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Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Scenario 3

This part of the walkthrough will cover the span between the end of the second Liberation Mission and the start of the third, in which we meet our team scout, ShadowMan for Team Colonel and GyroMan for Team ProtoMan. GyroMan is new to the series, while ShadowMan was a villain and secret boss in the first two games...

The Challenge
Having gotten your first DoubleSoul last mission (KnightSoul or MagnetSoul), there is the obligatory tutorial (yes, this is one long continuous cutscene...). Right as MegaMan jacks in, new mail arrives...

As implied by Baryl and Chaud, you can put four more chips on the same turn as DoubleSoul, with the DoubleChip being of no particular code (so you can say use DoubleSoul and load three Cannons of differing codes, or use DoubleSoul and load chips with the same letter code). "A B button PowerAttack" refers to your charged shot, by the way. Anyways, press OK. MegaMan will transform to KnightSoul or MagnetSoul before the turn begins. THen, delete the Mettaurs. After you win...

Just to make sure you won't forget, you will get an email explaining the abilities of your first DoubleSoul. Anyways, onto answering the challenge of the mysterious man (the name Dusk is not revealed until much later on, just to spoil you).

You are currently in the SquirrelComp network, where it effectively is a giant tree-like maze. The navi you are looking for is in SquirrelComp 16, while you are at SquirrelComp 1. Take the right fork to SquirrelComp 9, then straight ahead to SquirrelComp 10, then the left fork to SquirrelComp 11, right to SquirrelComp 14, and straight to SquirrelComp 16, where ShadowMan or GyroMan await.

The Nebula Agents
Just as the mysterious person leaves, we get mail.

Afterwards, you get mail saying that Higsby's chip shop is now open! Spend your cash at Higsby's! Intersting to know that the posters on Higsby's wall are different: MegaMan and Roll in Team Colonel and MegaMan and ProtoMan in Team ProtoMan. Of course, you can also purchase DarkChips from the various people you meet in and around the real and cyber worlds...

Anyways, since you can't jack in from Oran Isle, take the next best thing and jack in from Dex's PC. By the way, banners to Lan's HP from Dex's HP, Mayl's HP, and Yai's HP are available - simply ask a Mr. Prog on their respective pages to give you the link.

 * Dex's PC: Do you wanna link this web page with Lan's? Then you could come and go directly between his page and Dex's!  Shall I link them?  (answer "Yes")  You'll really link pages with us?!  Here, take this.  Use this banner to come here. (MegaMan gets DexBanner)  OK, I'll place a link!  Heave-ho!!! (the link appears)''
 * Mayl's PC: How about linking this web page with Lan's? Then you could come and go directly between his page and Mayl's!  Shall I link them? (answer "Yes")  I knew you wanted to create a link!  Here, take this.  Use this banner to come here. (MegaMan gets MaylBanner)''  OK, now I'll place a link!  Hiii-Yahhh!!!
 * Yai's PC: Welcome! This is Ms. Yai's web page!  It's link-free right now, but we can make one if you want.  Then you could come and go directly between Lan's page and Ms. Yai's!  Shall I link them?  (answer "Yes")  Oh, you'll really link pages with us?  Here, take this.  Use this banner to come here. (MegaMan gets YaiBanner)''  OK, I'll place a link!  One-two-three!!!

Anyways, upon arriving in Oran Area 1, you will get a phone call.

Each of the six HeelNavis that you would find will give you a virus battle. Here are the locations of the six:

 * Oran Area 1, lower level, on the main path leading to Oran Area 2. (*whirrr* *whirrrrrr* Blue... Navi... Blue...  Navi... Must deleeeete!!!)
 * Oran Area 2, in the square on the main path just past the Nebula gate (Hey, twerp... This is still Nebula's turf.  Get outta here!  Unless you want me to delete you!  Scram!!!)
 * Oran Area 2, top level, on the squre leading to the large door (So you're MegaMan!!! If I beat you, they'll make me into a big boss, too!  You're mine!!!)
 * Oran Area 3, near where the first Dark Hole was located in the Liberation Mission (You...! No one stands in the way of Nebula!  Waaarrrgh!!!)
 * Oran Area 3, on the right fork behind where the Bonus Panel was located in the Liberation Mission (I've seen your face before... just the kind of face I hate... You're going down!)
 * Oran Area 3, in front of the panel where ShadeMan once stood in the Liberation Mission (You're out of your depth! Prepare to be deleted!  Kaaarrrgh!!!)

Afterwards...

If you took the three Agents in Oran Area 3 last, then you only need to walk three panels for the next cutscene...

Dark Clouds Ahead
You will be now in SciLab 1. Make your way onto the center path in SciLab 2, where a series of dark clouds should keep you from proceeding.

Afterwards, you have some time to yourself. Do what you have to do, and get some rest. The next day...

The Second Challenge
Head to Oran Isle and back through the mines (on your way, you can challenge GridMan) to the BigCave and talk to Pride.

Back to the DrillComps, where there are no more rocks or moving conveyor belts (and thus no falling off of them). The four pieces of KnightMan/MagnetMan are located at the four drill switches.

 * MindProg is in DrillComp 1
 * TalkProg is in DrillComp 2
 * MoveProg is in DrillComp 3
 * AttackProg is in DrillComp 4

After getting the last one, you will automatically go into a cutscene.

Back out of the OldMine, head to MissionControl in SciLab to Baryl.

Clearing the Clouds
Interesting how ShadowMan's operator is referred to as Dusk in this game where he was referred to as Mr. Dark in previous games... Anyways, back to ACDC town and any one of its numerous jack-ins, and back to Oran Area 1.

Head down to the lower level, where clouds won't get you very far. Talk to a Mr. Prog to get what you need.

Another subtle difference between the Japanese and English versions is that the clouds will return if you leave an area and return in the Japanese versions while they do not in the English version. Anyways, some Mr. Progs will empty the VacuProg only once. Of course, make sure you have it full before emptying. Your gauge has only 10 slots, so suck up clouds wisely. Golden clouds will have items at random.

Anyways, moving on. Along the path you will suck up 3 white clouds before reaching a turnoff. Turnoffs will contain more clouds of various kinds, and right now. Continue along the main path and suck up 6 more clouds before heading into another cutscene.

To recap, you have one empty space in your meter. Head to the next area, and down the main path. You will pass 6 white clouds before facing a gray one. Keep going and fill up your gauge with the last white cloud, and empty with the Mr. Prog just beyond. Moving on, you will take two slots in your gauge bore heading to the Nebula gate and another cutscene.

Suck up the three white clouds, and then the gray cloud. Go until the last turnoff before the ramp, and suck up the white cloud blocking the turnoff. Your gauge should be full. Leave the area and head to the upper level of Oran Area 1. There will be four white clouds on the main path before the golden cloud. Head to the next area. Oran Area 3 will have no clouds. Head to SciLab 1.

Here, head right to suck up two white clouds (rather than three from sucking the gray one). You will suck up another white one before heading to the large clouded area, where one Mr. Prog awaits to clean your gauge (don't clean it yet). Suck up a white cloud leading to a gray cloud, and then continue to suck up the top white cloud to fill your gauge. Go back and empty your gauge, then o and suck up a white cloud blocking a Mr. Prog. Finally, suck up a gray cloud to exit the maze. Suck up a thunder cloud, and then the golden item cloud (just to fill your gauge - you don't have to if you don't want to). Anyways, go back, empty, and back to suck up a thunder cloud. Continue to SciLab 2 (your gauge will be at 6/10), where there will be another cutscene.

Suck up the three clouds (your gauge is at 9/10) and move on to SciLab 2. Here, you will have to absorb a gray cloud and a thunder cloud, and finally a white cloud to reach the first Mr. Prog. Empty your gauge, then suck up one gray cloud (doesn't matter which one). Suck up the lower gray cloud, then the gold cloud blocking a Mr. Prog. Empty your gauge, then suck up a gray and thunder cloud to reach the central corridor. Empty again (there are two Mr. Progs here), then suck up the thunder, white, and gray clouds. Empty, and go back around to suck up a gray cloud. There should be only one cloud that you must clear before you face ShadowMan/GyroMan in the top corner.

Road to the Third Liberation
Head back along your path (you don't need to suck anymore clouds after all...) to where the dark clouds are.

Whenever you are ready, start the mission. Afterwards...

What is in store for MegaMan? Stay tuned to find out!


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Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 2

This part of the walkthrough covers the second Liberation Mission in Oran Area 3, and the first playthrough in particular.

The first time through, you are asked if you want to enter Oran Area 3.

Again, there will be a cutscene the first time through not found in subsequent playthroughs:

ShadeMan's ability is that it can attack anyone next to a DarkPanel, while KnightMan will not take any out-of-battle damage and protect anyone next to them (as long as both are not attacked with the same attack. This is a slightly easier mission compared to the first, as you have three navis and more turns.  KnightMan will be at 400HP while Colonel has 300HP, while their special chips (KingdomCrusher for KnightMan and ColonelCannon for Colonel) will both be at 80 in the first playthrough.  The chips that you can get through Bonus Panels in this mission are TimeBomb1 T, Navi+20 *, and Quake B.  Anyways, on with the mission!

The key to the mission is to try and one-turn liberate, as this will liberate the panels around you, and thus keeping ShadeMan from attacking you.

Phase 1
First, use KnightMan and Colonel on the right-hand side to open a way for MegaMan to use the LongSword. (One-turn/ScreenDivide with your second navi will net you 2 order points). With MegaMan, LongSword so that next phase, you can send two navis to clear the Dark Hole. In the Darkloid phase (ShadeMan will say Heh heh... Let's party if he does not attack), the nearby TinHawk will attack MegaMan with its HawkAttack for 20 damage.

Phase 2
KnightMan, of course, is a specialist in pincer battles due to the Royal Wrecking Ball as his charged shot (which can hit enemies behind him). Have him take out the BigBrute blocking the DarkHole. A one-turn liberation would open up a BonusPanel. Liberate the Dark Hole with one remaining navi, and use the last to get the item panel (a heart). During the Darkloid's phase, a TinHawk should have attacked Colonel or KnightMan (unless you uncovered the Bonus Panel and it resulted in a Major Hit), but neither should take damage. Meanwhile, a second TinHawk should have made your way to one of the panels in front of you.

Phase 3
The next section of DarkPanels can be cleared with Colonel and KnightMan. Have one navi destroy the TinHawk, which should be on the singular panel, and the second to attack the other singular panel (one-turn would get you 3 Order Points). Finally, for MegaMan, have him LongSword the column on the right (ie. the one not containing the BigBrute). During the Darkloid phase, a new TinHawk would respawn from the DarkHole to the right, and the BigBrute may move.

Phase 4
Get KnightMan to one-turn in the space freed by MegaMan with the LongSword the last phase. If you are successful, you will be able to clear both Dark Holes with MegaMan and Colonel (if you didn't, then you would need an extra phase to clear the DarkHoles, during which both navis would be protected from getting hit by KnightMan). Beyond the left hole lies a BonusPanel. ShadeMan, of course, will do nothing.

