---------------------- Beast Wrestler FAQ 1.0 ---------------------- ----- Index ----- 1. [BWPR] Premise / Foreword 2. [BWGM] Game modes 3. [BWGC] Gameplay and controls 4. [BWGM] Other gameplay mechanics 5. [BWT] Tournament 5.1 [BWTP] Trial Pro Match 5.1.1 Vs. Zenector 5.2 [BWDC] Domestic Championship 5.2.1 Vs. Voulsine 5.2.2 Vs. Airhole 5.2.3 Vs. Ventor 5.2.4 Vs. Dycoon 5.2.5 Vs. Driton 5.2.6 DNA facility - Visit 1 5.3 [BWWC] World Championship 5.3.1 Vs. Frederico 5.3.2 Vs. Ulvolos 5.3.3 Vs. Alloweena 5.3.4 DNA facility - Visit 2A 5.3.5 Vs. Octii 5.3.6 Vs. Ploguraz 5.3.7 DNA facility - Visit 2B 5.3.8 Vs. HAX-004 5.3.9 Vs. Micaha 5.3.10 Vs. Ominos 5.3.11 Vs. Blenadan 6. [BWMY] Miscellany 6.1 Passwords 6.1.1 Domestic Championship - ZVA path 6.1.1.1 Zenector beaten 6.1.1.2 Voulsine beaten 6.1.1.3 Airhole beaten 6.1.1.4 Ventor beaten 6.1.1.5 Dycoon beaten 6.1.1.6 Driton beaten 6.1.2 World Championship - ZV Monster 6.1.2.1 Frederico beaten 6.1.2.2 Ulvolos beaten 6.1.2.3 Allowena beaten 6.1.3 World Championship - ZVA Monster 6.1.3.1 Octii beaten 6.1.3.2 Ploguraz beaten 6.1.3.3 HAX-004 beaten 6.1.3.4 Micaha beaten 6.1.3.5 Ominos beaten 6.1.4 Domestic Championship - ZDP path 6.1.4.1 Zenector beaten 6.1.4.2 Voulsine beaten 6.1.4.3 Airhole beaten 6.1.4.4 Ventor beaten 6.1.4.5 Dycoon beaten 6.1.4.6 Driton beaten 6.1.5 World Championship - ZD Monster 6.1.5.1 Frederico beaten 6.1.5.2 Ulvolos beaten 6.1.5.3 Allowena beaten 6.1.5.4 Octii beaten 6.1.5.5 Ploguraz beaten 6.1.6 World Championship - ZDP Monster 6.1.6.1 HAX-004 beaten 6.1.6.2 Micaha beaten 6.1.6.3 Ominos beaten ------------------------------------------------------------------------------ ----------------------------- 1 . [BWPF] Premise / Foreword ----------------------------- Beast Wrestler is a Mega Drive / Genesis game released in 1991 by Telnet. The premise deals with a with a fighting championship between monsters, striving to become the ultimate, the Dragon Warrior. The game is severely panned in by many, however I have fond memories of it, as it takes me back to my childhood, not to mention its also a trip down the history of video games' lane itself since Beast Wrestler is one of the earliest titles on the Genesis / Megadrive library; as flawed as it is, the game was still novel back then, with interesting monster designs and the ability to have the player's monster assume four unique forms spred between two "evolutionary trees". Despite the awful localization it got, full of grammar errors and inconsistencies (which I took the liberty of ignoring for the sake of keeping the FAQ organized) its still surprising that the game saw release outside of Japan, since the whole giant monster / bio engineering theme is clearly aimed at the Japanese audience. I made this guide solely out of my own enjoyment for the game, and also as a way to rectify errors found in other FAQs that cover it. Most special move names were made up by me based on my impression of them, as the only namesthe game does supply as far as I know are Magnum Dash and Flying Screw. ------------------------------------------------------------------------------ -------------------- 2. [BWGM] Game modes -------------------- --------- 2.1 Match --------- Here you can fight against the CPU or a friend in a versus battle, but you cannot utilize Zenector or any of its mutations in this mode. Some of the tournament's enemy monsters are also missing, namely Blenadan, Driton, Ventor and Voulsine. --------------- 2.2 Tournament --------------- This is where the real action happens, climb the ladder of both the domestic and national championship to become the definitive champion. In this mode you are given a fixed monster and you can name it as you like (although the species is defaulted as Zenector) as well as choosing its initial special attack. During the tournament you'll also have the chance to upgrade your monster attributes as well as mutating its appearance to empower it further, more details on that later in the guide. After each match, the game provides a password as means of continuing later. ------------------------------------------------------------------------------ ------------------------------- 3. [BWGC] Gameplay and controls ------------------------------- The game is rather simple, essentially, but bears a certain uniqueness in that it is movement is executed from both side view and isometrically depending on the positions of the beasts in the ring, although the hit boxes for the attacks still work taking plain 2D into account. Because of that, consider your alignment in relation to the enemy when performing attacks, even if it doesn't look like a move will hit, it might, because of how the game registers hits. Button functions: --------------------- 3.1 Navigating menus --------------------- A: Confirm menu choices B: Cancel choices C: Advance text ---------------- 3.2 Fighting ---------------- ------------------------------------------------------------------------------ (Standing) A: Punch (or short range attack for some monsters) B: Tail whip (or medium - long range attack for some monsters) C: Special Attack (some require special positions besides the button input) (Holds / Throws) A: Hold 1 Down + A: Hold 2 B: Slam Left, Right, Up or Down + B: Propel the enemy towards the desired direction A or B behind enemy: Suplex *Holds and throws are a matter of timing in this