======================
5. Liberation Missions
======================
The format below is as follows:
----------------------------------------------------------------------------
5.# The Boss/Bosses Liberation #
Area: Area Name Phase: Number of turns required
Allies: (Megaman is not in #4) to earn the regular reward
Data Panels: Bonus Panels: Reward:
Stuff found in the The possible Your reward for completing
Item Panel squares. chips that can this mission in a certain
I stopped listing be won from the number of turns.
Zenny here after the Bonus Panels. The Fastest times listed were made in
first few Missions. ToC, so they may be wrong for ToB.
Strategy:
Here I'll list a strategy to reach the boss quickly. In this version of the
FAQ, I'll get more general in my descriptions, mainly just explaining new
teammates and difficulties you should watch out for.
Map:
Due to advice from another player, I created a map for each mission and put
it at the end of each section. Coordinates are in the form of Top# x Left#.
----------- Map Legend -----------
:: - Dark Panel <> - Black Hole
## - Boss Barrier @@ - Boss
#1 - Numbered Barrier *1 - Numbered Key
?? - Bonus Panel $$ - Zenny
hp - Heart bc - Battle Chip
op - Order Points bf - Bug Frag
^S - Trap: Stun ^D - Trap: 50dmg(Lib 5,6)/100dmg(Lib 7,8,9)
+VV+ - I cut off an unimportant part of the map here to save space.
----------------------------------------------------------------------------
5.1 Blizzardman Liberation 1
Area: ACDC 3 Phase: 7
Allies: Blues
Data: Bonus: Reward:
500 Zenny GunDelSol1 A 5 turns: Blizzardman-SP B
BusterUp * Tornado D 6-7 turns: Blizzardman B
Geddon1 P 8+ turns: 1000 Zenny
Strategy:
Meet Blues. He's the first teammate you get, and will participate in almost
every Mission. Until you get further in the game, he will be stronger than
Megaman, too. His main ability is a WideSword, which will liberate an area
three panels wide. He is also the only Navi that can save the game during
Missions until you get Medi.
Since this is the first Liberation Mission you attempt, Capcom went easy on us.
However, it is extremely difficult to finish in 5 turns on the first try.
For the first turn, DON'T stand in the middle of the three dark panels, or
your battle will put you in the middle two columns. By the end of Phase 2,
you want to have just liberated the first Dark Hole. By the end of Phase 4,
you want to have just liberated the second Dark Hole. In order to finish by
Phase 5, you should claim the three panels in front of Blizzardman, then
defeat him with your other Navi (probably Blues).
Liberating the Bonus Panels doesn't cost you your turn, so collect the second
Bonus on the turn you fight Blizzardman. You might get the Invincibility or
Damage Enemy, making your fight against Blizzardman in one turn easier.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
+--+--+--+
01 | | | |
+--+--+--+
02 | |??| |
+--+--+--+
03 |::|::|$$|
+--+--+--+
04 | |
+--+ +--+--+--+--+--+
05 | | |op|::|::|::|??|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
06 | | | | |::|hp| | | | |::|::|<>|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
07 | | | |bc|::|::|::|
+--+--+--+ +--+--+--+--+--+--+--+--+
08|::|::|::| 10x03: 500z |hp|::| |##|##|##|
+--+--+--+ +--+--+--+--+--+--+
09|::|<>|::| 12x07: BusterUp * |::|::| |##|@@|##|
+--+--+--+ +--+--+--+--+--+--+
10|::|::|op| 02x12: 500z | |::| |##|##|##|
+--+--+--+ +--+--+--+--+--+--+
11 | |
+--+
12 |$$|
+--+--+--+--+--+
13 | | | |::| |
+--+--+--+--+--+
14 |::| |::|
+--+--+--+
15 | | | |
+--+--+--+
16 START->| | | |
+--+--+--+
----------------------------------------------------------------------------
5.2 Shademan Liberation 2
Area: Oran 3 Phase: 9
Allies: Blues, Magnet
Data: Bonus: Reward:
2000 Zenny Timebomb1 T 6-7 turns: Shademan-SP S
HiCannon D Navi+20 * 8-9 turns: Shademan S
AirHockey R Quake2 B 10+ turns: 2000 Zenny
Strategy:
Meet Magnetman. Magnetman is your defense against damage taken outside of
combat. He can give everyone on your team a barrier that prevents damage from
traps and miniboss/boss special attacks during their turn. This barrier does
cost one Order Point, however, so use it sparingly if you need them for other
commands.
First turn, you should use Magnetman on the second panel, Blues to clear
the next three panels, and then send Megaman to use his Long Sword on the item
panel near the first Bonus Panel. Second turn, Blues should clear a path to
the Dark Hole (after collecting the bonus), Magnetman should get the Dark Hole,
and Megaman should get the Item Panel past the Dark Hole. By this time, the
second Royal Hawk should be on one of the five panels in the middle. I would
recommend Megaman using Longsword to the Item Panel, then Magnetman against
the Royal Hawk, if it's in the way. To get the last two Dark Holes, try
Megaman's Long Sword towards the middle, followed by Blues's S-Divider,
clearing a path to both holes. If you follow this plan, you won't need to
worry about the first Royal Hawk, but you won't get the Item Panel next to it.
