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Alpha Bosses


Harder tha previous bosses, the Alpha Navis are usually found in secret places all over Cyberworld. Check the Navis page for info on where to find them.

Boss
Information

FlashManα
HP: 500
Attacks: Neon Light (30 dmg), Spark Arm (45 dmg), Flashlights
Weak against: Wood

He's quicker than previously, and in this battle he uses AreaGrab chips to limit your movements. The flashlights are also harder to destroy. Other than that it should be quite simple. You have, by this point, more powerful chips to match his own increase in power, so the difference will be negligible. Bring RollV3, PlantMan (any version), and ProtoMan should you have it. Ratton3 will also work very well.
Take a Barrier chip. Since the stunning attack does no damage, it won't negate the barrier, this rendering this attack useless.
 
Prizes: FlashManV2 F

GutsManα
HP: 700
Attacks: Shockwave (40 dmg), GutsPunch (60 dmg), GutsHammer (40 dmg)
Weakness: -

He's not that much tougher. You should have no problems dealing with him. The GutsHammer will now crack all panels on your side of the arena, so if you have AirShoes, make sure it's equipped.

Prizes: GutsMan G/GutsMan V2 G

BeastManα
HP: 700
Attacks: Beast Ray (40 dmg), Jumping Claw (40 dmg), Wild Rush (40 dmg)
Weak against: Swords

Slightly different from the previous incarnation. Now, Jumpung Claw can attack you from behind as well as from the front. He also performs the Wild Rush three times in a row without pausing. By now you should be packing more chips with greater zones of damage. Bring swords, Mines, TimeBombs, and of course, RollV3 and PlantMan.

Prizes: BeastManV2 B

BubbleManα
HP: 800
Attacks: Bubble Parade (80 dmg), Aqua Shot (100 dmg), Fish Missile (80 dmg), Fiddler Crab (80 dmg), Mine (80 dmg)
Weak against: Electric

He's considerably more powerful this time around. Then again so are you. Bubble parade and Fish Missile lasts a lot longer this time, so pack some healing chips. Use low-level chips if you like to destroy the shield, then FlashMan versions, Zapring2/3 and other powerful electric chips. As with his pervious versions, be careful to only attack with homing chips when there's nothing in front of him. Ratton3 is a good chip, since if you use it while on the bottom row and then move to the top, it can move straight past all the stuff he throws at you and hit him.

Prizes: BubbleManV2 B

KingManα
HP: 1000
Attacks:  Knight (150 dmg), Pawn (100 dmg), Checkmate (150 dmg), Plan-B
Weakness: -

Use the same strategy as defined previously if you like, as nothing has changed about this boss save the damage he deals. Try not to destroy the pawns, as he will then implement the Plan B of two Knights and Rook which cannt be destroyed. Use chips that have a splash back effect (HeatShot and BublShot) or ones you throw over squares (Bomb, BkBomb).

Prizes: KingManV2 K

MetalManα
HP: 800
Attacks: Metal Wheel (40 dmg), Metal Missile (60 dmg), Metal Fist (80 dmg)
Weakness: -

This boss comes with a new move, the Metal Fist, which the attack he uses when you use his chip, and has panel-shattering abilities. Use Swords, Boomers, and ZapRings for stunning him so you can hit him with some program Advances. PlantMan and Roll are predictably useful here.

Prizes: MetalManV2 M

DesertManα
HP: 1200
Attacks: Lion Head (80 dmg), Arijigoku (80 dmg), Heavy Sand (120 dmg)
Weak against: Water

As annoying as ever. He's slightly faster this time, and he uses his sand whirlpools earlier in battle. Apart from that there's little difference. Use the Bubble chips and other water chips and you'll do fine.


