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谁有PS数码暴龙3的攻略?

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~黑暗之天使~ 该用户已被删除
发表于 2004-12-27 15:07:03 | 显示全部楼层 |阅读模式
拜托各位!!!
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发表于 2004-12-28 06:36:00 | 显示全部楼层
是不是这个

数码暴龙

一开始往左走遇到亚古兽打倒他.再往下走有一颗树.对他按圈味食一个肉会遇到古尼兽.再往下会遇到巴鲁兽.接著到熔岩洞.帮砖地兽搬运石头直到没有.再帮他推石头(必须是成熟期)往上走打倒火炎兽.接著迷之森林被石头挡住的路就会开了.一直走到迪安沼泽途中会遇到狮子兽.巴达兽.艾力兽.比丘兽.幸运的话会遇到豆豆兽喔.接著前往垃圾山会遇到大便兽.记得要拿钓竿.

在迪安沼泽必须要先遇到蝌蚪才能进入怪蛙故乡和神秘之森.进入神秘之森后往上走会遇到加布兽.一直往又走会遇到巨鸡兽.接著找到有一颗大树和他讲话后就可以离开去冰封圣域一进入后会先遇到加鲁鲁兽打倒他后你必须在隔天4:00(就是刚变黄昏的时候)再次来此再打倒他才会加入你.接著走到右边最底进去一个洞会遇到企鹅兽.让毛人兽加入的办法就是把3个毛人兽要的东西换给他们.ok回去开始之街到广叶近海会遇到西拉兽(古鱼兽)他会带你去广叶近海树林到那后可能会遇到妖精兽接著往迪奴古代境的方向去会遇到人马兽.再往急域的方向去看到巨龙兽后往里面走.走到上方有很大的肋骨时往前走但是不要走到底在快到底时往左走会到别的地方再往上走直到遇到矿石兽打倒他.再回到巨龙兽的地方他便会加入你.

现在要去大峡谷上层(注意从奥巴迪路墓地那往右走的比较快.你往又走到底仔细看有个地方方正的奇怪就往那走因爲很难讲他的位址.)到大峡谷上层后有个地方会有注意落下的字.在那走一走会掉下.再往左走会有一个电梯.拿起小石子后就可以用了.接著作电梯到最上层就会遇到巴多拉兽.他会带你回街上.然后再到之前有注意落下的字那往右上走就会遇到奥加兽.在到有亚古兽守著的门前和他讲话就可以进去了进去又要在次打倒奥加兽.打倒他后他会作电梯逃走.在去寒冷近海地带会遇到巨鲸兽.他会带你去海岸洞.又会遇到奥加兽.不过这次他还是逃走.在去多利奴隧道打败他.他就会加入了

在街上可以找到巨鲸兽.和他讲话选择机械岛就会来到机械岛.接著去下水道找鼻涕兽.和他讲完后在去找安杜路兽讲话.最后再找工厂前两个卡片兽讲话.他会告诉你12:00和00:00来这.接著12:00或00:00来到这进去找炮弓单兽打败他.在去找安杜路兽.最后找鼻涕兽打败他.在和安杜路兽讲话就好了.回到街上去.接著到齿轮热带草原找狮子兽.在到多利奴隧道进去后有个分岔点,往下走会到狮子先祖.在那可以拿到一个东西把他交给狮子兽他就会加入你.在熔岩洞往下走会遇到钻地兽和他讲话后他会加入你.然后再去救贝壳兽,救完贝壳兽他会在街理用新闻,去看新闻会有一项写有关宇宙脑魔新闻,在去热代草原在一跟分叉点往右,可看见一个其怪的图腾,去碰那图腾会出现越来越多ㄛ,到早上在去那看,宇宙脑魔就会出现,打败他,就加入.

去广叶近海的暗族贵公馆,把里面过一过,会发现吸血鬼,他说他要血的肉,血的肉只要出去把外面的鬼都打死一次,再进去一次会在门口看到血的肉,在给他那里就过了,这时在回去街,里面也有一篇新闻,内容是写海龙兽的,看完在去龙之湖钓鱼,你会看见一团黑黑的东西,把他钓起来他会问你要那样东西,一个是去对岸,令一个是学招式,到对岸跟比多兽和古加兽说一说,他们就会加入了.