game, not button mashing. pay attention to the knees or lower section of the monsters, when they buckle or lower slightly the command can be inputted, whoever does it sooner at that point has their move connect. (While the enemy is down) B while standing on the enemy's legs / lower section: Lift (it forces the enemy to stand from the ground, leaving it it a dazed state temporarily and open for attacks. Note that it doesn't work against all enemies). Up + A: Body drop Down + A: Choke hold (Rushing) UL, UR, DL, DR tapped twice: Rushes towards the desired diagonal, using the electric ropes to gain momentum. The monster continues to do so unless interrupted by a player command or enemy attack. A or B while rushing: Rush attack (varies from monster to monster). ------------------------------------------------------------------------------ ---------------------------------- 4. [BWGM] Other gameplay mechanics ---------------------------------- The objective when battling the enemy monster is, of course to beat it. Unlike other fighting games though, there are no energy gauges; instead life energy is represented by three white spheres, three for each monster on the lower part of the HUD, with the match clock sitting in the middle. As each sphere is depleted, it will turn red. If you make the enemy's three spheres red, or if you have less red spheres than your opponent when the clock hits seven minutes, you win. When a monster is in pain (losing a sphere) you cannot attack for a while, but try to stay close and land a hit as soon as the game allows you to input commands again. Note the blinking "A" icon beside the spheres, it indicates the monster's special move is ready to be used; whether it hits or misses, it takes time to recharge. As the game lacks gauges, it can be difficult to have an appreciable measurement of the damage you take and dish out, but here are some basic guidelines: - Hitting the enemy repeatedly within short intervals can deplete spheres rather quickly; downed monsters are also very susceptible to choke holds, body slams or well aimed rush attacks. - After being hit by a special, a monster is highly susceptible to losing spheres. - After losing the first sphere, a monster is much more likely to lose more of them as it is hit further - The game will sometimes provide audio cues as a monster gets weaker via small blipping sounds after a hit. ------------------------------------------------------------------------------ ------------------------------------------- 4.1 Shopping / Training / Genetic Splicing ------------------------------------------- ---------------- 4.1.1 Shopping ---------------- In between certain tournament matches you'll have the opportunity to spend the money you earn in battle to buy items to help you power up your monster or help you have a better idea of what you are going to face next. The item specifics follow below: ------------------------------------------------------------------------------ Item name Effect Price ------------------------------------------------------------------------------ Whip Attribute +20 when used in training. (40M) Combat Darts Attribute +40 when used in training. (60M) PP Food +300 to power when used in training (100M) (Rebuyable) LP Food +300 to stamina when used in training (100M) (Rebuyable) D. Warriors Data Disc Reveals the attributes of enemies in the domestic championship. (50M) Bullhorn: Attribute +30 when used in training (50M) Genetic Facility Pass: Allows DNA combinations between your monster and specific opponent monsters. (100M) SP Food +300 to speed when used in training (100M) (Rebuyable) Food Gun Necessary to use foods during training (150M) F. Warriors Data Disc: Reveals the attributes of enemies in the national championship. (80M) Super Serum +200 to all attributes when used in training (Event item) ------------------------------------------------------------------------------ ---------------- 4.1.2 Training ---------------- After winning specific matches, you are given the chance to train your monster by increasing one of its attributes. The ammount of the power up depends on whether you couple the training with an item or not and which item you use. You may only increase one attribute per training session. The starting attributes are: PP: 150 LP: 150 SP: 200 Attribute breakdown: PP: Represents the physical strength of a monster. The higher it is, the sooner and more often your monster will deplete the enemy's spheres. LP: Represents the stamina of a monster. The higher it is, the more your monster will resist enemy damage, in some cases even sustaining a special while retaining spheres. SP: Represents the speed of a monster The higher it is, the more priority your monster receives when performing holds, throws and rushes, as well as the delay for normal moves being lessened, while the movement speed in the arena is augmented. When an attribute is chosen in training, it increases by 100 full points, unless an item is chosen to increase the ammount, to a fixed maximum of 990. Note: At the end of the domestic championship, you won't be able to train, but your monster will be taken to the genetic facility due to severe wounds, thus merging its DNA with one of the two possible monsters. Since a transformation ensues, this accounts for training as all attributes are raised. ------------------------------------------------------------------------------ ------------------------ 4.1.3 Genetic Splicing ------------------------ Provided you possess the genetic facility pass, you will be able to utilize a DNA splicing tank to combine your monster with another, changing its appearance, attributes and special move. Access to the facility happens at fixed points of the championship: A) After winning the domestic tournament: If you recall the explanation the game gives about combining monsters, due to DNA compatibility, three monsters are eligible - Dycoon, Driton and Ventor; you only get two choices though. B) After beating Allowena or Ploguraz in the world tournament: The second DNA combination depends on the first, again, due to compatibility. This simple chart outlines the process: / --- Dycoon ---- Ploguraz Zenector + --- \ --- Ventor ---- Allowena I also made a graphical splicing chart if you are curious as to how your monster will look in each form. ------------------------------------------------------------------------------- -------------------- 5. [BWT] Tournament -------------------- When you start, you are given a short intro explaining the whole deal with the tournament. I will transcript it here just for the sake of completeness, as its by no means something worthy of a literature nobel. (note that I will correct / reinterpret the formatting, meaning and grammar mistakes so that you readers don't think I'm a pre-schooler, the localization team though, probably was, sadly): (Intro) "DRAGON WARRIOR: The strongest warrior to ever be found since the dawn of history. With the creation of genetic engineering in the 21st century, your fight to become the champion of the world has just begun..." (Monster dealer) "Well you must be new here, welcome! what? you are going to fight the Dragon Warriors? how about this ENTSSL 2019 warrior?, its wonderful! even a lowlife like you can handle this beast. The price?" Next you get to name your monster, you can name it what you like; then, you are able to chose its initial special attack, and that is the important part here, as chosing an attack over the other will prompt very different usage strategies. ----------- Magnum Dash ----------- This special is preferrable as your starter, it sends your monster in a straight line with a charged punch. It can miss if you mistime it, but simpler to use anyhow. ------------ Flying Screw ------------ This special throws the enemy upwards (so high they actually fly outside the arena) before being slammed back down by gravity. It is quite powerful, but requires you to be holding the enemy monster to use, which tends to limit its usefulness. ------------------------------------------------------------------------------ -------------------------- 5.1 [BWTP] Trial Pro Match -------------------------- -------------------- 5.1.1 Vs. Zenector -------------------- PP: 150 LP: 150 SP: 200 Special Attack: None Unique Properties: No You are basically in for a mirror match. Since the enemy monster is another Zenector, its safe to assume its power ratings are identical to your monster's, except for a important difference: the enemy doesn't have a special attack, so just pound it any way you like and use specials to deplete the enemy's spheres. ------------------------------------------------------------------------------ -------------------------------- 5.2 [BWDC] Domestic Championship -------------------------------- -------------------- 5.2.1 Vs. Voulsine -------------------- PP: ??? LP: ??? SP: ??? Special Attack: None Unique Properties: Can't be thrown, can't be lifted, can't be choked. *Shop visit and training session after this match* Despite not knowing the enemy attributes, you don't need to worry too much. Voulsine is quadrupedal, so it can be hard to hit with punches, instead use tail whips aiming at its head (remember the notes at the start of the FAQ about attack alignment). Tail whip it until it starts falling down continuously and it will eventually lose its spheres. If you have Magnum Dash, the battle will be even easier, aim the punch on Voulsine's head. To do that, align your monster so that is slightly below Voulsine, and the punch energy should hit it cleanly. ------------------------------------------------------------------------------ ------------------- 5.2.2 Vs. Airhole ------------------- PP: 080 LP: 100 SP: 250 Special Attack: Flying Throw (hold type) Unique Properties: No This little guy is nothing much, as you can see from the attributes, just tail whip and special it to death as usual. Since its limbs are small it has slightly less reach than you, but his special can spell trouble if you take it, also be careful if you are downed and it uses its back turbine. ------------------------------------------------------------------------------ ------------------ 5.2.3 Vs. Ventor ------------------ PP: 230 LP: 280 SP: 330 Special Attack: Punch flurry (direct hit type) Unique Properties: Can't be lifted. *Shop visit and training session after this match* Ventor's stats are more solid all around than Airhole's, but it still falls short of being a challenge, since its tail cannot be a threat to your monster. Just stay out of the reach of its punches by tail whipping and Magnum Dash whenever you are in line with Ventor. The reach of the flurry special is pretty much the same as Ventor's standard punch, so just keep your distance and let