Nothing special, just more Order Points. As with every boss, I would
suggest liberating the row of panels in front before you attack.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23
+--+--+--+
01 |##|##|##|
+--+--+--+--+--+--+
02 | | | |##|@@|##|
+--+--+--+--+--+--+
03 |##|##|##|
+--+--+--+
04 | | | |
+--+--+--+
05 |hp|::|::|
+--+--+--+--+
06 |::| | | |
+--+--+--+--+
07 |::|::|
+--+--+
08 | | |
+--+--+--+--+--+--+--+
09 |::|::|::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
10|??| | | | |<>|::|::|::|<>|::|::|$$| | | | | | |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
11 |::|::|::|::|::|::|::| | |??| |
+--+--+--+--+--+--+--+ +--+--+--+
12 |::|::| | | | |
+--+--+ +--+--+--+
13 | | | | |
+--+--+--+--+--+--+--+--+--+--+--+--+--+
14 | | | |::| | |::| | | | |::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+
15 | | |::| |op|::| | | |
+--+--+--+--+--+--+--+--+--+
16 13x10: 2000z | | |
+--+--+
17 23x20: AirHockey R |hp|::|
+--+--+--+--+
18 15x23: HiCannon D |::|::|::| |
+--+--+--+--+--+--+
19 | |::|<>|::|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+
20 |::| |::|::|::| |::| | | | |::|bc|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
21 | | | |op|::|::|::| |::| |::|
+--+--+--+--+--+--+--+--+--+--+--+
22 |::|::|::| |::|??|::|
+--+--+--+--+--+--+--+
23 |::|::|::|bc| |
+--+--+--+--+--+
24 |::| |::|::|::|
+--+--+--+--+--+
25 | |::| | |::|
+--+--+--+--+--+--+--+--+
26 | | | | |::| | |
+--+--+--+--+--+--+--+
27 |::|::|op|
+--+--+--+
28 | |::|
+--+--+
29 |::| |
+--+--+--+--+
30 | | | | |
+--+--+--+--+
31 START->| | | | |
+--+--+--+--+
----------------------------------------------------------------------------
5.3 Cloudman Liberation 3
Area: SciLab 3 Phase: 9
Allies: Blues, Magnet, Gyro
Data: Bonus: Reward:
ParalyzeBomb H FirePunch2 I 5-7 turns: Cloudman-SP C
WideBlade A 8-9 turns: Cloudman C
MegaEnergyBomb K 10+ turns: 3000 Zenny
Strategy:
Meet Gyroman. Gyroman is quite useful in the fact that he can fly over any
empty Dark Panel or Item Panel. Also, his special ability, Incoming Liberate,
will liberate the Dark Panel he is currently flying over. His biggest use is
for liberating those keys. But since he can't fly over black holes, bosses,
minibosses, bonus panels, or barriers, we'll need to clear the road a little
before we can put him to good use in this mission.
Your first turn should be spent liberating that black hole right in front of
you. At the beginning of the second turn, take Gyroman all the way down the
winding path until you reach the Item Panel and liberate it for your first Key.
Upon liberation of a Key, all barriers with the same number will also be
liberated. If you look, you will see a couple barriers with a "2" on them.
Guess that means there's another key to find. Keys are usually hidden in
small, out of the way areas, and usually guarded by a miniboss. Which in this
case, means the small area at the upper-right of the area with two Item Panels
and guarded by a Flame Beast. The most efficient way to liberate it is to get
a one-turn on either of the corner tiles (one is an Item Panel, the other
should have a miniboss), then the following turn liberate the key (or one-turn
the miniboss, if you feel lucky). Once you get Key #2, your next stop is the
last black hole before the boss. Most likely, the miniboss will be on a panel
adjacent to one of the clean panels, giving Gyroman the perfect setup for a
kill. When you reach Cloudman, try not to leave anybody resting near him,
as he will attack that Navi, dealing damage and stunning them for one turn.
Magnet Barrier makes you immune to damage, but you can still be stunned.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
+--+--+--+--+--+
01 | |::|*2|::| |
+--+--+--+--+--+
02 | |op|::|::| |
+--+--+--+--+--+
03 | | | | | |
+--+--+--+--+--+
04 | |
+--+--+--+--+--+
05 | | | | | |
+--+--+--+--+--+
06 | |
+--+
07 | |
+--+
08 | |
+--+--+--+--+--+ +--+--+--+--+--+ +--+--+--+
09 | |::|::|::|??| |::|::|::|::|hp| |::|::|::|
+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+
10 | | |::| |::| | |#2| |::|::|<>|::|::| |::|<>|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
11 | |::|<>|::|::| | | |#2| |::|::|::|::|::| |::|::|::|
+--+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
12|##|##|##| | | | |::| |op| | |::|$$|::|::|::| |
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
13|##|@@|##| | | |::|::|::|::| | | |::|::|::| | |
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
14|##|##|##| | | |::|::|::| |
+--+--+--+--+ +--+--+--+--+--+
15 |::|::|::|
+--+--+--+ +--+--+
16 |#1| |::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+
17 | |::|::|::|::| |::|::|::|::| |*1|
17x12: 1500z +--+--+--+--+--+--+--+--+--+--+--+--+
18 | | |#1| |::|::|
13x28: ParalyzeBomb H +--+ +--+ +--+--+
19 | | |#1|
+--+--+--+--+--+--+--+--+--+--+--+
20 | |::|::|::|::| |::|::|::|::| |
+--+--+--+--+--+--+--+--+--+--+--+
21 |#1| | |
+--+--+ +--+ +--+
22 | |bc| |#1| | |
+--+--+--+--+--+--+--+--+--+--+--+--+
23 |::| |::|::|::|::| |::|::|::|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+
24 | |::| |<>|
+--+--+ +--+
25 |::|
+--+
26 |::|
+--+--+--+--+--+--+--+--+--+
27 |??| |::| |::| |::| |op|
+--+--+--+--+--+--+--+--+--+
28 | | |::| | | |::| | |
+--+--+--+--+--+--+--+--+--+
29 |::|::|::|::|::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+
30 | | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
31 START->| | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
----------------------------------------------------------------------------
5.4 Dark Megaman Liberation 4
Area: Endo 2 Phase: 10
Allies: Blues, Magnet, Gyro, Napalm
Data: Bonus: Reward:
WaterTornado2 O Yo-Yo E 5-8 turns: FullCustom *
WindRacket F 9-10 turns: AntiNavi M
SabotenBall2 Q 11+ turns: 4000 Zenny
Strategy:
Meet Napalmman. His main ability, Napalm Bomb, will liberate a line of four
panels forward, and the panel to either side of the third panel.