这时假如你养到鼻涕兽可以让鼻涕兽去玩具城让他进入布偶就会跟暗.雄仔兽打,打完你就可以养到雄仔兽了

然后你养到疫苗的怪兽可以去冰宫城拿光球,给天使兽他就会加入.

你还可去广叶近海,会看见一颗种子,给它雨的XXX他就会加入了(雨的XXX可在街卖肉的地方取得要十五号)

这时站长回去村时,出来遇到暴龙兽,把他打败,就可得到斗技场,然后站长无缘无固的遇到飞龙兽,打败他,他就会告诉你进入母根山的方法,然后就可进去了,那里的魔王是无限威力兽,打赢他会依你打赢的能力出现在对战的地方,然后就全破了.

~THE END~
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发表于 2004-12-28 06:39:30 | 显示全部楼层
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


                             DIGIMON WORLD 3
                            Sony PlayStation
                              Version 1.0
                                07/30/02
                           By: Emerald Phoenix
                       emerald_suzaku@hotmail.com


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
                   T A B L E  O F  C O N T E N T S
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Disclaimer
Introduction
Version History
Manual
* Story
* Controls
* Menus
Partners
  * 1. Agumon
  * 2. Guilmon
  * 3. Kotemon
  * 4. Kumamon
  * 5. Monmon
  * 6. Patamon
  * 7. Renamon
  * 8. Veemon
Walkthrough
    1. Junior's Day Out
    2. Enter the Dragon
    3. Go South, Young Man
    4. In Search of the Phoenix
    5. I Wanna Be a Digimon!
    6. The Journey West
    7. Tiger of the Wind
    8. The Secret Under the Stairs
    9. Liberation
   10. A Bug's Life
   11. Brave New World
   12. The Final Badge
   13. A Race Against Time
   14. But Where There's Hope...
   15. Into the Mountains
   16. The Front Door
   17. On Airdramon's Wings
   18. Into the Heart of the Beast
Side Quests
  * 1. Tree Boots
  * 2. Fishing Pole
  * 3. DRI Agents
  * 4. Ultimate Weapons
  * 5. Legendary Cards
Digimon Evolutions
   Angemon
   Angewomon
* Devimon
* Digitamamon
* ExVeemon
* GrapLeomon
   Grizzmon
   Growlmon
* Kabuterimon
   Kyubimon
   MagnaAngemon
* MetalMamemon
* Phoenixmon
   Sakuyamon
   Seraphimon
   Stingmon
   Taomon
   WarGrowlmon
Techniques
Card Battle
Weapons
Armor
Accessories
Items
Enemy Digimon
Bosses
Things Left Undone
Credits



* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
                           D I S C L A I M E R
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

This guide is an original and copyrighted by me.  Do not reproduce or
distribute this guide without written premission from me.  That means that all
you have to do is ask first.  If you ask real nice-like, there shouldn't be a
problem.  My email address is at the top of the guide.  This guide may not be
altered in anyway without written consent from me.

GameFAQs (www.gamefaqs.com) is currently the ONLY site authorized to host this
guide.  If you find this guide on another site, please contact me immediately.



* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
                         I N T R O D U C T I O N
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

I had just gotten Digimon World 3 and was poking around on the GameFAQs message
boards when I noticed that a lot of the same questions were popping up.  So I
started browsing the existing guides, and found a distinct lack of information
on a whole bunch of topics, such as Techniques, evolutions, the card game, and
other stuff.  Not to mention some of the information that actually was there
was just palin wrong.  So I decided to start a guide on my own.  I initially
didn't plan on including a walkthrough, but later I figured that, in light of
all the other stuff I was throwing together, putting in a walkthrough would be
the logical thing to do.

If you've got any comments or questions feel free to email me.  If you think
you have a contribution or would like to post my guide on your site, ask me
first.  Now that the initial walkthrough is done, I'm more likely to give
permission to post it.  As far as the contributions are concerned, I like to
gather the information myself directly from the game, because that eliminates
any false information from other guides and word of mouth.  That's why I ask
you to first email me saying what kind of information you have before just
going all out and sending it.  As of right now there are very few things that I
want help on.  This guide is still not 100% complete, and most missing
information just hasn't been added yet.  Let me get more stuff in before you
make assumptions on what I 'missed.'  My email address is at the top of the
guide.