Phase 5
Here, your three Navis will be able to clear your way to ShadeMan, although you will have to wait until next phase in order to challenge him. If you one-turn with your second Navi, you will get a heart (if you don't, then ShadeMan will attack that Navi). Proper one-turn liberations will make ShadeMan do nothing.

Phase 6
Three turns under par, and three turns to wail on him with three Navis. How great is that? If you get invincibility or Major Hit from any unclaimed Bonus Panels, the fight against ShadeMan (who has 600HP and will take 120HP from getting a Major Hit from a Bonus Panel) will be easy. Remember to have KnightMan stand on the same panel as your attacking Navi to avoid damaging your team during the Darkloid phase should you fail.

With that, it's mission accomplished. Congratulations! Your reward for this mission:

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Scenario 2

This part of the walkthrough will take you from the end of Liberation Mission 1 to the start of Liberation Mission 2, where you will meet the defense member of your team, KnightMan in Team Colonel and MagnetMan in Team ProtoMan. Interesting to note that those two were both boss navis in Battle Network 2... Anyways, on with the show...

You will get mail explaining DarkChips and their functions, but not to any real detail. If you go to Yai's HP, there will be a Mr. Prog near the BBS that will give you her P-Code.

Unlock the security cube (the last in ACDC Area 1), and head to ACDC Area 3. The right will lead to FurnaceComp only if you turned on the furnace inside Yai's house. Take the left path and talk to the Mr. Prog there.

The Camping Trip
Lan will appear in his room, and there will be a message from Dex. Read it, and get DexCode, which unlocks the security cube in ACDC Area 2. Head out to the Metroline station, where the others are waiting.

Head to the beach to the left for another cutscene.

Hmm... seems like Mayl and Yai know what Lan is up to... anyways, read the mail from Baryl or Chaud, telling you to go to Oran Area 3 through Oran Area 1. Fortunately, you have a jack-in to Oran Area 1 in the speaker. Go to the upper level of Oran Area 1 (you will pass a turnoff on the upper level leading to a NetDealer), where, upon getting to the large square, you will find a long cutscene:

The Fishing Battle
Recall that we are to look for rod, line, and bait. The rod (Bamboo) is, of course, located at the bamboo grove to the right.

 * Bamboo's flexible... It'd be perfect for a fishing pole!

The line (FishLine) is at the hidden corner on the right side of the pier (opposite the beach).

 * Some fishing line's tangled in seaweed... There's even a hook still attached!  Finders keepers!

For the bait (Worm), check the lower part of the waterfall.

Afterwards, go back and talk to Dex.

Head across the bridge over the waterfall to start fishing.

Poor Lan. Guess he should stick to bare-hand (like he did in Battle Network 2)... Anyways, you need to get a board, a twig, and some grass. The Board is found right on the beach to your right.

 * This board's really dry. It'd make perfect firewood!

The Twig is the burnt-out tree next to the speaker jack-in.

 * This branch looks like it'll burn!

Of course, the DryGrass is just across the bridge where that pile of dry grass is...

 * Dry grass... I bet it'd burn good. ...I'll take it.

Go back and talk to Dex when you are done.

Afterwards, you will receive mail containing the Navi Customizer, an extra Folder (BonusFolder), a few parts (Undershirt white, Attack+1 pink, Speed+1 white), and a tutorial.

The Old Mine
Head through the newly-opened path to the old mine.

There are two entrances to the caves. The upper entrance leads to OldMine 6, where out the other end is a crane that, when turned on, allows access to CraneComp from Oran Area 2. The lower exit is OldMine 1, where at the end you will find an elevator. Turn it on (this will give you access to ElevatorComp in Oran Area 1 as well), and head up to OldMine 2. There is a door blocking your way.

Head back down, and out the upper-level exit of OldMine 1. There should be a speaker that you can jack in. Once you do so, you will be in an isolated part of Oran Area 1. Talk to the navi on the other end.

Back to the door in OldMine 2.

Head out and into the next entrance, which is OldMine 3. The exit to the left is the one that contains the door. Note that every door from now on requires a virus battle for it to unlock.

Head out, and up to the next entrance (OldMine 4), where there will be another door and more viruses.

Head out, where there will be two entrances, one on the lower level and one on the upper level. The lower level (OldMine 5) leads to the AirFilterComp. The upper level (OldMine7) leads us to another door.

Continue and head down the elevator to OldMine 8. Enter through the next door, and there will be another cutscene.

You will be in DrillComp 1, the first of four scenario levels. Talk to the Mr. Prog there to get something for breaking the rock blocking your path.

These yellow uncracked rocks will require three punches to break, while yellow cracked ones only require one. Anyways, make your way over to the conveyor belt and move against the belt, smashing any rocks that are in your way. If you fall off the end of any conveyor belt in this series of levels, you are sent back to an earlier part of the level.

The gray uncracked one will require 5 punches, while cracked ones require 2. For the second and third conveyor belts, just go between the two boulders.

The next boulder to punch is a black cracked one. This will take three punches. After breaking another three yellow cracked rocks, you will reach another long conveyor (if you fall off the end, you are sent to the area before the second conveyor). Head up, breaking any rocks in the process. Finally, break the gray uncracked rock to reach the control panel.

Now onto the second control box, and DrillComp 2. Break the black cracked rock, and then move up the conveyor belt. One gray uncracked bolder later, you reach the second conveyor, where you simply squeeze through, and then around through the third conveyor (if you fall in any of the two conveyors, you go back to the area before the first conveyor). Break a few cracked yellow rocks, and you will reach a conveyor where you go in the direction of the conveyor. Head down, and up the next conveyor (again, break any rocks you have to), and down the next conveyor, where near the end there will be a yellow uncracked boulder to break in order to continue (if you fall, you will end up in the area before the fifth conveyor belt). There, you will find the second switch.

Move on and go to the next control box. After jacking in, move up the first conveyor (breaking any rocks), but take the last exit on the right. Head down and go in the direction of the second conveyor, where a cracked gray boulder is blocking the exit (if you fall, you go back to the beginning of the level). Head to the right and onto another conveyor (break any rocks if necessary), where there is a Mr. Prog and a seemingly impossible conveyor belt (filled with black uncracked rocks, which are 7 hits to destroy...)

Go back down the conveyor, and go through the path blocked by a boulder. There, move on past another cracked boulder to another conveyor belt, where you will have to cross repeatedly to get to the off switch (of course, there's a boulder you could easily break before getting there...). Make your way back to Mr. Prog, and take the now-empty (but moving) conveyor to reach the third switch.

Now for DrillComp 4. Right off the bat, you have to go through a very large row of conveyors (if you time it right, you wouldn't need to break any of them). Take the next conveyor belt up, then down the next one, where your exit is blocked by a yellow uncracked boulder. Then up the next one, where the exit is covered by a gray cracked boulder (falling off these long conveyors will return you to the area before the long conveyors). Go across the next conveyor, and through another one. Then, down another long conveyor belt, and through another set of paths that criss-crosses the conveyor belt. Go through and you will hit the stop switch. This will allow you to go back on the now-empty conveyor all the way to the end, where KnightMan awaits.

MAGNETMAN EXE.

HP: 500

Weakness: Wood

(Note: Since Magnetman is the boss for this situation at Team Protoman, I'm putting up his boss data instead)

Attacks: Magnet Panel: As soon as you exit the Custom Screen, Magnetman will put Magnet Panels on the corners of yours and his sides of of the battle field. You can use this as an advantage for dodging his other attacks. When stepped on, it pushes you to the right or to the left.

Magnet Missile: Magnetman will pop out a magnet which will launch soon, and then go after Megaman. It turns once. Use a upper Magnet panel to avoid this.<30 or 20 HP> Stun Ball: Magnetman shoots out a ever slowly moving ball of- blackness, which homes in on Megaman. Use a upper Magnet panel to avoid this.<30 HP>

NS Tackle: Magnetman( and a blue copy of himself) will try to sandwich Megaman. Move out of the row to avoid this. <40, 60, or 80 HP>

Well, what are you waiting for! Follow that path, which will lead to to an elevator (leading to OldMine 9), which would lead to the lower level of the BigCave, and a door separating Lan from his friends.

Inside ElectronicLockComp, just simply head forward until you reach the switch.

Road to the Second Liberation
Fortunately, you don't have to go back all the way through the mine, being that you will be taken to the entrance. Head back to where the gun batteries were, where Colonel or ProtoMan awaits.

When you are ready, follow the two to your second Liberation Mission. Afterwards, we have another debriefing:


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Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Scenario 1

This part of the walkthrough covers the beginning of the game up to Liberation Mission 1.

The StewRecipe
Note how the decorations in Lan's room are slightly different in each version: in Team Colonel, atop his bookcase lies miniatures of WizDog and the Tin Soldier, two of the robots from Castillo in Battle Network 4, while in Team ProtoMan they are replaced by the local and Eagle/Hawk tournament trophies from Battle Network 4. Also behind Lan's bed is a poster of Django the Solar Boy in Team Colonel and a poster of Master Otenko in Team ProtoMan. Anyways, read the mail if you want, it teaches basic skills you need about going through the net. What you should do is head downstairs and talk to Mom.

Jack into you computer, and you will find three groups of Mettaur viruses. If you have played previous games, you know that this leads to a tutorial section.

Head to the KitchenComp. You will pass Roll, GutsMan, and Glide along the way to KitchenComp but they say nothing substantial. Also of interest is the SubChipDealer in ACDC Area 1 and the NetDealer in ACDC Area 2. Anyways, make your way to the pink navi in KitchenComp and talk to him.

Before heading out, talk to Haruka.

The Return of Nebula
Right now, go find Mayl, Dex, and Yai. They will each be in their house. You could jack into their PC if you want to but you won't get very far (note how in the English version the HPs look identical to Lan's - this is not the case in the original Japanese due to cartridge space concerns in the English versions. It's unknown at this time whether the English Double Team DS will have the original or the English GBA version HPs).

Also note how the squirrel and Higsby's shop (which you can't enter yet) is colored differently in each version. The squirrel is pink in Team ProtoMan and gold in Team Colonel, while Higsby's is purple in Team Colonel and black in Team ProtoMan. Anyways, head to the Metroline station.

Now you are at SciLabFront. Note how the mural in front is different in each version (planes over a blue sky in Team Colonel, birds over a yellow sky in Team ProtoMan) Anyways, head to the front of SciLab.

Inside SciLabLobby, head to the upper floor and go through the elevator, where there will be another cutscene.

Head to ACDC Area 1, where the area will appear dark with a red tint.

Head to ACDC Area 2, where there will be a HeelNavi at the big square. Talk to the HeelNavi.

The SciLab Computers
Go out and talk to Haruka, who's staring out of the window.

Leave and talk to Mayl next to the Metroline station.

Head to SciLabLobby, where there will be another cutscene.

Head to the door the scientist came out of.

Head upstairs to Dad's Lab, and go back to the computer where Lan was when he was knocked out. Check out the purple chair to get another cutscene.

Head back and enter the locked door. There will be another cutscene.

Jack into the main control panel in front of you. You will be in MainComp 1, the first scenario area in the game.