it waste it. ------------------------------------------------------------------------------ ------------------ 5.2.4 Vs. Dycoon ------------------ PP: 250 LP: 250 SP: 350 Special Attack: Energy spit (projectile type) Unique Properties: No The championship was pretty much a walk in the park up to this point, but Dycoon will surely change that. Its punches are short, but quick, so don't let it spam them; additionally watch out for its long tail, as its got plenty of reach and power. The real catch with Dycoon though is its special - it can easily deplete one sphere on each hit, something to watch out for. The projectile flies straight though so you can dodge if you have a reasonable distancebetween Dycoon and your own monster. ------------------------------------------------------------------------------ ------------------ 5.2.5 Vs. Driton ------------------ PP: 380 LP: 300 SP: 200 Special Attack: Paralyzing sphere (projectile type) Unique Properties: No *Shop visit and genetic facility visit after this fight* Congratulations if you made it this far, you're about to face the domestic champion, Driton, and its no pushover. Its punches and tail whips have solid short - mid range and its the monster's stats are quite high, so hopefully you've been training yours properly. Use your tail for attacking as usual, as Zenector's arms are too short to be of any use and don't let Driton's special hit or it will be able to land an attack cleanly on you due to paralysis. ------------------------------------------------------------------------------ After beating Driton you get another small story bit, the (corrected) transcript follows below: "The Domestic No. 1 champion Driton was defeated by your beast, now you are the domestic champion. I am sure you are not quitting the fight here. In the world, in the whole world, unknown beast warriors are waiting for you. Can you beat them all? Only the moon knows the future.." The picture shows sillouetes of the dragon warriors you'll face in the world tournament - from left to right: Ploguraz, HAX-004, Octii, Frederico (outer circle), Ulvolos, Micaha, Ominos (inner circle) and finally the world champion Blenadan at the top. ------------------------------ 5.2.6 DNA facility - Visit 1 ------------------------------ You can now mutate your beast for the first time. As stated previously, there are two possible choices for combining, Dycoon and Ventor. I will break down the characteristics of each mutation. ----------------- Zenector + Ventor ----------------- Your monster will look exactly as Ventor would if it had two legs instead of four and your monster gains a bit more height. It is a solid form with reasonable reach for both fists and tail, both increased compared to the base form but not enough to be a hindrance. Special Attack: Jumping Slasher - It is a very easy to use special in the sense it can hit any kind of enemy. Care must be taken though as executing this special can leave you exposed to an enemy counter as it ends. ----------------- Zenector + Dycoon ----------------- Your monster will acquire a rather fish like appearance, while inheriting Dycoon's tail and hands, it will also grow taller than its base form. Combat wise this form can be unwieldy, as the tail grows very long and at times you don't have room to land a proper hit with it due to the arena's restraints. Its difficult to fight quadrupedals (or otherwise short monsters like Allowena) on this form, but its strong and will be rewarding if properly used. Special Attack: Frontal Cutter - It doesn't offer a whole lot of range, but with proper alignment it can score a hit thanks to its quick execution. ------------------------------------------------------------------------------ ----------------------------- 5.3 [BWWC] World Championship ----------------------------- Since your monster can take different forms depending on your choices, I will try and outline basic strategies for players using both forms against each enemy monster; the initials refer to the monsters used as combination materials. --------------------- 5.3.1 Vs. Frederico --------------------- PP: 280 LP: 250 SP: 100 Special Attack: Tail laser (projectile type) Unique Properties: Can't be thrown, can't be lifted, can't be choked. This guy can either be a pathetic pushover or a big annoyance, depending on the form of your Zenector. Other than his rather dangerous special though, the fight plays pretty much as a rehash of your fight against Voulsine. -------------- /Z+V strategy\ -------------- It doesn't really get any easier than this. The tail and punch ranges of this form allows for quite a bit of pummeling, not to mention the special will hit Frederico for sure unless you are too far away. Watch out for the laser still, as it hurts plenty. -------------- /Z+D strategy\ -------------- Now you are in for some trouble. Since Frederico is short besides being quadrupedal, the only way to hit consistently with this form would be using punches and the special, again, taking care to align oneself slightly below Frederico so the slash hits the body or the head. ------------------------------------------------------------------------------ ------------------- 5.3.2 Vs. Ulvolos ------------------- PP: 400 LP: 500 SP: 300 Special Attack: Shoulder flash bomb (close range type) Unique Properties: No *Shop visit and training session after this