However, his Bomb has a downside... it will destroy any item in the panel,
except for keys and traps, which are collected as normal.
As for this mission's strategy, send Gyroman to the small 7x7 area with a
Dark Hole in the middle. The two keys are hidden in the item panels here,
with key 2 being easy to claim, but key 1 requiring either two phases, or a
one-turn liberate. You will probably want to send another teammate to help
Gyroman take out the hole, but you should concentrate most of your efforts
on liberating those panels between you and the boss. When you get near the
last Dark Hole, keep an eye on that Swordy. They can teleport to ANY panel
within range, turning it into a Dark Panel if clean, and then attack you.
All throughout my game they had a tendency to teleport to a square that caused
my party to be split up, forcing me to fight the Swordy to get back through.
When you get to the Boss, keep in mind his Megabuster... 150 dmg is a bit of
damage.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
+--+--+--+
01 |##|##|##|
+--+--+--+
02 |##|@@|##|
+--+--+--+--+--+--+--+--+--+
03|::| | |##|##|##| | |??|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
04| | |::|::|::|::|::| | | | | |::| |::| | |
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
05|::|::|::|::|::|::|::|::|::| | |*2|::|::|::|op|::|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
06|::|hp|::|::|<>|::|op|::|::| |::|::|::|::|::|::| |
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
07|::|::|::|::|::|::|::|::|::| | |::|::|<>|::|::|::|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
08| | |::|::|::|::|::| | | |::|::|hp|::|::|*1|::|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
09| | | |::|::|::| |#2|#2| |::|::|::|::|::|::| |
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+--+--+
10|??| | |::|::|::| |#2|#1| | | |::| |::| | |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
11 |::|::|::|::|::|::|
+--+--+--+--+--+--+
12 |::|<>|::|::|<>|::|
+--+--+--+--+--+--+
13 |::|::|::|::|::|::|
+--+--+--+--+--+--+
14 |::|::|::|??|::|::|
+--+--+--+--+--+--+
15 |op|::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+--+
16 |::|::|::|::|::|::|::|::| |$$|
+--+--+--+--+--+--+--+--+--+--+
17 |::|::|<>|::|bc|::| |
18x16: 2400z +--+--+--+--+--+--+--+
18 |::|::|::|::|::|::|::|
16x17: AquaWall2 O +--+--+--+--+--+--+--+
19 |::|::|::|::|::|::| |
+--+--+--+--+--+--+--+
20 | |::| |::|::|::| |
+--+--+--+--+--+--+--+
21 | | | | | | | |
+--+--+--+--+--+--+--+
22 START->| | | | | | | |
+VV+VV+--+--+--+--+--+
----------------------------------------------------------------------------
5.5 Cosmoman Liberation 5
Area: Endo 5 Phase: 9
Allies: Blues, Magnet, Napalm, Search
Data: Bonus: Reward:
AntiFire K TsunamiBall E 4-7 turns: Cosmoman-SP C
Guard2 B DrillArm2 L 8-9 turns: Cosmoman C
MarkCannon2 D LongBlade P 10+ turns: 5000 Zenny
Strategy:
Meet Searchman. His specialty is Panel Search. It checks a continuous line of
Dark and Item Panels and then enters a Liberate battle. The Traps are removed
and Items are liberated. This is a good thing, because Cosmoman has placed
many traps in this mission.
To go fast on the first turn, do a Napalm Bomb while standing at 08x22. Next,
send anyone except Search to liberate the single Dark Panel. Finally, have
Searchman use Panel Search through the middle of that small island. The first
Panel is a Stun Trap, the third is Key #1. Now you should defeat the Swordy at
09x20, otherwise he'll probably move and block your Navis from returning from
where the Key #1 was.