Proceed along the path, where you find the path to be blocked. Talk to the Mr. Prog that's there to get instructions on how to proceed

Although Mr. Prog explains this well, here's what you do: Approach any panel to either remove the data from the panel, insert data into an empty panel, or switch your data with the data that is there. Fortunately, the data in the MainComp network is arranged in a cycle (in a sense that you only remove data from the panel at the very beginning and insert data in an empty panel at the very end, with every other move being a switch, making where you start irrelevant), and you have just enough moves to correctly place everything in place. If you do not get the code right (or more likely, if you make a mistake), you will fight a virus battle and get to do things all over again.

As referred to by Mr. Prog, swap the data around so you get 762. Head to the second gate.

 * This data is a bit complicated, so pay close attention, OK? The left letter completes this coin word: " ickel"  The middle letter completes this coin word: "Qu rter"  The right letter completes this coin word: " enny"  Got it?

Spell NAP to get past this gate. Head to the third gate. Here, there will be two interconnected panels, both of which must be correct in order to move on. Of course, Mr. Progs are there to give hints.

 * Left prog: Consider these four animals: Dog Cat Owl Rat. One does not belong.  Even I don't know the answer...  What a conundrum...
 * Right prog: ''OK, I need data for an animal that can be found in tar. Do you think it's referring to the La Brea Tar Pits?  I don't know what to do!  I can't figure this one out!

If you think that's too hard for you, then talk to them again to get an easier hint. But in any case, the left side spells OWL and the right side spells RAT. Press the switch beyond the OWL side to open the door to MainComp 2. Head to the first gate in MainComp 2 to get these hints:

 * Left prog: ''I need some help... Part of my place database has been corrupted, and now I can't recall the place. This is describing: the platform for getting on/off ships...  All I know is it starts with D...
 * Right prog: ''I need some help... Part of my place database has been corrupted, and now I can't recall the place. What's this place starting with H?  The ship's interior corridor...

That's DOCK on the left and HALL on the right. Again, press the switch beyond the HALL side to move on. Head to the next gate, where there will be three parts:

 * Left prog: What part of your body can you hop with to make music? ...That's the clue, but I can't make head nor tail of it.  Why can't the answer just be straightforward?  Must be security, I guess.
 * Center prog: Even if I knew the answer I'd rather see you struggle! But I'll give you a hint!  Are you ready?  A mother had one child but ten of these were born...  Well?  Any ideas?
 * Right prog: ''A body part that goes with "fire", "band" and "over"... Does that give you any ideas?  I haven't a clue, myself!  Somebody hurry and help!

Asking the progs again will give you a more subtle hint. In any case, the answer is HIP, TOE, and ARM, from left to right. Beyond HIP and ARM are two switches that must be pressed in order to move on. Head to the next gate, where a Mr. Prog is pacing back and forth.

The action goes back to Lan. Head to Dad's Lab and check the sofa to get the WorkMemo.

Back to MegaMan. This time you will have to pick up and drop data twice (once to get 1, 4, and 5 to the correct order, and the second to switch 2 and 3). If you forget, you could check the WorkMemo, but it's easier to just talk to Mr. Prog. In any case, head past the gate to another cutscene.

Head through the door on the right, and there will be another cutscene.

Head home and get a good night's rest.

Road to the First Liberation
Once you jack in, you will have new mail, but it is nothing major. Anyways, head to ACDC Area 2 and talk to Colonel or ProtoMan.

Whenever you are ready, follow Colonel or ProtoMan to the first liberation mission. Afterwards, there will be a cutscene.


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Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 1

This part of the walkthrough covers Liberation Mission 1, and the first time through the mission in particular.

The first time you do the mission, you will be asked whether you want to enter ACDC Area 3.

Other times you can talk to the gold Mr. Prog in ACDC Area 3 to recreate the mission. Only the first time will you encounter the following cutscene:

With that, the mission begins in earnest. The first time you play through, Colonel will have 200 HP (most likely, he will be the stronger of the two Navis).

The BattleChips that you can get from Bonus Panels in this mission are the GunDelSol1 A, Tornado P, and the Geddon1 P.

Phase 1
Have one navi go to the left panel as Colonel recommends and liberate it.

If you enter any pincer battle, Colonel will remind you the first time.

Now, your first navi's turn ends. Have the other navi liberate the item panel, which contains 500 zennys. Then, it's the Darkloids' turn.

The Darkloids will do nothing, and it's your move again.

Phase 2
This is where you take out the first Dark Hole. Have one navi take out the BigBrute and the other take out the Dark Hole. If you didn't one-turn liberate with your first navi, the second will be in a pincer battle. To the right of BigBrute is an item panel containing 3 order points, which you would get with your first navi if you did one-turn liberate, and with your second navi if you didn't. Again, the Darkloids will do nothing.

Phase 3
Have MegaMan LongSword the next set of Dark Panels. The second is an item panel containing a heart, which heals MegaMan back to full HP. Afterwards, if it's the first time though, Colonel will speak:

Back to Colonel. If you want, you can clear the way to the BonusPanel (the item panel there is 500 zennys) either with a ScreenDivide or a one-turn liberation, but to get to BlizzardMan quickly, just liberate to get a clear path to the Dark Hole. The item panel to Colonel's left contains 3 order points, while the one to the right (which you can get with a ScreenDivide as well) contains a BusterUp *. In either case, the Darkloids will do nothing.

Phase 4
Have MegaMan LongSword to the right of the BigBrute. This will give Colonel the opportunity to clear the second and last Dark Hole (albeit with a pincer battle). If you one-turn liberate, you will get another heart for MegaMan. You can also get to the DarkHole by LongSword to the left of the BigBrute (but if you didn't one-turn with Colonel the last phase, this will be a pincer battle). Furthermore, it would give Colonel access to a Bonus Panel. Clearing the DarkHole will destroy the BigBrute, as well as clearing the barriers around BlizzardMan. Again, BlizzardMan will do nothing.

Phase 5
Have your weaker navi go into a pincer battle, and if possible, one-turn liberate so that the other navi can get to BlizzardMan (remember to hit all accessible Bonus Panels first!). Remember that you are two phases under par, so don't worry if you don't get BlizzardMan in your first try. If you one-turn with your first navi, you will get three columns instead of two when battling BlizzardMan. When you get to BlizzardMan, you will get this cutscene:

With that, your liberation is a success. Your reward for this mission:


text:
Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 7

This part of the walkthrough covers the seventh liberation mission in Nebula Area 1.

Again, the first time you enter MegaMan will warn you about whether to enter, although (as you've beaten the game, and as you are going in alone), the warning is a little different.

Once you enter, you will get a cutscene.

Here, Colonel will have 600HP, KnightMan 700HP, TomahawkMan 500HP, and NumberMan 450HP. The ColonelCannon C, KingdomCrusher K, and TomahawkSwing T will have 120 power, NumberTrap N will have 140 power.

Phase 1
Here, we will try to take out the Dark Hole that's in our way. Since we are up against ShadeMan, make sure to one-turn as much as you can so that chances are, TomahawkMan will be the most likely to get hit, as ShadeMan will only attack navis next to a dark panel (and of course TomahawkSwing does not liberate surrounding panels).

First, have a navi attack the panel on the right, then have the second navi go as far right as you can and liberate there so that you can open a path for TomahawkMan to use TomahawkSwing (do it on the item panel - a BattleChip, to avoid getting hit by ShadeMan during their phase). Then, the fourth navi should clear the path to the Dark Hole (if you want, you can remove the Bladia, but you're removing it next turn anyways... and the fifth should clear it (the last navi, in doing so, will get a heart).

 * Heh heh... Let's party!!

If you didn't attack Bladia head on, ShadeMan will attack either of the fourth or fifth Navis (you did use KnightMan, right?). The TinHawk in the upper-left and BigBrute in your area should move closer to your pack, but they are of no concern to you.

Phase 2
Of the six item panels that you can get with NumberCheck, three are traps (of which one is a stun trap). If you used TomahawkSwing on the BattleChip earlier, then you will need three navis to reach the key (and get three order points, while NumberMan and TomahawkMan will clear a path to the next area. NumberMan will disarm two damage traps and a stun trap, while gaining 2900 Zennys (1300 from one panel and 1600 from another) and a CustomVolt2 E.

Now, prepare to take a beating. Obviously, ShadeMan will attack either NumberMan or TomahawkMan for 80 damage, since you didn't clear the panels behind you. Now the TinHawk will start to harass or even attack your key navis, or move closer to NumberMan and TomahawkMan.

Phase 3
Now, you can use four navis to take care of the Dark Hole to the right. Since a BigBrute is nearby, have KnightMan attack the last panel on the path (or second last, doesn't matter a whole lot as the item panel behind you is a BugFrag), then TomahawkSwing in the rightmost column. Then, LongSword your way to the side of the hole, and use one navi to clear it. Your last navi should claim the second key behind the cleared Dark Hole (middle panel, one-turn to also get a BugFrag and three order points).

ShadeMan will either attack TomahawkMan or MegaMan. The BigBrute near KnightMan should harass you some more, while the TinHawk should move closer.

Phase 4
Of the three remaining item panels in the row of six, the one in the middle is a stun trap. To get around that, have KnightMan do another pincer liberation on the other end of where the Barrier Panels once stood (the back panel again unless you are good with one-turn liberations). Then have two more navis head in the direction of the farther Dark Hole (one-turn with the first to get a Slasher I, one-turn with the second to get three more order points). Then, use a TomahawkSwing (destroying a BattleChip) and your last navi to clear the way to the last Dark Hole.

ShadeMan should, for once, not be able to attack, but the TinHawk will (and can attack any of the first four navis for 60 damage - just hope that the hawk attacks KnightMan).

Phase 5
Have two navis clear the exposed dark holes, and then have two more navis clear the last Dark Hole. Finally, use either TomahawkSwing to get to ShadeMan immediately next phase, or a normal liberation so that you can use TomahawkSwing next phase for the four-column advantage.

ShadeMan will attack either the last navi, or the navis clearing the BigBrute or Bladia Dark Holes (again, just hope it's KnightMan).

Phase 6
That's six more phases to wail on ShadeMan. Can you handle it?

Congratulations, mission accomplished. Your reward:


text:
Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 9

This part of the walkthrough covers the final liberation mission in Nebula Area 5.

Again, you will be warned when you enter the area the first time, and again there will be a cutscene afterwards.

Team Analysis
This mission is simply too easy for Team Colonel, with the LifeMelody liberation able to liberate over barriers. Team ProtoMan will have a harder time simply because TwinLiberation isn't as effective, and thus will have to take the long way to get the keys and destroy the Dark Holes here.

Note that even though BlizzardMan and CosmoMan are both here, CosmoMan is the boss - BlizzardMan is just a glorified guardian. That is, you don't need to beat up BlizzardMan to get to CosmoMan, but especially for Team ProtoMan, you invariably will.

Team Colonel strategy
The general idea is that to get to CosmoMan quickly, you will need to take advantage of ToadMan in every phase, as the LifeMelody liberation will allow you to get keys quickly without having to go the long way around them. If done properly, ToadMan will not have to move from his starting spot.

Colonel gets 800HP, KnightMan 900HP, ShadowMan 700HP, and ToadMan 600HP. The ColonelCannon C and KingdomCrusher K will have a rating of 120, while the SplitUp S will have a rating of 100. ShadowMan's SneakAttack will deal 500 damage in this mission.

