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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
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Information
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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