Use Panel Search to claim Keys #2 and #3, aiming down-right each time.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
+--+--+--+--+--+--+--+--+--+
01| | | | | | | | | |
+--+--+--+--+--+--+--+--+--+
02| |::|::|hp|^D|::|::|::| |
+--+--+--+--+--+--+--+--+--+
03| |$$|??|::|::|::|<>|::| |
+--+--+--+--+--+--+--+--+--+
04| |::|::|op|*3|::|::|bf| |
+--+--+--+--+--+--+--+--+--+
05| |^D|::|::|::|::|??|::| |
+--+--+--+--+--+--+--+--+--+
06| |::|$$|::|<>|::|::|::| |
+--+--+--+--+--+--+--+--+--+ +--+--+--+
07| |::|::|::|op|::|::|::| | 02x03: 1200z |##|##|##|
+--+--+--+--+--+--+--+--+--+ +--+--+--+
08| |::|::|^S|::|::|::|^S| | 03x06: 2500z |##|@@|##|
+--+--+--+--+--+--+--+--+--+ +--+--+--+
09| | | | | | | | | | 13x14: 800z |##|##|##|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+
10 |#2|#2| |#3|#3|#3|#3|
+--+--+--+ +--+--+--+--+
11 04x16: 1000z | | | | |^D|op|*2|
+--+--+--+--+--+--+--+--+--+--+
12 06x16: MarkCannon2 D | |::|<>|::|::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+
13 11x18: Guard2 B | |::|::|::|^S|bf|<>|::|
+--+--+--+--+--+--+--+--+
14 14x20: 1000z | |::|^D|$$|::|::|::|::|
+--+--+--+--+--+--+--+--+
15 |#1|#1|#1|#1|#1|#1|#1|
+--+--+--+ +--+--+--+--+--+--+--+--+--+
16 |$$|*1|bc| | |::|::| | | | |hp| |
+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+
17 |::|::|::| | | |::|::| | | |^D|::|op| |
+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+
18 |^S| | | |::|bc|::|^S| | |::|^S|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
19 | |::|::|::|::|^D|::|<>|::|::| |::|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
20 |^D|::|::|??|::|::|$$|::|::|::|
+--+--+--+--+--+--+--+--+--+--+
21 |::|::|op|::|::|bc|::| | |
+--+--+--+--+--+--+--+--+--+
22 | | |::|::|^D|::| | |
+--+--+--+--+--+--+--+--+
23 13x21: AntiFire K | | |$$|::| | |
+--+--+--+--+--+--+
24 11x23: 1800z | | | | |
+--+--+--+--+
25 START->| | | |
+VV+VV+VV+
----------------------------------------------------------------------------
5.6 Dark Blues Liberation 6
Area: Undernet 4 Phase: 10
Allies: Gyro, Napalm, Search, Medi
Data: Bonus: Reward:
AntiElec N Lance * 5-8 turns: Z-Saber Z
Satelite2 C AntiRecover P 9-10 turns: Blues B
ElementalEdge K 11+ turns: 6000 Zenny
Geddon3 O
*-*-*
Strategy:
Meet Medi. She has two important abilities worth mentioning. The first is
that she can save the game, which is a good thing, since Blues isn't being
very friendly right now. The second is Twin Liberate. She targets the first
and last panels of a continuous line of Dark and Item Panels. After you win
her Liberate, you have to send a second Navi to the last panel, and liberate
that one. Once you win, all of the panels in the line get liberated, with the
second Navi suffering the effects of the Trap Panels.
Read Chapter 7 for a trick you can do with Medi's special ability.
This is the final Liberation Mission of the main game. There are three more,
but you will have to wait until after finishing the game to reach them.
Key 1 is safe to get if you send Gyroman, since the Swordy usually only
attacks those targets standing in the line of clean tiles behind the second
Dark Hole.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
+--+
01 |##| 10x05: 1600z
+--+--+--+
02 |##|##|##| 10x07: 1300z
+--+--+--+--+--+
03|##|##|@@|##|##| 07x08: AntiElec N
+--+--+--+--+--+
04 |##|##|##| 09x08: Satelite2 C
+--+--+--+ +--+--+--+--+ +--+--+--+
05 |##| | |::|$$|::| |::|^D|::|
+--+--+--+ +--+--+--+--+--+--+ +--+--+--+--+--+
06 |::|::|::| |??|::|^S|::|hp|::| |::|::|::|::|*1|
+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+
07 |::|<>|::| | |::|op|::|$$|::|::| |::|::|hp|::| |
+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+--+
08 |::|::|::| |::|bc|::|bc|::|^S|::| |::|::|::|::|
+--+--+--+ +--+--+--+--+--+--+--+--+--+--+--+--+
09 |::|::|::| |bf|::|<>|::|op| |::| |^S|
+--+--+--+--+ +--+--+--+--+--+ +--+--+--+
10|::|::|::| |::|::|::|::| |::| |::|
+--+--+--+--+ +--+--+--+--+ +--+--+--+--+--+
11|#2|#2|#2|#2| |#1|#1| |??|::|::|::|::|
+--+--+--+--+--+ +--+--+--+ +--+--+--+--+--+
12| | | | | | | | | |::|::|<>|::|::|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+
13|::|::|::|::| | | | | | | |::|::|op|::|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+--+
14|::|::|$$|::|::| | | | | |::|::|::|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+
15|??|::|::|::|::|::|::|^D| | | |::|$$|::| |
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+
16 |::|^D|<>|::|op|::|::| | | |::|::| |
+--+--+--+--+--+--+--+--+ +--+--+--+--+--+
17 | |::|::|::|::|::| | |^D|::|::| |
+--+--+--+--+--+--+ +--+--+--+--+--+--+
18 |::|::|^S| | |::| |::|::|::|op|
+--+--+--+--+ +--+--+--+--+--+--+--+
19 |::|*2|::| |::|bf|::|::| | |
+--+--+--+ +--+--+--+--+--+--+--+
20 | | |::|<>|::| |::|
03x14: 2000z +--+--+--+--+--+--+--+--+
21 | | |::| |::|::|::|
13x15: 1000z +--+--+--+--+--+--+--+--+
22 |::| |::|::|::|::|::|$$|
13x22: 1200z +--+--+--+--+--+--+--+--+
23 | |::| |::|::| |::|::|
+--+--+--+--+--+--+--+--+
24 | | |::| |::|::| |
+--+--+--+--+--+--+--+
25 | | | | | |
+--+--+--+--+--+
26 START->| | | |
+VV+VV+VV+
----------------------------------------------------------------------------
--------------
Bonus Missions
--------------
The following are bonus missions. You will be able to attempt them after
you finish the main game.
The first time you finish Liberation 7, you will also earn a semi-special
chip. Why do I call it semi-special? Because it's common in Nebula GMDs.
The good thing about this chip is you can trade it for the Soul Cleaner NCP,
but this guide doesn't cover that.