Phase 1
First, have MegaMan LongSword all the way in, then use the LifeMelody liberation on the right column (one-turn for three order points). Then, have ShadowMan go and terminate the TinHawk from behind (the reason will be as we will use ToadMan's ability to liberate over barriers to get the third key). As for KnightMan, he can do whatever he wants (he's just insurance so that you get the order points).

 * You're nothing but dust-motes compared to me!
 * I'll turn this area into a Nebula ski resort! Got it?

A TinHawk will be spawned right in the barrier-enclosed hole, while the other Tinhawk will move towards you. Doesn't really matter though.

Phase 2
This is the reason we had ShadowMan attack from the rear: now we can use the LifeMelody liberation to get key #3 (and three more order points). Then, destroy the two exposed Dark Holes (you will get a AntiWood M from one) and expose the third.

The Bladia will attack whoever destroyed the Dark Hole to the right of CosmoMan for 140 damage (or not, if you used KnightMan). The BigBrute will also block your path over the barrier to key #2. No biggie.

Phase 3
Kill the BigBrute, then get the key and a heart with the LifeMelody liberation. Then kill the two exposed Dark Holes (you will get three more unnecessary order points). Simple enough.

The BigBrute still move but not attack - doesn't matter because you deal with him next phase.

Phase 4
Get two navis to finish off the last Dark Hole, then use a LifeMelody liberation to get to CosmoMan from the side (you will get a heart from the right and zennys from the left). Then you have your last navi and some 12 turns to get rid of him. With Team Colonel, it's just too easy.

Team ProtoMan strategy
Team ProtoMan is forced to go the long way to pretty much go for the full frontal assault, as TwinLiberation doesn't work as well here. Unlike Team Colonel, Team ProtoMan is pretty much forced to go through BlizzardMan, making the first two phases very arduous as the team will be attacked often. A difficult choice to make is whether to go for a quick approach and have the team take hits left and right, or to take your time and spend order points so that MagnetMan can protect everyone.

ProtoMan has 800 HP, MagnetMan 900HP, GyroMan 700HP, and Meddy 600HP. The StepSword B and NorthSouthTackle M will have a rating of 120, the Airforce G will have a rating of 70, while the MeddyCap M will have a rating of 100.

Phase 1
First, have MegaMan LongSword his way to the next area, and then have ProtoMan and MagnetMan liberate on the right column (you will get three order points with the first navi if you one-turn) so that GyroMan and Meddy can do the TwinLiberation.

For the Darkloids, TinHawks will take a piece out of GyroMan and either Meddy or the second navi that helped to make TwinLiberation possible. A BigBrute will also move, but you are nowhere near their location.

Phase 2
Here, you will need four navis to take care of BlizzardMan and get the first key (the third Navi goes against BlizzardManβ, while the fourth gets the key).

Now, with MegaMan, use Longsword to cut a path towards the left area.

Now, CosmoMan will attack anyone but MegaMan or the navi that took the key with his CosmoPlanet for 100 damage. The TinHawk that harassed GyroMan last turn will attack again, but this time on the first navi. A few other Guardians will move but will be of no real importance (good thing Guardians can't attack over barriers...).

Phase 3
Now, there should be a BigBrute standing in your way towards the second key on the other side of the barrier. This turn you will take it out. First, have two navis (who will get 2000 zennys and, if you one-turn through the middle column instead of the left, three order points) carve a way in for the third navi, then have the third navi do a liberation so the fourth navi can expose the BigBrute. Use the fifth navi to take it out.

More harassment from CosmoMan follows (to either of the first two navis, more likely the first). More guardian movement that shouldn't be a problem (although next phase you will move into a TinHawk's attack range).

Phase 4
Here we will now get the second key and take care of two Dark Holes. First, have three navis deal with getting a path and destroying the Dark Hole blocking the way to the second key. Then get the key (and a heart) with the fourth navi, which will expose a Dark Hole for the fifth navi to obliterate (do so from the left side so you will be out of CosmoMan's range). Since a BigBrute is most likely on the item panel, you'll miss out on order points.

Again, you moved your third and fourth navis into the range of the TinHawk, so prepare to take a hit.

Phase 5
Now we do pretty much the same thing as on the other side - take out the Bladia. In the top-right, a TinHawk will most likely be there - use two Navis to one-turn to get to the recently de-barriered area (the first takes out the TinHawk and gets a heart), then use the other three to get to and take out the Bladia.

Even more harassment from CosmoMan follows, as either of your first two navis will be attacked. The TinHawk you destroyed will respawn, but there are (surprisingly) no more Guardian movements.

Phase 6
The objective here is to get key #3. To do so, unlike the other side, you will need all five Navis. The first three navis will cut their way in, the fourth to destroy the Dark Hole, and the fifth to get the key and three more (by now unnecessary) order points.

The respawned TinHawk will now harass your first two navis.

Phase 7
Finally, you will get to CosmoMan here. Have two navis destroy the two exposed Dark Holes (from the upper TinHawk Dark Hole you will get AntiWood M). Now use one Navi to expose a side to CosmoMan and a fourth to take him down. You will still have nine phases, so don't worry too much as to time constraints.

Showdown
Congratulations, you have won. Your reward:


text:
Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5/Liberation Mission 8

This part of the walkthrough deals with Liberation Mission 8, where Nebula Area 3 is liberated.

Again, the first time you go through with this, MegaMan will warn you. Enter, and there will be another cutscene.

ShadowMan and TomahawkMan will have 600 HP, while NumberMan has 550 and ToadMan has 500. The SplitUp S will have a rating of 100, the TomahawkSwing T will have a rating of 120, the NumberTrap will have a rating of 140, while the S-Melody T will have a rating of 80.

Phase 1
This is a mission where order points will come at a premium, so we should try to conserve them. In any case, we will have to take out the first Dark Hole before proceeding. Have ShadowMan one-turn on the clean panel ahead, then use two navis to clear a path to the Dark Hole. The fourth navi should clear it, and then use NumberMan to clear the stun trap between the barrier panels.

 * ''Hurry back, ha ha! I'll welcome you with thunderclouds!

The two TonHawks will move towards you, while the Bladia will attack NumberMan for a whopping 120 damage.

Phase 2
Have one navi immediately clear out the Bladia, then use the LifeMelody liberation on ShadowMan so that he can clear a path towards the second Dark Hole from the bottom side (this is not as much for reaching the Dark Hole, but really for getting the first key, which is in the large item panel area nearby). Now, to conserve order points, just have NumberMan and TomahawkMan do normal liberations.

TinHawks will again move closer to your position, and the closer one will attack either NumberMan or TomahawkMan (whichever liberated second) for 70 damage.

Phase 3
Now we only have one order point left, which is fine as last turn we exposed an item panel containing three order points. To make it easier, though, use the order point on ToadMan so ShadowMan can get the first key (he will also get a heart if you liberated on the column with two item panels last turn and one-turned this one, but will set off a damage trap, which do 100 damage - the heart is retrieved before the trap is set off, which kinda sucks). Have your three remaining navis take out the second Dark Hole using normal liberations (the first navi, if he one-turned, should get the order points.

The remaining TinHawk should get closer, but not attack.

Phase 4
This one is tricky, but the next Dark Hole is surrounded on seven sides by stun traps, and the eighth is occupied by the Bladia. Use the LifeMelody liberation on the column leading to the Bladia, then two-turn the Bladia and clear the Dark Hole. Then, NumberCheck to clear the traps to your left.

Darkloid phase will actually see the TinHawk attack anyone other than ToadMan (unless you moved ToadMan up).

Phase 5
Use your last order point to TomahawkSwing the panels cleared by NumberMan (it's a good thing that you don't trip the traps behind you this time), and then use three of the navis to clear the Dark Hole (make sure the first navi avoids the stun trap, while the second navi will trip two damage traps unless he two-turns). From clearing the Dark Hole you should get one BugFrag and three order points. With the last navi, go through to the next area and one-turn liberate the bottom row (we will have to go around the barrier panels).

More harassment by the TinHawk this turn, either at TomahawkMan or whoever cleared the path to the Dark Hole.

Phase 6
Use LifeMelody on ShadowMan again, and have him clear the turnoff from where the Bladia is so that he can get the second key next phase (he will get a heart and 2000 zennys). Then, use your remaining navis to make your way to and clear the last Dark Hole with normal liberations (you will also get order points, but it's not important, as you will have all you need).

The Bladia will claim a panel and attack ShadowMan.

Phase 7
Get ShadowMan to claim the key, then use another navi to clear the way to a group of clean panels (avoid the item panel, it's a stun trap). Then, use the LifeMelody liberation to clear the path leading to CloudMan, and use your last navi to destroy the Bladia (rather than lose him due to CloudMan's attack - you will also prevent ShadowMan from getting cut off).

Phase 8
TomahawkSwing so you get the four-column advantage, and deal with CloudMan. You still have a good six phases, so take your time.

Congratulations, the mission was a success. Here's your reward:


text:
Mega Man Battle Network/Guide for Cheaters/Patch Codes/Mega Man Battle Network 5

Here are the list of patch codes for MegaMan Battle Network 5 for both Team Colonel and Team ProtoMan versions:

In-Battle Codes
The following codes are useful in battle:

 * Always S-Rank -
 * Always Charged Shot -
 * Custom Gauge always full -

Liberation Mode Codes
The following codes are useful in Liberation missions:

 * Infinite Order Points -
 * Always Phase 1 -

Story Event Codes
The following codes are codes for use during various story events:

 * VacuProg always empty (Scenario 3) -
 * Air Gauge always full (Scenario 4) -
 * Win the End City mini-game with one more attack (Scenario 5) -

Chip Codes
The following codes put 99 chips in your pack (of which some may have been used in your folder).