fight* This monster can provide a worthwhile challenge regardless of the form used. Thanks to the medium tail and relatively long arms, Ulvolos can hold his own in the ring all around. As usual, he will use his special in the first chance he gets, when that happens, avoid being close or downed, as it will most likely hit, and hit hard. -------------- /Z+V strategy\ -------------- Fight Ulvolos as normal. Since this enemy is about your height, no special strategies will be necessary. Just be careful when using your special as Ulvolos will most likely counter with his own, and it could become an attrition fight as to who loses their three spheres sooner. To avoid that, you could resort to using the Jumping Slasher when Ulvolos is down, as he will be unable to retaliate. -------------- /Z+D strategy\ -------------- Unlike the fight with Frederico, this one is quite straightforward in this form as well. You could have a bit of trouble hitting with tail whips, but you'll end up scoring hits nevertheless if you keep a proper distance. The special move is quite easy to use against him, so dish it out whenever you are able, but take the same precautions against his Shoulder flash bombs. ------------------------------------------------------------------------------ -------------------- 5.3.3 Vs. Allowena -------------------- PP: 380 LP: 450 SP: 330 Special attack: Goo prison choke (hold type) Unique Properties: No. Yet another short monster. No limbs obviously, but thanks to its viscosity it creeps along the ground for movement. Don't be deceived by its shape though, it has enough elasticity to hit you on even ground by creating appendages, so it shouldn't be taken lightly, especially due to its respectable stamina rating. Note that thanks to its amorphous composition, it can be hard to choke and lift Allowena, since doing so requires discerning the top and bottom halves of the enemy monster. -------------- /Z+V strategy\ -------------- You shouldn't have a lot of trouble fighting Allowena, since this form's tail has just the right length to create the much needed distance between the monsters. As with Frederico, you can easily score clean special attack hits, but be prepared for a reasonably long fight. The enemy's special requires holding, so as long as you can avoid that, you won't take too much damage. -------------- /Z+D strategy\ -------------- Again a troublesome fight due to your towering size compared to the enemy monster. Since tail whips are slow save them for when Alowena is down and hit from afar, also using body slams when the opportunity arises to slowly but steadly weaken the enemy monster. Hitting it with the special is difficult, and should be done when the monster stretches an appendage to punch, this will put it more or less on level with your monster and hopefully the slash will hit. Avoid holds at all costs unless you manage to grab Allowena from behind for a suplex. ------------------------------------------------------------------------------ ------------------------------- 5.3.4 DNA facility - Visit 2A ------------------------------- If you chose to fuse your monster with Ventor in the first visit, it will be combined with Allowena after you beat it. The characteristics of this mutation are as follows: ---------------------------- Zenector + Ventor + Allowena ---------------------------- Your monster becomes more stocky looking, losing some of the height of the previous form and its body is now made of a pinkish gel like substance thanks to Allowena's DNA. In combat, its punches are slightly improved compared to its previous form, but as a tradeoff the tail lost some reach while gaining speed, prompting a change of strategy and fighting at a closer distance. Also inherited from Allowena is a high resistance, and your monster can now last longer in a fight. Special Attack: Goo bite - This is a powerful move, but it requires rushing and precise timing to work. Watch the enemy's movements and try to time your button press as your monster runs towards the foe to hit it in full force. Note that after the button is pressed, your monster will take a few moments to turn into goo and jump towards the enemy so take the delay into account. To connect, make sure the toothy end of the goo form touches the enemy. ------------------------------------------------------------------------------ ----------------- 5.3.5 Vs. Octii ----------------- PP: 430 LP: 400 SP: 400 Special Attack: Life drain (back hold type) Unique Properties: No *Shop visit and training session after this fight* This monster fights you on the same level of height, so unless your monster's attributes are much lower than Octii's, you should have an easy fight. Its limb reach is nothing exceptional, but it has the habit of holding your monster for two main purposes: performing a hold attack to deal damage or throwing your monster towards the ropes to have a chance to perform its special while your monster is held from the back. --------------- /Z+V+A Strategy\ ---------------- In this form, your Zenector is able to outspeed Octii's relatively slow blows, especially through punching repeatedly. Also remember you can pick your enemy from the ground by pressing B in front of it, so use this to your advantage to increase the punishment dealt with suplexes and holds. The special can be hard to score a hit with, but you can, with the right