----------------------------------------------------------------------------
5.7 ShademanV3 Liberation 7
Area: Nebula 1 Phase: 12
Allies: Blues, Magnet, Napalm, Search
Data: Bonus: Reward:
Meteor2 E BoyBomb3 B 5-10 turns: Blackwing W
CustomBolt2 E AntiNavi T 11-12 turns: Shademan-DS S
Slasher I MudTsunamiBall W 13+ turns: 5000 Zenny
HeatBody3 J Extra Reward: JusticeOne J
Strategy:
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21
+--+
01 08x06: Slasher I 08x09: 1300z |##|
03x07: HeatBody3 J 09x11: 1600z +--+--+--+ +--+--+--+
02 09x10: CustBolt2 E 03x16: 1000z |::|::|::| |##|##|##|
06x15: Meteor2 E +--+--+--+--+--+--+--+--+
03 |#1|::|<>|::|##|##|@@|##|
+--+ +--+ +--+--+--+--+--+--+--+--+--+
04 |^S| |op| | |#1|::|::|::| |##|##|##|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
05|::|::|::|??|::| |::| |::|#2|::|::|::|#1|#1|#1| |##|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ +--+
06|::|::|::|::|::|::| |bc|::|#2|::|<>|::|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
07|<>|::|bc|::| | |::|^S| |#2|::|::|::|hp|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
08 |hp| |#2| |::|::|bf|
+--+ +--+ +--+--+--+--+--+--+--+
09 |??| |^S| |$$|^D|#2|#2|#2|#2|#2|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
10|*2|::| |::| |::| |^D|bc|::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
11| |::|::|::| |::| |^S|$$| | |::|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
12|op| |::|::|::|::|hp|::|::| | |::|::|??|
+--+--+--+--+--+--+--+--+--+ +--+--+--+--+
13|::| |::| | |::|::|<>|::| |::|::|::|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
14| |::| |::|::|::|::|::|::|??| |^D|::| |
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
15|::| |::|::|::|bc|::|::|::| |::|::|::|
+--+--+--+--+--+--+--+--+--+ +--+--+--+
16| |::|$$|::| |::|::|::|::| |::|<>|::|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+
17|::|::|::| |::| |::| |::|op| |::|::|::|^S|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+--+
18| | | |::| | |::| |::| |op|*1|bf|
+--+--+--+--+--+--+--+--+--+ +--+--+--+
19| | | |<-START
+--+VV+--+
----------------------------------------------------------------------------
5.8 CloudmanV3 Liberation 8
Area: Nebula 3 Phase: 14
Allies: Gyro, Napalm, Search, Medi
Data: Bonus: Reward:
ResetBomb I TimeBomb3 S 7-12 turns: Muramasa M
AirWheel3 G 13-14 turns: Cloudman-DS C
Kunai3 L 15+ turns: 5000 Zenny
Strategy:
After removing the first Flame Beast, have Gyroman use his Incoming Liberation
on that little "hook" of panels at 17x23. On the next turn, liberate the Item
Panel in front of you for Key #1. Removing the #1 Barriers will give you a
little more room to move about in, making the start easier. He can do the
same thing with Key #2, making the liberation of that final Dark Hole a lot
easier. There is no easy method for getting the second Bonus Panel without
activating the Stun traps surrounding the Black Hole in front of it.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
+--+--+--+
01 |##|##|##|
+--+--+--+--+--+--+--+--+--+
02 |##|@@|##| | | | | | |
+--+--+--+--+--+--+--+--+--+
03 |##|##|##| |#2|
+--+--+--+ +--+--+ +--+--+--+
04 |??|::| |::|::|::|
+--+--+--+--+--+--+--+
05 |::|::|::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+--+
06 | |::|::|#2|::|^S|::|::|$$| |
+--+--+--+--+--+--+--+--+--+--+--+--+
07 | | |::|#2|<>|::|::| | | |::|::|
+--+--+--+--+--+--+--+--+--+--+--+ +--+--+
08 | | | | |::|#2|::|::|::| | |::|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
09 | | |::|::|op|::|::| |::|hp|::|
+--+--+--+--+ +--+--+--+--+--+ +--+--+--+--+
10 |op|::|bf|::| |::|::| |::|*2|::|
+--+--+--+--+--+--+ +--+--+ +--+ +--+--+--+
11| |::|<>|::|::|::| |??| |::|
+--+--+--+--+--+--+--+ +--+--+--+ +--+
12 |^D|::|^D| |::|#1| |^S|^S|^S|
+--+--+--+--+--+--+--+--+--+--+--+--+
13 | | | | |#1|::|$$|^S|<>|^S|$$|
+--+--+--+--+--+--+--+--+--+--+--+--+
14 | |#1|::|$$|^S|::|^S|$$| |
+--+--+--+--+--+--+--+--+--+--+
15 |::|$$|$$|$$|$$|$$| | |
All $$ = 100z +--+--+--+--+--+--+--+--+
16 EXCEPT FOR |::|$$|$$|$$| |
14x06: 2000z +--+--+--+--+--+ +--+
17 17x19: 2400z |::|::|::|::| |??|
+--+--+--+--+--+--+--+--+
18 03x20: ResetBomb I | |::|::|::|::|::|::|
+--+--+--+--+--+ +--+--+--+--+--+--+--+--+--+
19 | | |::|::|op| |::|::|::|<>|::|::|$$|$$| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
20 |bc|::|::|::|::|::|::|::|#1|::|::|::|hp|$$|$$| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
21 | |::|::|::| |::|::|::|::|::| |$$|^D|$$|
+--+--+--+--+--+--+--+--+--+--+ +--+--+--+
22 |#1|^S|#1| | | |#1| |$$|
+--+--+--+--+ +--+--+--+ +--+--+
23 |::|<>|::| |*1|::|
+--+--+--+--+--+ +--+--+
24 |::|::|::|::|::|
+--+--+--+--+--+--+--+--+--+
25 | |::|::|::| |::|::| | |
+--+--+--+--+--+--+--+--+--+~~~\
26 | |::|#1|::|::|::| | | }
+--+--+--+--+--+--+--+--+~~~/
27 | | | START->| | |
+--+--+ +--+--+
----------------------------------------------------------------------------
5.9 BlizzardV3+CosmoV3 Liberation 9
Area: Nebula 5 Phase: 16
Allies: Blues, Magnet, Gyro, Medi
Data: Bonus: Reward:
Samurai3 Z VoodooDoll O 4-13 turns: Anubis A
AntiWood M CustomBolt3 P 15-16 turns: Cosmoman-DS C
SuperVulcan S 17+ turns: 5000 Zenny
Strategy:
This is the hardest mission in ToB.