Standard Chips

 * Cannon A -
 * Cannon B -
 * Cannon C -
 * Cannon * -
 * HiCannon D -
 * HiCannon E -
 * HiCannon F -
 * MegaCannon F -
 * MegaCannon G -
 * MegaCannon H -
 * AirShot * -

Mega Chips

 * LifeAura D -
 * Muramasa M -
 * Guardian O -
 * Anubis A -
 * Attack+30 * -
 * BugFix H -
 * BugFix * -
 * DoublePoint * -
 * Sanctuary S -
 * FullCustom * -
 * Meteors R -
 * NumberBall N -
 * NumberBall * -
 * Jealousy J -
 * Poltergeist P -
 * Blackwing W -
 * Otenko O -
 * JusticeOne J -
 * NeoVariable V -
 * Z-Saber Z -
 * GundelSolEX G -
 * SuperVulcan S -

Navi Chips

 * Roll R -
 * Roll SP R -
 * Roll DS R -
 * GyroMan G -
 * GyroMan SP G -
 * GyroMan DS G -
 * NapalmMan N -
 * NapalmMan SP N -
 * NapalmMan DS N -
 * SearchMan S -
 * SearchMan SP S -
 * SearchMan DS S -
 * MagnetMan M -
 * MagnetMan SP M -
 * MagnetMan DS M -
 * Meddy M -
 * Meddy SP M -
 * Meddy DS M -
 * ProtoMan B -
 * ProtoMan SP B -
 * ProtoMan DS B -
 * NumberMan N -
 * NumberMan SP N -
 * NumberMan DS N -
 * Colonel C -
 * Colonel SP C -
 * Colonel DS C -
 * ShadowMan S -
 * ShadowMan SP S -
 * ShadowMan DS S -
 * TomahawkMan T -
 * TomahawkMan SP T -
 * TomahawkMan DS T -
 * KnightMan K -
 * KnightMan SP K -
 * KnightMan DS K -
 * ToadMan T -
 * ToadMan SP T -
 * ToadMan DS T -
 * ShadeMan S -
 * ShadeMan SP S -
 * ShadeMan DS S -
 * BlizzardMan B -
 * BlizzardMan SP B -
 * BlizzardMan DS B -
 * CloudMan C -
 * CloudMan SP C -
 * CloudMan DS C -
 * CosmoMan C -
 * CosmoMan SP C -
 * CosmoMan DS C -
 * LarkMan S -
 * LarkMan SP S -
 * LarkMan DS S -
 * GridMan F -
 * GridMan SP S -
 * GridMan DS S -
 * Django D -
 * Django SP D -
 * Django DS D -

Giga Chips

 * Bass F -
 * DeltaRayEdge Z -
 * BugCurse C -
 * MeteorKnuckle M -
 * OmegaRocket R -
 * BassAnly F -
 * HolyDream H -
 * BigHook G -
 * CrossDivide C -
 * BugCharge B -
 * Phoenix P -
 * DeathPhoenix D -

Dark Chips

 * DarkCircle R -
 * DarkSword Z -
 * DarkInvis I -
 * DarkInvis * -
 * DarkPlus * -
 * DarkLance W -
 * DarkWide T -
 * DarkThunder M -
 * DarkRecover H -
 * DarkRecover * -
 * DarkMeteors F -
 * DarkDrill D -
 * DarkTornado T -
 * DarkSound E -
 * DarkSound * -

Miscellaneous Codes

 * Infinite Zenny -,  , and
 * Infinite BugFrags -,  , and
 * 99MB Regular Memory -


text: Mega Man Battle Network/Walkthroughs/Mega Man Battle Network 5


text: Category:Book:Mega Man Battle Network

title: Category:Book:Mega Man Battle Network


text: Category:Book:Mega Man Battle Network/Templates


text:
Pokémon/Pokédex/Egg Groups

This index lists Pokémon egg groups, where, unless otherwise noted, any two Pokémon species from the same breeding group can breed together. All breedable Pokémon can also breed with Ditto.

Monster
 Aggron Ampharos Aron Bayleef Blastoise Bulbasaur Charizard Charmander

Charmeleon

Chikorita

Croconaw

Cubone

Exploud

Feraligatr

Flaaffy

Grovyle

Ivysaur

Kangaskhan

Lairon

Lapras

Larvitar

Lickitung

Loudred

Mareep

Marowak

Meganium

Nidoking

Nidoran♀

Nidoran♂

Nidorino

Pupitar

Rhydon

Rhyhorn

Sceptile

Slowbro

Slowking

Slowpoke

Snorlax

Squirtle

Totodile

Treecko

Tropius

Tyranitar

Venusaur

Wartortle

Whismur

Water 1

Azumarill

Blastoise

Clamperl

Corphish

Corsola

Crawdaunt

Croconaw

Delibird

Dragonair

Dragonite

Dratini

Feebas

Feraligatr

Golduck

Gorebyss

Horsea

Huntail

Kabuto

Kabutops

Kingdra

Lapras

Lombre

Lotad

Ludicolo

Mantine

Marill

Marshtomp

Masquerain

Milotic

Mudkip

Octillery

Omanyte

Omastar

Pelipper

Politoed

Poliwag

Poliwhirl

Poliwrath

Psyduck

Quagsire

Remoraid

Seadra

Sealeo

Slowbro

Slowking

Slowpoke

Spheal

Squirtle

Surskit

Swampert

Totodile

Walrein

Wartortle

Wingull

Wooper

Bug

Ariados

Beautifly

Beedrill

Butterfree

Cascoon

Caterpie

Dustox

Flygon

Forretress

Gligar

Heracross

Illumise

Kakuna

Ledian

Ledyba

Masquerain

Metapod

Nincada

Ninjask

Paras

Parasect

Pineco

Pinsir

Scizor

Scyther

Shuckle

Silcoon

Spinarak

Surskit

Trapinch

Venomoth

Venonat

Vibrava

Volbeat

Weedle

Wurmple

Yanma

Flying

Aerodactyl

Altaria

Crobat

Dewgong

Dodrio

Doduo

Farfetch'd

Fearow

Golbat

Hoothoot

Murkrow

Natu

Noctowl

Pelipper

Pidgeot

Pidgeotto

Pidgey

Seel

Skarmory

Spearow

Swablu

Swellow

Taillow

Togetic

Wingull

Xatu

Zubat

Ground

Absol

Aipom

Ampharos

Arbok

Arcanine

Blaziken

Camerupt

Combusken

Cyndaquil

Delcatty

Delibird

Dewgong

Diglett

Donphan

Dugtrio

Dunsparce

Eevee

Ekans

Electrike

Espeon

Exploud

Farfetch'd

Flaaffy

Flareon

Furret

Girafarig

Golduck

Granbull

Growlithe

Grumpig

Houndoom

Houndour

Jolteon

Kecleon

Linoone

Loudred

Manectric

Mankey

Mareep

Mawile

Meowth

Mightyena

Miltank

Nidoking

Nidoran♀

Nidoran♂

Nidorino

Ninetales

Numel

Nuzleaf

Persian

Phanpy

Pikachu

Piloswine

Ponyta

Poochyena

Primeape

Psyduck

Quagsire

Quilava

Raichu

Rapidash

Raticate

Rattata

Rhydon

Rhyhorn

Sandshrew

Sandslash

Sealeo

Seedot

Seel

Sentret

Shiftry

Skitty

Slaking

Slakoth

Smeargle

Sneasel

Snubbull

Spheal

Spinda

Spoink

Stantler

Swinub

Tauros

Teddiursa

Torchic

Torkoal

Typhlosion

Umbreon

Ursaring

Vaporeon

Vigoroth

Vulpix

Wailmer

Wailord

Walrein

Whismur

Wooper

Zangoose

Zigzagoon

Fairy

Azumarill

Blissey

Breloom

Castform

Chansey

Clefable

Clefairy

Delcatty

Glalie

Granbull

Hoppip

Jigglypuff

Jumpluff

Marill

Mawile

Minun

Pikachu

Plusle

Raichu

Roselia

Shroomish

Skiploom

Skitty

Snorunt

Snubbull

Togetic

Wigglytuff

Plant

Bayleef

Bellossom

Bellsprout

Breloom

Bulbasaur

Cacnea

Cacturne

Chikorita

Exeggcute

Exeggutor

Gloom

Hoppip

Ivysaur

Jumpluff

Lombre

Lotad

Ludicolo

Meganium

Nuzleaf

Oddish

Paras

Parasect

Roselia

Seedot

Shiftry

Shroomish

Skiploom

Sunflora

Sunkern

Tangela

Tropius

Venusaur

Victreebel

Vileplume

Weepinbell

Humanshape

Abra

Alakazam

Cacnea

Cacturne

Drowzee

Electabuzz

Hariyama

Hitmonchan

Hitmonlee

Hitmontop

Hypno

Illumise

Jynx

Kadabra

Machamp

Machoke

Machop

Magmar

Makuhita

Medicham

Meditite

Mr. Mime

Sableye

Spinda

Volbeat

Water 3

Anorith

Armaldo

Lileep

Cradily

Corphish

Tentacool

Tentacruel

Shellder

Cloyster

Krabby

Kingler

Omanyte

Omastar

Kabuto

Kabutops

Corsola

Crawdaunt

Mineral

Geodude

Glalie

Golem

Graveler

Nosepass

Onix

Snorunt

Steelix

Sudowoodo

Indeterminate

Banette

Castform

Chimecho

Dusclops

Duskull

Gardevoir

Gastly

Gengar

Grimer

Gulpin

Haunter

Kirlia

Koffing

Magcargo

Misdreavus

Muk

Ralts

Shuppet

Slugma

Swalot

Weezing

Wobbuffet

Water 2

Barboach

Carvanha

Chinchou

Goldeen

Gyarados

Lanturn

Luvdisc

Magikarp

Octillery

Qwilfish

Relicanth

Remoraid

Seaking

Sharpedo

Wailmer

Wailord

Whiscash

Dragon

Altaria

Arbok

Bagon

Charizard

Charmander

Charmeleon

Dragonair

Dragonite

Dratini

Ekans

Feebas

Grovyle

Gyarados

Horsea

Kingdra

Magikarp

Milotic

Salamence

Sceptile

Seadra

Seviper

Shelgon

Swablu

Treecko

Breredable only with Ditto

Baltoy

Beldum

Claydol

Electrode

Lunatone

Magnemite

Magneton

Metagross

Metang

Porygon

Porygon2

Shedinja

Solrock

Starmie

Staryu

Voltorb

Not Breedable

Articuno

Azurill

Celebi

Cleffa

Deoxys

Elekid

Entei

Groudon

Ho-oh

Igglybuff

Jirachi

Kyogre

Latias

Latios

Lugia

Magby

Mew

Mewtwo

Moltres

Nidoqueen

Nidorina

Pichu

Raikou

Rayquaza

Regice

Regirock

Registeel

Smoochum

Suicune

Togepi

Tyrogue

Unown

Wynaut

Zapdos

title: Pokémon/Pokédex/Egg Groups


text: Category:Book:Civ

title: Category:Book:Civ


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Talk:Grand Theft Auto: San Andreas/Basics/Appearance

lost tattoo
Are you guys sure that Aztec tatoo is removed because I got it on for my CJ. --202.180.83.6 6 July 2005 04:07 (UTC)

 * The lost tattoo shop was apparently restored in the Xbox/PC versions so that might explain it. But it could be it is just a mistake, we are only human :) I'll have a look into it sometime... Master Thief Garrett 6 July 2005 05:12 (UTC)

Barbers link
Goes to GTA Netherlands site...?


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Talk:Grand Theft Auto: San Andreas/Appendices/178 Territories Glitch

iwhen you earn respect they say : you can start a 3 or 6 man gang! but how do you make a gang?

 * The Controls section will tell you which button does what and on what platform, this summary is for any platform.
 * Target a friendly gang member and hit the Follow Me button to make him follow you. Hit it when not targeting a gang member to make CJ call his gang to him if they get involved in a fight.
 * Target a friendly gang member and hit the Hold Position button to make him stay where he is. Target him and hold the button to dismiss him from the gang.
 * After the second addition to your gang, the "Gang Strength" bar appears onscreen and will fill with a green segment for each new addition. If a gang member dies the bar decreses with a red segment.
 * And the more Respect you have, the bigger the gang you can lead.
 * Hope that helps! Master Thief Garrett 03:33, 29 Jun 2005 (UTC)


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Template:Final Fantasy VII/Armour

Location:

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'''Magic Def./Mag. Def.%''': /

Materia Slots:

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Final Fantasy X/Aeons

 * /Valefor/
 * /Ifrit/
 * /Ixion/
 * /Shiva/
 * /Bahamut/
 * /Yojimbo/
 * /Anima/
 * /Magus Sisters/

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Final Fantasy X/Aeons/Shiva

Location Found: Macalania Temple

Shiva's Fayth is a woman wearing a cloak over her head. As an ice being, Shiva is auto-equipped with the Ice Eater ability, letting her add ice damage to her HP when damaged. Fire spells do extra damage to her.