timing, use Octii's habit of throwing you to the ropes to your own benefit, or lift him and rush to the ropes, hitting it with Goo bite while he's dazed. ------------- /Z+D Strategy\ -------------- Although not exactly fast, this form can still benefit from its reach to hit Octii from afar. Since Octii's special is highly positional while your Zenector's is a straight forward slashing move, make sure to use it at every chance you get Abuse the special to end the fight quickly - use choke holds and slams or drop kicks as you bid for time while it special charges. ------------------------------------------------------------------------------ -------------------- 5.3.6 Vs. Ploguraz -------------------- PP: 530 LP: 650 SP: 450 Special Attack: Titan smasher (back hold type) Unique Properties: No Ploguraz is a large monster, and rather tall considering his mass, as you can see from the attributes, what he lacks in speed it makes up in power and stamina and that shouldn't be understimated. He will tend to try to pressure you with his brutal physical strength using throws, and you could find yourself losing spheres faster than you thought possible. Despite all that, Ploguraz does not possess a very good reach, so careful positioning should allow you to avoid major damage. ---------------- /Z+V+A Strategy\ ---------------- This can be a very troublesome battle since Ploguraz's strength allows him to score major hits without resorting to specials, and in turn, your monster's special in this form is no easy thing to take advantage of. You should try and resort to punching as its slightly faster than the tail whip until the enemy starts falling often, then pick him up and suplex him, or pick up a dazed Ploguraz for a Goo bite. -------------- /Z+D Strategy\ -------------- Despite Ploguraz being a formidable foe, in this form he is much easier to defeat. Range is your friend for one, and Ploguraz is rather slow moving, so use tail whips to score hits from afar as much as you can. Once he gets close, switch to punches and move diagonally to dodge his hits. When he starts falling, pick him up with B and circle around him to land suplexes. Feel free to utilize the special also as it will hit it squarely and make the fight end much faster. ------------------------------------------------------------------------------ ------------------------------- 5.3.7 DNA facility - Visit 2B ------------------------------- If you chose to fuse your monster with Dycoon in the first visit, it will be combined with Ploguraz after you beat it. The characteristics of this mutation are as follows: ---------------------------- Zenector + Dycoon + Ploguraz ---------------------------- Your monster recovers its more dragon like look from the base form, but with more pronounced musculature, as well as a whitish skin, wings and purple claws, mimicking Ploguraz's outward appearance while adding its fighting power. This is a very high end all around monster than can dominate the arena easily having medium reach for punches and its tail, balancing a glaring problem of its previous form, as the large tail often became a problem against enemies. Special Attack: Final Flying Screw - An enhanced version of the Flying Screw special, extremely powerful but requires your monster to hold the opponent to perform. ------------------------------------------------------------------------------ ------------------- 5.3.8 Vs. HAX-004 ------------------- PP: 700 LP: 780 SP: 500 Special Attack: Beam sword thrust (close range type) Unique Properties: No *Shop visit and training session after this fight* Hax-004 appears to be entirely mechanical / cybernetic, which would help explain its ludicrous point values. Get ready for a long fight due to its high LP rating, Its possible that you may need to resort to the clock to beat it, so make sure you take 1 or 2 of its spheres before the clock hits the 7 minute mark. Dodge its special by moving away from him once its charged, it won't connect unless you are really close, but be wary of the small, greenish energy blob that forms when the sword strikes, that is the focal point of the move, and that's what you should avoid. ---------------- /Z+V+A Strategy\ ---------------- Remember everything you hated about fighting Ploguraz in this form? well sorry to say, but its all back in the form of Hax-004, and made worse. Use the same strategy of trying your best to knock it down repeatedly and suplex it. If you do decide to use the special, be careful as Hax is agile for a monster its size, so resort to dazzling / downing for best results. ---------------- /Z+D+P Strategy\ ---------------- If properly trained thus far, your monster can dispatch the dreadful Hax with very little effort. Its fast tail can keep up with Hax's in hitting power and your monster's punches have slightly more priority, not to mention if the special connects, it can easily deplete Hax's spheres, even though it has so much stamina. ------------------------------------------------------------------------------ ------------------ 5.3.9 Vs. Micaha ------------------ PP: 580 LP: 670 SP: 630 Special Attack: Venom bite (hold type) Unique Properties: No This monster has rather solid stats but as you can see, they aren't anywhere close to Hax's except for speed, so the battle will be far less frantic. Micaha's punch has medium reach and medium speed while