In ToC, you can finish in 4 turns, which is why that is the fastest time.
In ToB, you can't finish it in 4 turns because you have no allies here that
can liberate a range of 4+ tiles across a barrier.
Map:
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
01| |::|::| |#1| |::|::|::|##|##|##|::|::|::| |#2| |::|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
02|??|::|::|#2|#2|#2|::|$$|::|##|@@|##|::|hp|::|#3|#3|#3|::|::|??|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
03 |::|::|#2|<>|#2|#2|::|::|##|##|##|::|::|#3|#3|<>|#3|::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
04 |::|::|#2|::|op|#2|::|::|::|::|::|::|::|#3|bc|::|#3|::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
05 | |#2|#2|::|#2| | |#1|::|#1| | |#3|::|#3|#3| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
06 | |::|#2|::|::|::|#2|::|@@|::|#2|::|::|::|#3|::| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
07 | |#2|#2|::|::|#2|::|*1|::|#2|::|::|#3|#3| |
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
08 |::|::|#2|#2|::| |#2|#2|#2| |::|#3|#3|::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
09 |<>|::|#2|::|::|::|::|::|::|::|#3|::|<>|
+--+--+--+--+--+--+--+--+--+--+--+--+--+
10 |::|::|#2|::|::|#3|#3|#3|::|::|#3|::|::|
+--+--+--+--+--+--+--+--+--+--+--+--+--+
11 |*2|hp|#2|::|::|#3|::|#3|::|::|#3|op|*3|
+--+--+--+--+--+--+--+--+--+--+--+--+--+
12 |::|#3|<>|#3|::| |
+--+--+--+--+--+--+
13 |::|#3|#3|#3|::|
08x02: 2000z +--+--+--+--+--+--+
14 | | | | | |op|
16x04: AntiWood M +--+--+--+--+--+--+
15 |bc|::| |::|::|
10x15: Samurai3 Z +--+--+--+--+--+
16 |::|::|::|::|
+--+--+--+--+
17 |::|::|
+--+--+--+
18 | | | |
+VV+VV+--+
----------------------------------------------------------------------------
========================
6. Minibosses and Bosses
========================
Here I list the details of minibosses and bosses.
For all ranges greater than 1, the corners are not affected.
Flame Beast
2 panel movement. Attacks all Navis within 1 panel.
120 HP, 20 dmg (Lib-1,Lib-2)
180 HP, 40 dmg (Lib-3,Lib-4,Lib-5)
220 HP, 50 dmg (Lib-6)
250 HP, 60 dmg (Lib-7)
300 HP, 80 dmg (Lib-8)
360 HP, 100 dmg (Lib-9)
Royal Hawk
Attacks one Navi within 3 panels
OR
Teleports to any dark panel within 3 panels
100 HP, 20 dmg (2,3)
150 HP, 30 dmg (4,5)
180 HP, 40 dmg (6)
200 HP, 60 dmg (7)
250 HP, 70 dmg (8)
300 HP, 80 dmg (9)
Swordy
Can teleport to any panel within 2 panels. If the panel is clean, it turns
dark. Attacks one Navi within 1 panel.
200 HP, 50 dmg (4)
230 HP, 50 dmg (5)
230 HP, 70 dmg (6)
300 HP, 100 dmg (7)
340 HP, 120 dmg (8)
400 HP, 140 dmg (9)
Blizzardman
V1-40dmg snowball, all targets within 2 panels.
V3-80dmg snowball, all targets within 2 panels.
Shademan
V1-60dmg claw, 1 target standing next to any Dark Panel.
V3-80dmg claw, 1 target standing next to any Dark Panel.
Cloudman
V1-50dmg thundercloud, 1 target within 2 panels. Stuns Navi.
V3-70dmg thundercloud, 1 target within 2 panels. Stuns Navi.
Cosmoman
V1-80dmg satellite, 1 target within 3 panels.
V3-100dmg satellite, 1 target within 3 panels.
Dark Megaman
50dmg Megabuster, all targets within 2 panels. Hits three times.
Dark Blues (100 is Colonel's damage, need to check ToB)
100dmg Sword, 1 target within 1 panels.