Her Aeon attack is Heavenly Strike, and Diamond Dust is her Overdrive. Activating Lulu's Onion knight will allow her to break 9,999 damage.

Unique Attack

 * Heavenly Strike:
 * Shiva drops a large chunk of ice on an opponent's head. This attack has the potential to delay the enemies attack. This outcome is only sporadic against more powerful enemies, but does succeed occasionally.

Overdrive

 * Diamond Dust
 * Shiva casts an icy plain across all enemies inflicting elemental ice damage. She then snaps her fingers in order to shatter the icy plain to a sea of icy shards, leaving Diamond Dust an aptly named overdrive.

title: Final Fantasy X/Aeons/Shiva


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Final Fantasy X/Aeons/Bahamut

'''Location Found: Bevelle Temple

Bahamut is one of the most powerful Aeons in the game. He is the strongest that you obtain as part of the story, and can do over 9999 damage when you acquire him.

Unique Attack

 * Impulse
 * Non-Elemental Attack that does moderate damage

Overdrive

 * Mega Flare

title: Final Fantasy X/Aeons/Bahamut


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Talk:Super Smash Bros. Melee

Welcome to the talk page for Super Smash Brothers Melee.

Improvements
JC needs to be improved, along with Team Fox --Kiraki 14:04, 20 July 2005 (UTC)

You forgot a move
Homerowing

Fixed Up
Hey, look. I organized this page and added a bunch more content. Yay! - Joshua368 02:29, 1 August 2005 (UTC)

Added movelists section.
I added a movelists section, and the Samus movelist is now almost complete. I highly encourage anyone out there to add more, but please use the template used in the Samus list. --HMP22 21:53, 16 August 2005 (UTC)

Stage Info
Stage Info section is red - I plan to change that soon enough. Should the standard stages be put together, and the secret ones in a subpage, or should they all have their own subpages? --Gakon5
 * The secret stages need their own subpage, but each stage doesn't need it's own subpage.

A very important ommission formt he movelists is the 'running a' move. How could you all forget it?!

Merging info
Given that there is info on the techniques page, movelists page, and individual character's page, I'm going to work on putting all the info in one place and making it so there's only one place to put any additional info. All the character-specific stuff is going to be merged into the movelist info, for one. Nifboy 03:09, 9 December 2005 (UTC)

Spoilers?
Also, what is considered a spoiler for SSBM and why do we care? If someone comes in looking for in-depth information I don't see how we can easily accomplish that if we have to split everything into spoiler and non-spoiler info. Nifboy 03:34, 9 December 2005 (UTC)

A Few Changes.
I've decided to make a few changes. I've corrected some spelling mistakes here and there. More importantly, I thought the advanced techniques didn't belong under the Character category with the movelists, so I made a new page for it and put it under the category of "Techniques". It just makes more sense to me. Victor2000 01:29, 3 March 2006 (UTC)

-- As a note to this, I've noticed a LOT of things that desperatey needed a cleanup. For example, "A not-so-great in-your-face mid-air move." was used for one of Kirby's aerial moves. There are a lot more, some I fixed, others I left up to others' jurisdiction.--69.208.179.173 23:53, 24 March 2006 (UTC)

title: Talk:Super Smash Bros. Melee


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Dragon Quest

Dragon Quest (originally localized as Dragon Warrior in USA and Europe) was the sixth best selling Famicom game released in 1986, selling approximately 1,500,000 copies in its lifetime. It was repackaged and re-released along with its direct sequel, Dragon Quest II: Luminaries of the Legendary Line, as Dragon Warrior I & II for the Super Famicom in 1993 in Japan only, and later on for the Game Boy Color (with Super Game Boy support), which was released in Japan in 1999 and the United States in 2000.

Dragon Quest is most notably remembered as one of the earliest home console RPGs of its kind. It arrived on the Famicom/NES one year before Final Fantasy appeared on the same system; both games originally released for the Famicom in Japan, and would only be released overseas three years later, for the Nintendo Entertainment System. The Dragon Quest series is different from the Final Fantasy series in several respects. The biggest difference is the atmosphere: while Final Fantasy portrays beautiful worlds caught in the midst of an impending catastrophe, Dragon Quest tends to be a bit more serene with a touch of humor thrown in. Despite the differences, games from both series contain deep and intricate stories as well as hours of enjoyable game play.

As with any first game in a series, Dragon Quest is the most simplistic and not very complex. It casts the player in the role of a solo adventurer who must solve the world's problems single-handedly. It features a number of underground dungeons, a wide expansive world, and numerous well illustrated monsters to battle; the art style of the game, and in fact most of the series, was directed by Akira Toriyama, of Dragon Ball fame. Fights are simple as well, since they always consist of a one-on-one battle between you and a monster. Despite the lack of customization or strategic flexibility, Dragon Quest is a fine example of a basic RPG, and an astounding success in both Japan where the enjoyment of a good RPG was well known, and in America where it was thought that players would not appreciate such a slow paced game.

Table of contents

 * /Gameplay/
 * /Enemies/
 * /Items and Equipment/
 * /Spells/
 * /Statistics/
 * /General strategy/
 * /Name changes/

 * /Walkthrough/
 * /Castle Tantegel/
 * /Brecconary Town/
 * /Northwest Alefgard/
 * /Northeast Alefgard/
 * /Southeast Alefgard/
 * /Unlocking Secrets/
 * /Southwest Alefgard/
 * /Southern Alefgard/
 * /Charlock Island/

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Dragon Quest/Gameplay

A World of Fantasy As the hero destined to fight for the people of Alefgard, you are cast in a role which is set in an exciting but deadly universe. Role-playing games like Dragon Quest provide a setting in which your character must develop from a novice to a master, gaining knowledge, solving puzzles, and mastering the arts of sorcery and swordplay. There is no one correct way to play the game, but there are strategies that will serve you well as you seek clues to the mysteries of Alefgard. Take care that you do not become lost in this strange new world.

Controls

 * D-Pad: Direct your character through the world, in towns, and in dungeons. Also used to navigate and choose selections on any menu.
 * A: Bring up the menu or accept a menu option.
 * B: Close the menu or return to the previous menu.
 * Start: Pause.

Condition window
If you stand still momentarily, the Condition Window pops up on the left side of the Game Screen. In this window you will find your current condition listed for the following:

Watch your Hit Points carefully. The HP indicates how much damage you can take. The Level rises with increases in Experience.

Command window
By pressing the A button, both the Command Window and the Condition Window open up. The Command Window and its options are used to perform actions. Within the Command Window are most of the commands you will use during the game. It is here that you choose to speak to a man in a shop, open a door, search an area, or view your status.

Note: In the Dragon Warrior I & II release, Stairs and Take are removed from the Command Window. Your character will automatically use the stairs when he steps on them. Your character will automatically take the contents of a chest when he searches the chest at his feet. Additionally, choosing Status will open a sub-window that allows you a further choice between Equip and Status. Choosing Status brings up the Status Window as before, but choosing Equip allows you to equip and unequip armor and weapons, which you are not permitted to do in the Nintendo Entertainment System version (where the items you buy are automatically equipped, replacing the item you previously wore).

Battle screen
While hiking about Alefgard or stealing through the many dark caverns, from time to time you will encounter an enemy. Suddenly the monster is facing you and the Battle Screen will pop up. At this point you have four choices; you can Fight, Run, use a Spell, or use an Item. When choosing a course of action, you should take into account your HP and the strength of the enemy.

Status window
The status of your Strength, Agility, and other characteristics appear when you activate the Status Screen. The numbers increase as you defeat monsters, gain experience points and raise your overall level.

The type of weapon, armor and shield that you carry will affect your Attack Power and Defense Power. The Copper Sword, for instance, will give you an Attack Power higher than the Club.

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Dragon Quest/General strategy

Combat
From the moment you set foot outdoors until you have utterly destroyed the Dragonlord in his dark fortress, enemies will hound your every step. To keep alive you must learn to defend yourself. Battling with weapons in the Fighting Mode requires a sharp mind more than a sharp blade, although a good sword is always welcome. What is important is that you know your own strength and that of your opponent. Note which spells a creature uses, how many HP of life it has, etc.

Each round of combat provides you with a choice of actions. Following your action, the monster will have an opportunity to act before you get to act again.

Critical hits
Whenever you fight, you swing your weapon to strike the enemy. At a rate of 1/64, your strike is so successful at hitting the enemy's weak point that your blow ignores the foe's defense and does tremendous damage. Though it can not be counted upon, it can substantially shorten the length of a battle. An item is rumored to increase the likelihood of this beneficial luck, but due to a bug in the program, this is unfortunately not true for the original version of the game.

When to run
Just because you request to run away from a monster does not mean you will always get the opportunity to do so. Monsters that are stronger than you are usually quicker than you as well, and can cut off your route to escape. Don't wait until only one more strike can finish you off to run. Be prepared to take off sooner in case you can't get away the first time.

Combat spoils
Each time an enemy is defeated, you gain both experience points and gold. Greater amounts of experience points are awarded when you defeat stronger enemies, and will increase your character's level when you accumulate enough points. Use gold in the shops of Alefgard to purchase weapons, tools, armor and other items and to stay at the Inn.

Gaining levels
Each level gained grants your character greater strength (power) and agility (speed), as well as higher maximum HP and MP. On certain levels you will also learn a new spell.

When you talk to King Lorik, he will inform you of how many Experience Points are needed to reach the next level. Keep that number in mind in order to estimate how much effort will be required in order to reach the next level of experience.

Learning spells
Magic spells are learned only after many trials and failures. At particular levels you will learn particular spells, but don't expect to learn a new spell each time your level increases. There are ten spells in all.

At level 3 you will learn your first magical spell, Heal. When the spell of Heal is chanted it raises the chanter's HP by as much as 15. During a fierce battle you may notice your HP sinking rapidly. That might be a good time to use Heal.

Next, at level 4, the spell of Hurt is learned. It is an attack spell, capable of inflicting up to 15 HP worth of damage on an enemy. Once you've learned a spell and saved the game, you can't lose it. MP is required in order to cast spells. Without MP, you will be unable to use magic, so keep an eye on your Condition Window.

Using gold
Gold may be used to rest at an inn, to buy items, or to upgrade your equipment. Equipment - weapons, armor, and shields - is available in shops present in nearly all towns. When selling you a new piece of equipment, the shopkeeper will buy back the piece it is replacing. In general, you should find and purchase the next piece of equipment once you have enough money saved.