his tail has average reach but its far slower than his punches. The key to beating Micaha is avoiding his special, as it tends to weaken your monster severely once it hits even if it doesn't deplete a sphere right at that moment, so don't give him a chance to perform holds on your monster, and if it does, make sure you win the struggle with a hold attack of some sort. ---------------- /Z+V+A Strategy\ ---------------- You can fight Micaha more freely than you fought Hax, but don't try to outpunch it unless you are at an angle so its punches don't connect, but yours will. Tail whipping is not very helpful here as it requires you to be facing your opponent up close in this form, and that could give Micaha a chance to down you or even use its special on your monster. Once you manage to down Micaha, pick it up with B while facing its legs and circle around it for a suplex, or leave it dazed or downed and rush for a Goo bite. ---------------- /Z+D+P Strategy\ ---------------- Micaha and your monster are pretty close in both combat effectiveness and method, but you have the advantage over it tail wise, while Micaha punches better. Try to keep it at bay with tail whips so it doesn't come close for a hold to use the Venom bite special, and when you decide to use your monster's Final Flying Screw, make sure Micaha's blinking special icon is not active, or you could lose the hold and end up hit by the special. ------------------------------------------------------------------------------ ------------------ 5.3.10 Vs. Ominos ------------------ PP: 500 LP: 700 SP: 500 Special Attack: Immaterial metamorphosis (self effect type) Unique Properties: No *Shop visit and training session after this fight* (Make sure to use the super serum in training this time around, it will boost your monster's stats greatly and give you a fighting chance against Blenadan) With its snakelike, two headed body and a name like that, one would think Ominos is a formidable opponent, since it holds the title of second strongest monster of the world, but this is hardly the case, as it only has stamina going for it, and falls short on the other attributes compared to Hax and Micaha. Ominos boasts a long tail and short punches, not unlike Dycoon during the domestic matches; but unlike Dycoon, that required care to battle, you can beat Ominos and watch the grass grow at the same time, a fact that stems from its pathetic special, in which it renders itself both invisible and immaterial for a short period, forbidding attacks on your monster's part but also giving up the ability to attack in the process. ---------------- /Z+V+A Strategy\ ---------------- Not that this monster requires strategy in any degree, but it should suffice to fight it as you would Ulvolos or Dycoon, except Ominos special is nothing more than a staller and can't do damage. Just suplex it a few times or Goo bite it, or even the good 'ol body slam works nicely here and see how fast (and easily) Ominos gives up its rank. As a sobering note, if Ominos manages to damage your monster severely and the fight drags on, it could use its special to stall for time when its about to run out, so don't let it happen. ---------------- /Z+D+P Strategy\ ---------------- With a strong and usable special, your Zenector in this form has nothing to fear from Ominos either, just tail whip, punch, choke hold it to your heart's content, and when the punching bag tires you, just dispatch it with a few Final Flying Screws, it will certainly lose a sphere for each time its thrown, or maybe even to your monster's normal attacks. ------------------------------------------------------------------------------ -------------------- 5.3.11 Vs. Blenadan -------------------- PP: 800 LP: 800 SP: 800 Special Attack: Giga throw (hold type) Unique Properties: No This opponent is the monster wrestling world champion, yes, its finally here, the championship match! remember when the game first explains about DNA combining and cites the adequate samples for combining as Driton, Dycoon and Ventor? if you've been wondering why you couldn't choose Driton, Blenadan is the answer. Looks aside, this monster's stats are pretty high and balanced, all at round 800 points, but if you've been training your monster properly you should have at least one, maybe two stats that can topple this ammount, so don't worry a whole lot. Still Blenadan seems to have picked the best traits of Driton to himself, and if you recall, the domestic final wasn't exactly easy so stay on your toes this time even more. --------------- /Z+V+A Strategy\ ---------------- Remember that Blenadan is a Zenector + Driton combo, that makes for a highly efficient fighter. While its punches aren't as long reaching as Driton's or even Micaha's, they are faster than the former's; that coupled with a average reach, fast tail could lead to your monster taking a beating if you don't pay attention since ZVA is primarily a close range monster. The tail quality here can't compare, so rely on your punches, they are shorter but end sooner and you can connect quite a few from a good position. Your monster should be strong enough to take quite a bit of damage, even from specials, without losing spheres, but don't let the fight turn into a leisure walk and dictate the rhythm yourself by keeping your distance and suplexing or Goo biting when Blenadan is dazed or