Megaman Guide
Senin, 15 April 2013
VIRUS LOCATION
Here the Virus Location-----------------------------------
-----------------------------------
[*VL] Virusus Location
-----------------------------------
-----------------------------------
Mettaur
Water Machine Comp
Central Area 1
Central Area 2
Central Area 3
Seaside Area 1
Class 1-1 Comp
Class 1-2 Comp
Class 6-1 Comp
Class 6-2 Comp
Robo Control Comp 1
Robo Control Comp 2
Robo Dog Comp
Bathroom Comp
Teacher Room Comp
-----------------------------------
Mettaur 2
Elevator Comp
Pavilion Comp 2
Judge Tree Comp 2
Judge Tree Comp 3
Air Conditioner Comp
Observtion Comp
Seaside Area 3
Green Area 1
Undernet Zero
Dog House Comp
Guide Panel Comp
-----------------------------------
Mettaur 3
ACDC HP
Pavilion Comp 1
Pavilion Comp 2
Pavilion Comp 4
Undernet 2
Graveyard 2
Underground 1
Immortal Area
-----------------------------------
Gunner
Mr.Weather Comp 3
Security Camera Comp
Class 6-1 Comp
Class 6-2 Comp
Judge Tree Comp 2
Judge Tree Comp 3
Central Area 1
Central Area 2
Central Area 3
Class 1-1 Comp
Class 1-2 Comp
Robo Control Comp 1
Monitor Comp
Aquarium Comp 1
-----------------------------------
Shooter
ACDC Area
Pavilion Comp 3
MR.Weather Comp 1
MR.Weather Comp 2
MR.Weather Comp 3
Undernet 1
Undernet Zero
Dog House Comp
-----------------------------------
Sniper
Pavilion Comp 4
(JP-Graveyard 1)
-----------------------------------
Champy
Central Area 3
Heater Comp
Robo Control Comp 1
Robo Control Comp 2
Teacher Room Comp
-----------------------------------
Chumpy
Undernet Zero
Undernet 1
-----------------------------------
Chimpy
Pavilion Comp 4
-----------------------------------
Piranha
Fish Sticks Comp
Aquarium Comp 1
Aquarium Comp 2
Aquarium Comp 3
Seaside Area 1
Seaside Area 2
Seaside Area 3
Bathroom Comp
-----------------------------------
Piranha2
Undernet 1
Air Conditioner Comp
-----------------------------------
Piranha3
Pavilion Comp 1
-----------------------------------
Armadil
Security Camera Comp
MR.Weather Comp 2
MR.Weather Comp 3
Judge Tree Comp 1
Judge Tree Comp 2
Judge Tree Comp 3
Green Town Statue
Green Area 1
Green Area 2
-----------------------------------
Armadil2
ACDC Area
Pavilion Comp 2
MR.Weather Comp 1
MR.Weather Comp 2
MR.Weather Comp 3
-----------------------------------
Armadil3
Undernet Zero
(JP-Immortal Area)
(JP-Undernet 3)
-----------------------------------
Swordy
Symbol Comp
Seaside Area 1
Seaside Area 2
-----------------------------------
Swordy2
ACDC Area
Sky Area 1
Sky Area 2
Undernet Zero
Undernet 1
Underground 2
-----------------------------------
Swordy3
Pavilion Comp 1
Undernet 3
Underground 2
-----------------------------------
KillerEye
Underground 1
Underground 2
-----------------------------------
DemonEye
Undernet Zero
Undernet 2
(JP-Graveyard 1)
-----------------------------------
JokersEye
Graveyard
(JP-Graveyard 2)
-----------------------------------
Quaker
Lab's Comp 1
Judge Tree Comp 1
Judge Tree Comp 3
Aquarium Comp 1
Aquarium Comp 2
Aquarium Comp 3
Seaside Area 3
-----------------------------------
Shaker
ACDC Area
Sky Area 2
Undernet Zero
-----------------------------------
Breaker
Underground 2
(JP-Graveyard 1)
-----------------------------------
Catack
ACDC HP
ACDC Area
MR.Weather Comp 1
MR.Weather Comp 2
MR.Weather Comp 3
-----------------------------------
Cateen(v2)
Pavilion Comp 3
-----------------------------------
Catpult(v3)
Graveyard
(JP-Graveyard 1)
-----------------------------------
WindBox
MR.Weather Comp 1
MR.Weather Comp 2
Air Conditioner Comp
-----------------------------------
VacuumFan
MR.Weather Comp 1
MR.Weather Comp 2
Lab's Comp2
Pavilion Comp 3
Heater Comp
-----------------------------------
OldStov
Lab's Comp1
Central Area 3
Heater Comp
Robo Control Comp 2
-----------------------------------
OldHeater(v2)
Mr.Weather Comp 3
ACDC Area
Sky Area 1
Sky Area 2
-----------------------------------
OldBurner(v3)
Pavilion Comp 4
(JP-Graveyard 1)
-----------------------------------
HntdCndl(Hunted Candle)
Pavilion Comp 4
Undernet 2
Underground 1
Underground 2
-----------------------------------
HntdCndl2(Hunted Candle2)
(JP-Graveyard 2)
-----------------------------------
HntdCndl3(Hunted Candle3)
Graveyard
(JP-Graveyard 2)
-----------------------------------
Puffy
Seaside Area 1
Seaside Area 2
Seaside Area 3
Aquarium Comp 1
Aquarium Comp 2
Aquarium Comp 3
-----------------------------------
Puffy2
Pavilion Comp 1
MR.Weather Comp 2
Sky Area 1
Sky Area 2
Shower Comp
Underground 1
-----------------------------------
Puffy3
Graveyard
(JP-Undernet 3)
-----------------------------------
ErthDrgn(Earth Dragon)
Underground 1
-----------------------------------
WatrDrgn(Water Dragon)
Graveyard
(JP-Graveyard 1)
-----------------------------------
ThdrDrgn(Thunder Dragon)
Pavilion Comp 4
(JP-Immortal Area)
-----------------------------------
WoodDrgn(Wood Dragon)
Graveyard
(JP-Graveyard 2)
-----------------------------------
ScarCrow1
MR.Weather Comp 2