Although you only receive a fraction of the equipment's value when selling it, it is always good to upgrade your equipment at first opportunity rather than saving up for the next piece; even a slightly increased attack or defense power can make once challenging monsters seem easy and you may find that it is experience levels that limit your advancement rather than gold. Similarly, a few equipable items - the Dragon's Scale and Fighter's Ring - will provide bonuses independent of level and speed along your quest.

Hit points
When in battle, each enemy's counter-attack is likely to inflict some damage on you. Your hit points (HP) will be diminished according to the strength of the enemy and your ability to withstand its attack. Body armor, a shield, or simply raising your character level can help you stand up to the onslaught of a ferocious monster.

When your HP fall into dangerous levels, portions of the screen will turn orange. This is a warning that death may be imminent.

Restoring HP
If you are badly wounded, make your way back to town as quickly as possible. When you reach a town, go at once to the Inn. By spending a night at the Inn you will restore all your HP and MP.

The Medicinal Herb available in tool shops is one of the best buys in Alefgard. Always carry some Herbs with you when you travel. To use them, just select ITEM in your Command Window and choose Herb from the list of items that appears.

Spells may also be used for healing. Simply choose the spell, either in combat or from the command window, and you will be healed.

Death
There may come a time when you bite off more than you can chew. If a servant of the Dragonlord defeats you in battle, you will die and lose half of your gold. The King, however, has the power to restore your life so you can continue your quest. Only your supply of gold ultimately suffers.

Exploration
With higher levels come greater strength, stamina, and wisdom, not to mention wealth and spells. You are able to explore ever more distant lands and towns. Test your limits, but be careful not to push yourself too far. If you encounter some new invincible enemy, don't go further; build up your level first. There is no substitute for experience.

A good guideline is that each time you cross a bridge, enemies are likely to become tougher. At low levels you should be able to explore many regions of Northern Alefgard, but beware of the Southlands.

The map
Although you see only a small portion of the land as you travel, the Kingdom itself is a sprawling place. Broken by mountain ranges and split by the sea, Alefgard is not easily crossed. Each town is an island of humanity where you can restore your HP and buy needed supplies. But the wild forests, deserts and swamps are always near at hand. You do not defeat the land, you merely deal with it. Aided by this map, you should be able to begin planning your journeys. In time, even the most distant points will become more familiar to you. Remember to write down the secrets you discover as you progress.

Hidden areas
Some towns and castles have a small border around them that allows you to walk along the outside of boundary without leaving the town. If you take advantage of this fact, you are bound to find many points of interest that would be otherwise inaccessible.

Saving
Whenever your level increases or you obtain a special item, you should return to King Lorik and save the game. Then, if you are defeated you won't lose the items and experience you've fought so hard to win.

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Dragon Quest/Enemies

The Dragon Lord commands an assorted rabble of hideous creatures, all of them evil and determined to stop you at any cost. Most species have weaker and stronger breeds, as you will see. When you fight a new enemy, study what it does and what sort of attack seems to work best.

The tables show the maximum HP damage you must inflict to defeat each monster, and how much Gold and Experience you will earn if you do. Their exact HP varies from monster to monster, and may be as low as 75% of the maximum health.

Slimes
The weakest enemy of Northern Alefgard. Your bread and butter to more gold and experience early on.

Cousin to Slimes, but with a little more ferocity. Extra ferocity for a little extra gold.

A very rare enemy to find. They live further south near Hauksness. Extremely hard to hit due to their high agility and will cast HURT. A lucky critical hit subdues it in 1 hit.

Drakees
A flying baby dragon common to the North. Take them on after you reach level 3.

The Magidrakee knows the Hurt spell and is quite dangerous. A real pest. Look for them west of Tantagel and near Kol.

Be prepared with magic when fighting Drakeemas. If your hitting power isn't high enough, they may heal themselves.

Ghosts
From beyond the pale comes this awful apparition. Even on high levels, it can be hard to hit because of its high agility.

A tough opponent found in caverns. Much more hitting power than the regular ghost.

Supernatural. Sly. Strong. The Specter is not an easy ghost to bust. You'll fight them in Garinham's grave.

Magicians
At first his magic seems invincible. Do not try fighting until you reach level 4 when your magic has increased and you can use HURT.

Known as Druins on the Game Boy Color. Stopspell should be used immediately when he shows up. He will cast HURT and SLEEP.

Known as Druin Lords on the Game Boy Color. The Wizard will truly test your skill in using magic. He will repeatedly use HURTMORE. Attack directly.

Scorpions
If you can, put it to Sleep then attack. Stronger enemy that you will encounter early on.

Unless you're very strong, use Sleep. His HP is only slightly higher but his attack is much more powerful.

Most deadly of the three scorpions. Found like the Metal Slime near Hauksness. Very high defense.

Druins
Known as Eyeders on the Game Boy Color. Another creature of the labyrinths.

Known as Eyeder Lords on the Game Boy Color. Magic and strength both will it use against you. Another foe you'll encounter in Garinham's Grave.

Drolls
Be prepared to meet Drolls in dark passages. They are nothing special.

It is much stronger than it looks. Another foe you'll encounter in Garinham's Grave.

Skeletons
Weakest of its family, the skeleton is still a powerful fighter. Strongest monster in northern Alefgard, often found near Kol.

Luckily, by the time you meet the Wraith Knight you know a few spells. Very dangerous opponent. Will still try to heal.

Don't let the bones fool you, the Wraith is an extraordinarily strong opponent. It does know HEAL.

Forget about using magic. He dodges a lot but he will go down. Keep swinging at him. Never found in caverns.

Wolves
Strong and persistent, wolves are a dangerous foe. They are teeming near Rimuldar. Have good armor before fighting. They're vulnerable to Sleep.

STOPSPELL is this fiend's favorite attack. When your defense is high enough they will waste attacks trying to cast it. On lower levels, though, its hitting power is scary.

A mighty fighter and the strongest wolf. It rarely sleeps from your magic.

Stonemen
Like King Midas of legend, Goldman is made of solid Gold. After getting an Iron Shield, fight these foes to acquire a fortune.

Golem has a weakness for beautiful music. It guards the Castle Town of Cantlin.

Solid as a rock, Stoneman is no pushover. Guardians of the Dragonlord's castle.

Wyverns
A small, flying dragon found in many places. Found south of Rimuldar and near Hauksness. Often underestimated.

A user of magic spells, the Magiwyvern can be a nightmare. Its SLEEP spell can wreck havoc.

Even less predictable than a Magiwyvern, and stronger. It is the only non-dragon monster to breathe fire. Its HEALMORE spell can cause lots of trouble.

Knights
He is bad tempered and cruel. He can cast STOPSPELL to ensure you don't use spells.

A brutal opponent armed with a sharp battle axe. Guardian of a special armor. His SLEEP spell can be very dangerous, so STOPSPELL must be used immediately.

On top of being the toughest non-dragon enemy, it can cast HEALMORE and HURTMORE. Found in the Dragonlord Castle's lowest depths.

Dragons
The weakest of the dragons, and even it isn't easy. High hitting power and breathes fire. One is guarding a special prize in Alefgard.

Even tougher than the Green Dragon.

Only the Dragonlord himself is stronger and more dangerous. Tremendous attack power. Can cast sleep, making them very dangerous, even at high levels.

Dragon Lord
His first form hides his true power. Will cast HURTMORE and STOPSPELL.

Once the Dragon Lord reveals his true form, the battle really begins. Both his attack and flame breath do tremendous damage.

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Dragon Quest/Items and Equipment

There are many valuable items available in the shops of Alefgard, and others that can be found hidden in dungeons or Treasure Chests. Some items have magical properties, but they can be used only once, unlike spells. In many towns you will find weapons and armor to strengthen you.

Wanted: One used Sword. Once you have purchased an item you may keep it and use it, or you may sell it back to a shopkeeper. Keep in mind, however, that if you sell an item, you will receive only a portion of what you paid for it new.

Equipment
There are three slots for equippable items. No action is needed to equip a piece of equipment once it's been purchased; you may only carry one piece of each type and it is automatically used by your character. Weapon strength adds directly to your base strength (power) to determine attack power; armor and shield defense are added to half your agility (response speed) to determine your final defense power.

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Dragon Quest/Spells

A strong arm and quick thinking alone are not enough to achieve your goal of freeing Alefgard. Since the beginning of time, Magic has been a force in this land, shaping its history and the beings who dwell here. As you gain experience and reach particular levels and achievement, you will learn new spells that will help you succeed in your perilous quests.

At preselected levels you will learn a new spell. The first spell, Heal, is learned as you rise from level two to level three. Each time you cast a spell your Magic Points (MP) will be reduced by a set amount. The charts below show both how many MP a spell costs and at which level you learn it.

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Dragon Quest/Statistics

In Dragon Quest, there are four primary statistics, and two secondary statistics. The four primary stats are based directly on the character's level and name, while the secondary are based from Strength and Agility.

Name
The name is used to determine both the base stats, and which of the two statistics are used to grow more quickly.

Only the first four characters in the player's name affect stats, and only if they are not blank. To determine the result, look on the table to the right for a given character, and select the top-most row to get the "number" of a given letter (either a number itself, or from "a" to "f", the numbers 10 through 15.) Add them, and divide the result by 16; the remainder is used to determine the stats.

The usually preferred remainder, 12 for STR/HP, is obtained simply by naming your character either "!" or "J". Another very good one, 14, is obtained from "L", for STR/AGI, giving more first-strikes, among others. The other great choices have the remainder within the range 12 through 15.

Effect of statistics
The base attack power is equal to the character's strength, and is modified by the weapon the player is using.

The base defense power is equal to one half of the character's agility. It is modified by the armor and shield carried by the character.

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Dragon Quest/Walkthrough

The walkthrough that follows presents the chapter-by-chapter story of Dragon Warrior. The game itself is quite simple however; once you are familiar with the gameplay very little needs be known to win the game.

Item summary
Something like 95% of the first Dragon Warrior game is spent leveling up. Check out General strategy for advice on doing this, and be ready to spend some time at it. Buy the best items and equipment, upgrading your weapons, armor, and shield each time as soon as you have enough money for it. When you are ready, you can begin searching out what you will need or want to have to defeat the Dragonlord. Without extensive luck, you will need to be level 20-25 to have a chance at winning; most of the tasks below can be accomplished at much lower level however.
 * Magic Keys are purchased in the northwest corner of Rimuldar, and will be needed repeatedly.
 * You'll want the best buyable equipment before proceeding: a Flame Sword, Magic Armor, and a Silver Shield.
 * The Silver Harp is found deep within The Grave of Garin.
 * The Stones of Sunlight are found in cellars beneath Tantagel.
 * The Staff of Rain will be given to you in exchange for the Silver Harp, by an old man in The Kol Shrine.
 * Gwaelin's Love is received after defeating the green dragon in the Swamp Cave.
 * Erdrick's Armor is hidden behind a shop in eastern Hauksness, and heavily guarded.
 * Erdrick's Token is found deep in the swamps south of Cantlin, 70 paces south and 40 paces east of Tantagel (easy to locate using Gwaelin's Love).
 * The Rainbow Drop is given to you by an old man in the temple in southeast Alefgard, once you've acquired the Stones of Sunlight, Staff of Rain, and Erdrick's Token.
 * The Rainbow Bridge is created by using the Rainbow Drop next to the channel crossing to Charlock Island.
 * Erdrick's Sword is found within The Dragon Lord's Castle.