Prizes: DesertManV2 D

PlantManα
HP: 1300
Attacks: Rose Needle (80 dmg), Plant Weed (40 dmg)
Weak against: Fire

Same as the previous version, except this time the Plant Weed goes on for longer. if you beat FlamManα before you did this (look in the Navi section to find out where he is) use that chip and the Fire+30 chip to deal some massive damage. Use Blkomb, FireSword, the Heat chips, and anything else Fire-based that you have. RollV3 and PlantMan (hah!) also come in useful for when you need a fast break or healing.

Prizes: PlantManV2 P

FlamManα
HP: 1300
Attacks: Fire Blaze (80 dmg), Chaos Flame (60 dmg)

Harder. This time, the Fire Blaze spreads out, so as soon as he uses it, move to the square directly above or below the first fire to dodge it. Use your weakest chips to take out the candles, then use Water chips like BubbleMan, the Bubble chips etc to take him down.

Prizes: FlamManV2 F

BowlManα
HP:  1300
Attacks:  Gatling Pin (80 dmg), Bowling Bomber (80 dmg), Tower Bowl (80 dmg)
Weak against: -

This time around, BowlMan has added golden pins to the Gatling Pin attack. They don't bounce around when they're shot, but they are much tougher than the normal pins and should be avoided rather than shot down. He also throws his bowling ball much faster than before. Take high-level Navi chips (again, PlantMan) and homing chips.

Prizes: BowlManV2 B

MistManα
HP: 1200
Attacks: Demon Tackle (80 dmg), Misty Poison Smoke (80 dmg total), Soul Gengar (40 dmg)
Weak against: ?

Use the same tactics as you did the first time with higher-level chips. FlamMan, ProtoMan (if you have it) and RollV3 when there's nothing in front of the lamp will work well.

Prize: MistmanV2 M

DrillManα
HP: 900
Attacks: Drill Drive (120 dmg), Panel Crusher (120 dmg), Triple Hole (100 dmg per
hit)
Weak against: -

Faster and stronger than before, and he was fast enough to start with. Equip the BrakChrg  customiser program to break through his guard, and then follow up with high-level Navi chips. Again, attacks like WideSwrd work well. The Program Advane LifeSwrd will take 400 damage off, if you can hit him with it.

Prizes: DrillManV2 D
ProtoManα
HP: 1300
Attacks: Sonic Boom (150 dmg), WideSwrd (150 dmg), Fighter Sword (150 dmg), Surprise Sword (150 dmg), Delta Ray Edge (200 dmg) Shield.
Weak against: -

He has a new move now, the Delta Ray Edge. You'll hear a small 'click' noise, then he'll do three WideSwrd attacks. He'll appear first in the top-right panel, then the left middle panel, then the bottom-right panel. Each of the blades to 200 each, so dodge down to avoid the first then quickly move up. He likes to do Sonic Booms a lot more, but a Pawn placed in the middle of the arena on his side will effectively negate those. Apart from that use the same tactics as you used to defeat his first version.

Prizes: ProtoManV2 B
Punkα
HP: 1000
Attacks: Mad Roller (60 dmg), Shield and Chain (60 dmg), Double-Go-Round (60 dmg)
Weakness: -

Faster than the last time. As usual use AreaGrab and PanlOut3 to stop him using his attacks, then fire away with Program Advances and PlantMan and Roll chips. He'll still not really difficult as long as you've packed good chips.

Prizes: Zenny
DarkManα
HP: 1400
Attacks:  Flame Tower (160 dmg), Killer's Beam (150 dmg), Ice Wave (150 dmg),
Dark Shadow (150 dmg), Black Wing (75 dmg)
Weakness: -

Nothing has really changed except that he moves slightly faster and does more damage. use AreaGrab more to dodge the Black Wing, and use your best chips and Program Advances if you have any to kill him.

Prize: DarkManV2 D
JapanManα
HP: 1600
Attacks: Thousand Spear (100 dmg), Spinning Reflect (150 dmg) Straight
Spear (150 dmg), Backup (100 dmg)
Weakness: -

Same as DarkMan, no difference but for HP and damage dealt. Just remember to kill the ninjas before they kill you.

Prize: JapanManV2 J




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