MR.Weather Comp 3
Sky Area 1
Sky Area 2
-----------------------------------
ScarCrow2
Pavilion Comp 3
Undernet3
-----------------------------------
ScarCrow3
Graveyard
(JP-Immortal Area)
-----------------------------------
Pulse Bulb
Heliport Comp
Lab's Comp2
MR.Weather Comp 1
MR.Weather Comp 2
MR.Weather Comp 3
Elevator Comp
-----------------------------------
Pulse Bulb 2
Undernet Zero
(JP-Immortal Area)
-----------------------------------
Pulse Bulb 3
Graveyard
(JP-Graveyard 2)
-----------------------------------
BigHat
Undernet 1
Undernet 2
-----------------------------------
BigHat2
Principal Comp
-----------------------------------
BigHat3
Graveyard
(JP-Graveyard 2)
-----------------------------------
Shrubby1
BookComp
Judge Tree Comp 1
Judge Tree Comp 2
Judge Tree Comp 3
Mascot Comp
-----------------------------------
Shrubby2
Pavilion Comp 2
Mascot Comp
Undernet 3
-----------------------------------
Shrubby3
Graveyard
(JP-Graveyard 2)
-----------------------------------
FighterPlane1
Lab's Comp2
MR.Weather Comp 1
MR.Weather Comp 2
MR.Weather Comp 3
Sky Area 1
Sky Area 2
Fan Comp
-----------------------------------
FighterPlane2
Pavilion Comp 3
-----------------------------------
FighterPlane3
Graveyard
(JP-Immortal Area)
-----------------------------------
DarkMech
Undernet 2
-----------------------------------
ElecMech(v2)
Pavilion Comp 3
(JP-Immortal Area)
-----------------------------------
DoomMech(v3)
Graveyard
(JP-Graveyard 2)
-----------------------------------
SnakeArm
Undernet Zero
Undernet 1
-----------------------------------
SnakeArm2
Pavilion Comp 4
(JP-Undernet 3)
(JP-Graveyard 1)
-----------------------------------
SnakeArm3
Graveyard
(JP-Graveyard 2)
-----------------------------------
Nightmare
Pavilion Comp 3
Guide Panel Comp
Underground 1
Underground 2
-----------------------------------
Blackmare
Principal Comp
-----------------------------------
Darkmare
Graveyard
-----------------------------------
HonyBmbr(Honey Bomber)
Heliport Comp
Judge Tree Comp 1
Judge Tree Comp 2
Judge Tree Comp 3
Green Area 1
Green Area 2
-----------------------------------
HonyBmbr2
Pavilion Comp 2
Undernet 3
-----------------------------------
HonyBmbr3
Graveyard
(JP-Graveyard 2)
-----------------------------------
BombCorn
Judge Tree Comp 2
Judge Tree Comp 3
Green Area 1
Green Area 2
Popcorn Shop Comp
-----------------------------------
MegaCorn
Pavilion Comp 2
Undernet 2
Principal Comp
-----------------------------------
Giga Corn
Graveyard
(JP-Undernet 3)
(JP-Graveyard 2)
(JP-Immortal Area)
-----------------------------------
Trumpy(FanFare)
ACDC Area
-----------------------------------
Tuby(Discord)
ACDC Area
-----------------------------------
Tromby(Timpani)
Undernet Zero
-----------------------------------
MuteAnt(Silence)
Graveyard
-----------------------------------
StarFish
Aquarium Comp 2
Aquarium Comp 3
Oxygn Tank Comp
-----------------------------------
StarFish2
Pavilion Comp 1
Undernet 2
-----------------------------------
StarFish3
Pavilion Comp 1
Graveyard(JP-Graveyard 2)
(JP-Immortal Area)
-----------------------------------
Cragger
Symbol Comp
Judge Tree Comp 1
Judge Tree Comp 2
Judge Tree Comp 3
Punish Chair Comp
-----------------------------------
MetlCrgr (Metal Cragger)(v2)
Pavilion Comp 2
Undernet 3
-----------------------------------
BigCrggr (Big Cragger)(v3)
Graveyard
(JP-Graveyard 2)
-----------------------------------
HeadyA
Underground 1
Underground 2
-----------------------------------
HeadyE
-----------------------------------
HeadyW
Graveyard
(JP-Graveyard 2)
-----------------------------------
Kettle
Underground 2
-----------------------------------
SuperKettle
Pavilion Comp 1
Graveyard
-----------------------------------
KettleDX
Vendinge Machine Comp
-----------------------------------
-----------------------------------
[*TS] Trading Section
-----------------------------------
-----------------------------------
Yellow Navi in Sky Town Cooler
Give - Aura Head 1 B
Get - Air Wheel 2 L
-----------------------------------
Scientist in Green Town Building
Give - HolyPanl S
Get - TimeBomb3 N
-----------------------------------
Green Navi in Seaside HP
Give - Panel Return *
Get - Deathmatch A
-----------------------------------
Now,this is a quest in order to get the Justice One J Chip.
You need to trade chips with them by the order if you want them to appear.
(1)Girl in 1-2 Class
Give - Energy Bomb K
Get - Double Shoot C
-----------------------------------
(2)Boy in Seaside Town Aquarium
Give - Double Shoot C
Get - High Boomerang V
-----------------------------------
(3)Pink Navi is Seaside Town Watertank
Give - High Boomerang V
Get - Steal Revenge I
-----------------------------------
(4)Woman in the main room of Sky Town
Give - Steal Revenge I
Get - Big Bomb O
-----------------------------------
(5)Blue Navi in ACDC HP
Give - Big Bomb O
Get - Justice One J
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