With all the above items and a sufficiently high level you can defeat the Dragon Lord, located deep within The Dragon Lord's Castle.

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Dragon Quest/Castle Tantegel

Starting the game
Start your adventure by selecting the "Begin A New Quest" option. Next, choose the Adventure Log it will be stored in. There are three Adventure Logs, so three Warriors can store their quests in the Game Pak. After this, enter the name by which you will be known in Alefgard by moving the cursor over the letter chart. After starting a game, you begin in Castle Tantagel. Speak to the king and guards before you leave the castle.

King Lorik
Tales of your arrival have preceded you to the throne and the King has been waiting anxiously. The old prophecies seem to be coming true! In his regal presence you listen closely to each word, for the King's many years have bred great wisdom. The Kingdom is in desperate trouble, ravaged by werewolves and dragons. Until your arrival there was no hope. Then the King tells you about the Ball of Light, an ancient artifact with the power to radiate peace over the land. Now the Ball of Light grows ever dimmer in the shadows of the Dragonlord's keep.

Only by recovering the precious globe can you save Alefgard, even though you are a stranger to this land and ill-equipped for the task. Seeing this, the King offers you gifts to get you started.

The gifts presented to you by King Lorik are the Torch, a Magic Key, and 120 Gold. The key is used almost immediately in opening the door (and trains you in using items), the gold is used to purchase items from the nearby town, and the torch will be used when you enter your first dungeon.

Lorik's guards
After you have spoken with the King, the Palace Guards can tell you more. To speak to them, stand before one or the other and press A to bring up the Command Window. Then select Talk with the arrow and push A again. Now the guard will tell you what he knows.

To leave the throne room, unlock the door by using the magic key, then head towards the stairs. While standing directly on the stairs, open the Command Window, and select STAIRS. The use of stairs is automatic in the Dragon Warrior I & II release.

The castle
Much of the information you need is gathered from the citizens of this kingdom. Although the legends are old, many contain a seed of truth. Remember their words by writing down who the speaker was and what town he was in, and keep all your clues together in a notebook for easy access because you may need them later to solve a puzzle. If a message seems mysterious, it probably means that it is important. Compare messages to see if they might be connected.

The old man
Once you reach level 3 and earn the spell of Heal, there's no reason to visit the Brecconary Town Inn any more. You can save 6 gold pieces by visiting this man to the right of the castle entrance. He will chant a prayer that will restore 100% of your magic points. Now you can cast Heal until your hit points are full, and talk to the man once more to reclaim the used MP.

Keys and doors
Many doors throughout the Kingdom have been securely locked. While there is a magic key shop within the castle, you need to already have such a key before you can reach it. As such, you will hear tales of a city far to the south east, the city of Rimuldar, that will contain the first magic key. The journey there will be filled with danger, but you will be at the mid-point of the game once you get there.

title: Dragon Quest/Castle Tantegel


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Dragon Quest/Brecconary Town

In the beginning, the sole goal is to gain experience levels and better equipment. This is done through combat and by purchasing weapons, armor, and a shield in Brecconary.

Brecconary

In this bustling town life seems to be unaffected by the shadow that is stealing over the Kingdom. Here you will find an Inn for rest and shops where you can purchase weapons, armor, and tools. Spend your Gold wisely; it will not go far as prices are high. When you have outfitted yourself, talk to the townsfolk. You will learn that all is not business as usual, for even here tales of savagery and evil hang in the air.

Shopping
Once you leave the security of Brecconary you will meet many enemies in the wilderness. You will need a weapon and some protection against monsters. Your best buys are the Club and the Clothes. With these, you should have little trouble defeating the weak slimes that live near the city walls. With each slime you defeat, you will earn gold for better weapons. Braver souls may enjoy a challenge and simply buy the Club alone, or purchase the Leather Armor. This will leave you 10 gold pieces shy of the other piece of equipment, which you can earn in little time… if you can stay alive.

Whichever combination you have bought, select the Status command and you will see that these items are listed at the bottom. You are now better prepared to face the rigors awaiting you. Later in the game, your level will rise after defeating a number of enemies. You can bring up the Status Window again to see improvements in Strength and Agility, as well as maximum HP and MP. Throughout the game the Status Window will show how you are doing.

(Note: In the Dragon Warrior I & II release, you can equip and unequip items through the Status menu and selecting Equip.)

Combat
Stepping beyond the walls of the town, you enter a vast expanse of wilderness, of wide plains, thick forests, impassable mountains and scorching desert sands. These wild places are swarming with servants of the Dragonlord, weak ones like Slimes, but also powerful dragons. Stay near the town and fight Slimes until you have raised your level, then venture further away. Slowly you will expand your horizons.

Upgrading
You'll want to buy a shield to increase your defense, and swapping out your first weapon for a Copper Sword will give you a substantial attack boost. Another useful item, the Dragon Scale, can boost your defense slightly; it is found in the little item shop in the south east corner of Brecconary. Unlike armor and weapons, which take effect automatically when you purchase them, you must access the item menu and select the Dragon Scale to equip it.

title: Dragon Quest/Brecconary Town


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Dragon Quest/Northwest Alefgard

Traveling to the northwest from Tantagel you will find a dungeon and the town of Garinham. Garinham brings a new shop and new weapons and armor, but there is nothing else you can do in this area until you are much higher level.

Enemies
Enemies that you will encounter here:
 * Slimes
 * Red Slimes
 * Drakees
 * Ghosts
 * Magicians

Beyond the west bridge, you may also encounter:
 * Magidrakees
 * Scorpions

Do not cross any bridges until you are stronger. Every time you cross a new bridge be prepared to face stronger enemies.

Garinham

Far to the north and west of Tantegel Castle lies the ancient town of Garinham. Many rumors and legends surround this place, once the home of the great wizard named Garin. It is said that hidden in the shadows of the town is Garin's grave, and that a "Silver Harp" is buried there too. No one knows if this legend is true, but you should explore everywhere, even in the shadows. The secret may lie behind the closed door, but even getting in may be difficult. From the citizens of Garinham, you will learn more about the disappearance of the Princess.

Of particular note, you should make sure to grab the Chain Mail here, and eventually the Iron Shield, as they are not available in any town other than the last one.

Erdrick's Cave
This cave is the first most heroes encounter. Unlike the other caves, it has no enemies within. Be sure to light a torch, or use the radiant spell (learned at level 9) to make winding your way through the dungeon easier. Make your way to the lower level to find a very special message left here for you by your legendary ancestor; there's nothing else of value within this dungeon.

If you do not have either a torch or the radiant spell, under no circumstance should you proceed further into underground caves. In the larger caves, it is quite easy to get lost, even if you are looking at the map, and possible to enter a situation where not even monsters within the dungeon can kill you to warp you back to the castle, especially this one with no monster encounters.

title: Dragon Quest/Northwest Alefgard


text:
Dragon Quest/Northeast Alefgard

Traveling to the northeast from Tantagel you again find harder monsters, another town with new equipment and a secret item you can search for, a shrine that will come into play later in the game, and a dangerous cave that leads to an even more dangerous area of Alefgard.

Enemies
Enemies that you will encounter here:
 * Slimes
 * Red Slimes
 * Drakees
 * Ghosts
 * Magicians

Further to the east, you may also encounter:
 * Magidrakees
 * Scorpions
 * Skeletons

Bridges
You will first journey to the west region of this area by way of the bridge northeast of Tantegel Castle and Brecconary Town. You can explore this region by around level 5, but don't stray too far from the bridge. The enemies in the east region, across the second bridge, are much stronger. Higher levels and some equipment from Garinham will ready you for the enemies around Kol.

Magic
Magic will become increasingly common in your battles with other monsters. You will meet Magicians and Magidrakees in this area, and they know the spell of Hurt. While physical attacks do progressively less damage with greater defense power, nothing can take the sting off of a Hurt spell. The damage taken from Hurt fluctuates a lot, but a lucky cast can harm you substantially.

When you reach level 4, you can cast the spell of Hurt as well. Using Hurt can reduce the number of turns in a battle by quite a bit. It also costs 2 MP, which may be magic points that you'll wish you saved for a Heal spell. Judge your remaining MP carefully and always remember to hang on to a few for a life-saving Heal.

At level 7, you learn the invaluable spell of Sleep. This spell can save your life more than Heal in certain scenarios. Both Scorpions and Skeletons, the two strongest monsters you will have encountered by this time, are susceptible. Just remember that sleeping monsters may wake up at any moment, so be prepared to Heal yourself if they get a lucky strike in.

Kol

Kol is a small village filled with interesting people. Talk of fairies, golems, and keys fill the air, but very little specific knowledge can be obtained. One thing is for certain: you can learn a lot if you listen to the right people. A mysterious man shelters himself away behind a poisonous swamp, and analyzes your weapon's strength. A guard who appears to be shirking his duties has the most valuable clue of all: Keys can be found in Rimuldar. Nearby, a man suggests that you may find Rimuldar to the south.

A secret item is hidden in this town. A man in Kol behind a locked door reveals that the owner of the Faeries Flute has departed for Rimuldar, where he is behind another locked door in the inn and reveals the location of the flute. It can be found by searching the ground four steps south of the bath.

The Kol Shrine
To the west of Kol lies a shrine that can only be reached by traveling north of the mountain range that cuts across the west region of this land. The journey isn't too long, and once you step inside, you will find a hermit who proposes a test to prove your courage. He seeks to trade a Silver Harp for the Staff of Rain, but he gives you no clues as to where you might find such an interesting instrument. It's just one more thing to search for. You'll have to keep your ears and eyes open for clues. Don't forget to return here and visit the man when you find the harp.

Mountain Cave
At this time, you may like to take a detour to Southwest Alefgard and visit the Mountain Cave. There are a few tough monsters in the lower floor, but it can serve as a good training exercise. You may even find an item that can give you an edge in battle. Do not travel too far south while visiting the Mountain Cave, or the monsters will quickly overwhelm you.

Swamp Cave
Enemies that you will encounter here:
 * Ghosts
 * Magicians
 * Scorpions
 * Druins

Additionally, there is a location with a specific encounter:
 * Green Dragon

To even approach this cave, you'll have to withstand a painful journey through a poisonous swamp. Keep your hit points high with Herbs or Heal spells. Once you get inside, you'll need a light. If you have a torch handy, light it. But even better would be the Light spell that you receive at level 9, which is a good level to reach before you enter this cave. Also, Half Plate armor and Iron Shield (from Garinham) would be a good idea as well. Not so much because of the enemies that you encounter in here, but because of what awaits you on the other side…

But there's another point of interest in this cave. If you travel down along the right side of the cave, you will reach a square where you'll have a frightening encounter with a Green Dragon. Since you need a Magic Key to explore the chamber that the Dragon guards, it would be wise to postpone this battle until you are stronger and have some keys to use. Even if you feel that you are ready, save the game before you embark on this fight.

If you can't beat the Green Dragon yet, don't worry, you can fight it later on when you are strong enough.

title: Dragon Quest/Northeast Alefgard