downed. ---------------- /Z+D+P Strategy\ ---------------- The trial pro match from which the whole game started was a mirror match, if you recall. In an odd twist of destiny (and programming), if you led your Zenector to mutate into ZDP, your fight against Blenadan, the championship final will, again, be much like a mirror match. That is so because both end products were built upon a Zenector base and enhanced, but unlike the ZVA mutation, this one stays very close to how the base form plays, and the same is true for Blenadan, although its punches reach a slightly longer range, it shouldn't give him an appreciable advantage in combat as your monster's tail is still longer, so everything balances out. Beating Blenadan in ZDP form is more a timing issue than anything else: both monsters' specials are throws and are sure to deplete one sphere per hit almost always, so time your special usage in a way that yours is stored until the last possible moment, hit the enemy with tail whips, pick him up and suplex him. If you manage to resist Blenadan's Giga throw without losing a sphere try to use your special on it right afterwards, picking the enemy up after a knockdown opens a great oportunity window for that. ------------------------------------------------------------------------------ [ending] "Now you are the champion of the whole world. your great fight will be remembered by many people and will become a legend of the land." "This is the rest period but this is only a rest to gather your strength for the next fight" (Credits roll afterwards) ------------------------------------------------------------------------------ 6. [BWMY] Miscellany This section holds information that cannot be properly fit anywhere else in the FAQ. 6.1 [BWPW] Passwords I've divided the passwords in two categories: ZVA and ZDP path. Also note that I separated the letters just to ease reading; the required spaces will be represented by an underline. ---------------------------------------- 6.1.1 Domestic Championship - ZVA path ---------------------------------------- ------------------------------------------------------------------------------ Index No. Password Standing ------------------------------------------------------------------------------ 6.1.1.1 Phobos_WQY QYQ MQQ QFA QQK Zenector beaten 6.1.1.2 Phobos_WQY QYQ MQQ QVA QNB Voulsine beaten 6.1.1.3 Phobos_WQY QYQ MQQ QVA QNB Voulsine beaten 6.1.1.3 Phobos_WQY AJQ MFG XTA QNK Airhole beaten 6.1.1.4 Phobos_WQY AJQ MFG XGA QNO Ventor beaten 6.1.1.5 Phobos_WAJ AJQ MFY ABA QNA Dycoon beaten 6.1.1.6 Phobos_WAJ AJQ MFY AYA AHZ Driton beaten ------------------------------------------------------------------------------ --------------------------------------- 6.1.2 World Championship - ZV Monster --------------------------------------- 6.1.2.1 Phobos_WAJ AJA DFY NHZ AHC Frederico beaten 6.1.2.2 Phobos_WAJ AJA DFY NNZ AHR Ulvolos beaten 6.1.2.3 Phobos_WAJ AJZ VFB VUZ AHC Allowena beaten ------------------------------------------------------------------------------ ---------------------------------------- 6.1.3 World Championship - ZVA Monster ---------------------------------------- 6.1.3.1 Phobos_WAJ AJZ VFB VJX AHT Octii beaten 6.1.3.2 Phobos_WZO AJZ VFY AMX AHR Ploguraz beaten 6.1.3.3 Phobos_WZO AJZ VFY AIX AHF HAX-004 beaten 6.1.3.4 Phobos_WZO ZOZ VFG XKX ZHJ Micaha beaten 6.1.3.5 Phobos_WZO ZOZ VFG XOX WYM Ominos beaten ------------------------------------------------------------------------------ ---------------------------------------- 6.1.4 Domestic Championship - ZDP path ---------------------------------------- ------------------------------------------------------------------------------ Index No. Password Standing ------------------------------------------------------------------------------ 6.1.4.1 Deimos_DXG QYQ MQQ QFA QNH Zenector beaten 6.1.4.2 Deimos_DXG QYQ MQQ QVA QNN Voulsine beaten 6.1.4.3 Deimos_DXG AJQ MFG XTA QNP Airhole beaten 6.1.4.4 Deimos_DXG AJQ MFG XGA QNQ Ventor beaten 6.1.4.5 Deimos_DXG AJA LFB VBA QNG Dycoon beaten 6.1.4.6 Deimos_DXG AJA LFB VYA AHB Driton beaten ------------------------------------------------------------------------------ --------------------------------------- 6.1.5 World Championship - ZD Monster --------------------------------------- 6.1.5.1 Deimos_DXO AJA LFY NHW AHC Frederico beaten 6.1.5.2 Deimos_DXO AJA LFY NNW AHR Ulvolos beaten 6.1.5.3 Deimos_DXO ZOA LFG XUW AHA Allowena beaten 6.1.5.4 Deimos_DXO ZOA LFG XJW AHZ Octii beaten 6.1.5.4 Deimos_DDA ZOA LFY AMW AHD Ploguraz beaten ------------------------------------------------------------------------------ ---------------------------------------- 6.1.6 World Championship - ZDP Monster ---------------------------------------- 6.1.6.1 Deimos_DDA ZOA LFY AID AHT HAX-004 beaten 6.1.6.2 Deimos_DDA ZOW ZFB VKD ZHW Micaha beaten 6.1.6.3 Deimos_DDA ZOW ZFB VOD WYS Ominos beaten ------------------------------------------------------------------------------ ----------- 6.2 Contact ----------- You can contact me about this guide for corrections and any other form of feedback at majin_vegita AT hotmail DOT com FAQ is (C) RyuNoTsurugi, 2011 -------------- 6.3 Legalities -------------- I put quite a bit of effort in this document and I'd appreciate it if it was given the proper respect. - Don't plagiarize - Don't post it on sites other than Game FAQs - Don't criticize without proper reasoning