloud, or two: you can take the safe route and just avoid
it.

Attacking the stormcloud has two plus sides to it -- your energy bar will go
up (on the finishing blow only though), and you don't waste any time on the
clock.  However, the risks sometimes overweigh the perks, especially if you're
playing as someone slow and you can't dodge the bolts right after attacking.
How many hits the stormcloud takes depends on the character you're playing as.
The chart below is based on mornal air attacks, not special air attacks.

Char. | Hits
-------|------
Lobo. |  4
Kuma. |  2
Kaze. |  4
Lowe. |  2

There are characters missing either because I didn't experiment with them on
this level, or because I just forgot.

As I mentioned before, just avoiding the stormcloud is the safe route, though
it takes longer for the phase to end and you don't get that energy bar bonus.
The stormcloud takes so much time to shoot its bolts that you can easily dodge
them if you stay on the ground.  Just walk back and forth, but stay low.  The
platforms can block some of the bolts.

Good luck, and battle your best!

I===============================I
I    * CONTACT INFORMATION *    I
I===============================I
If you feel the need to tell me I should correct or add something to this
guide, by all means go ahead.  My email is aniki3564 (at) hotmail (dot) com .
Please include your online alias and/or name if you expect to be given credit;
if you don't give some identification, I'll simply list your email.  Also,
try to make the message's subject revelant to this guide, as so I don't confuse
the message for something else (ie. spam).

I========================I
I    * LEGAL ISSUES *    I
I========================I
The rights to Digimon and Digimon-related trademarks belong to Toei, Bandai,
Saban, and others.  I am in no way affiliated with any of the aformentioned,
and no copyright infringement was intended in writing this guide.

This document is the intellectual property of myself, Huy Nguyen, known online
as "Imaku".  It is protected under US law and international treaties.  No part
of it may be reproduced or distributed for any other purpose than private,
personal use, unless granted expressed permission from me.

The only corporate sites this game guide should appear on is "GameFAQs", at
http://www.gamefaqs.com, and "NeoSeeker", http://www.neoseeker.com.  It should
not appear on any fan-ran websites other than those listed below.

- DigiTernity (http://free.hostultra.com/~dternity)

- - - - - - - -

If you wish to use it on your fansite, there are certain conditions that must
be met.

1) a. You ask me beforehand, and I approve of you doing so, OR
  b. I submit this guide to your website, and we've discussed terms.

2) You do not alter the document in any way, and keep it in the .txt format.

3) You give the credit of making this guide to me and none other.

I===========================I
I    * VERSION HISTORY *    I
I===========================I
This just goes over major changes.  Minor corrections (URL change, spelling
errors, etc.) do not constitute for a version up.

01.05 -- Proof-reading.  General corrections, like the Table of Contents
         numbering. [September 25, 2004]

01.00 -- First draft, has all but 2 characters (the Ex's), all matches are
         done, but Lowemon's could REALLY use work.  Introductory stuff,
         control, and info on Kerpymon are all done.  Menu complete, save for
         the 2P section. [August 17, 2004]