Well, I guess I can't put it off any longer so, for better or worse, here goes!



* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
                      V E R S I O N  H I S T O R Y
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Version 0.35 - First submission to GameFAQS
  7/12/02    - Initial walkthrough up to South Sector
             - 7 DRI Agent Locations.
             - Completed Level Charts for Angemon, Angewomon,
                  GrapLeomon, Growlmon, Grizzmon, and MagnaAngemon.
                  Started others.
             - Included stat bonuses for some evolutions.
             - Started list of cards found in boosters.
             - Basic layout, intro, disclaimer, TOC, title box (the
                  little things).

Version 0.60 - Second submission to GameFAQs.  First actual posting.
  7/18/02    - Initial walkthrough up through Mirage Tower.
             - Added level charts for Kyubimon and Rosemon, started
                  chart for Seraphimon.
             - All listed evolutions now have their stat bonuses
                  included.
             - Guilmon's DRI Agent location.
             - Booster 5b cards and percentages.
             - Modified introduction.
             - Added Credits section.
             - Added Things Left Undone section.

Version 0.63 - Completed level charts for Seraphimon, Stingmon,
  7/21/02         Sakuyamon, and Taomon.
             - Turned introduction into something coherent.
             - Many additions to the Table of Contents.
             - Increased line length to 79 characters.
             - Started Partner Digimon section with Renamon.

Version 0.65 - Initial walkthrough up through the Asuka Sewers
  7/23/02    - Added list of sites allowed to host my guide.
             - Added a couple more levels for Renamon.
             - Updated the Table of Contents to include more planned additions.

Version 1.0  - Finished initial walkthrough.
  7/30/02    - Added a to my disclaimer and introduction.
             - Added note and info in Partner Digimon section.
             - Shifted around TOC, but not in-FAQ sections, so a couple of
                  minor, incomplete things will be out of order.



* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
                       P A R T N E R  D I G I M O N
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

NOTE: the stat increases at each level are only working figures.  I will need
to go through the game again and compare the two sets to see if the increase at
a certain level is always the same, if it is random, if there is a certain set
of possible level-ups, or if there is a certain range.  The numbers above the
stat columns are just working figures and do not necessarily represent a
rookie's natural stats at a certain level.

-----------------------------------------------------------------------
7.  Renamon
-----------------------------------------------------------------------
        4262      4229    876    360    375    435    407    578   (w/ Berdys)
Lv    Max HP    Max MP    STR    DEF    SPR    WIS    SPD    CHA    EXPERIENCE
--    ------    ------    ---    ---    ---    ---    ---    ---    ----------
52    +   59    +   55    + 3    + 2    + 5    + 5    + 3    + 3       101,779
53    +   51    +   55    + 1    + 4    + 5    + 5    + 5    + 6       107,427
54    +   56    +   57    + 1    + 2    + 5    + 5    + 4    +10       113,472
55    +   58    +   ??    + 1    + 4    + 0    + 6    + 5    + 6       119,881
56    +   55    +   58    + 1    + 3    + 0    + 4    + 3    + 3       126,142
57    +   57    +   54    + 5    + 3    + 5    + 5    + 3    + 6       132,880
58    +   52    +   56    + 1    + 4    + 0    + 5    + 5    + 5       139,839
59    +   56    +   54    + 1    + 1    + 6    + 4    + 2    + 4       147,036
60    +   56    +   57    + 3    + 2    + 0    + 3    + 2    + 3       154,572
61    +   54    +   59    + 3    + 0    + 3    + 2    + 4    + 2       162,102
62    +   52    +   53    + 2    + 2    + 4    + 3    + 2    + 4       170,184
63    +   58    +   56    + 3    + 2    + 2    + 3    + 2    + 2       178,335
64    +   54    +   58    + 5    + 6    + 5    + 7    + 4    + 4       186,850
65    +   58    +   58    + 2    + 0    + 2    + 3    + 3    + 4       195,566
66    +51,55    +52,54    2,3    2,0    2,3    2,0    2,0    4,2       204,563
67
68
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
                         W A L K T H R O U G H
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

-----------------------------------------------------------------------
1.  Junior's Day Out
-----------------------------------------------------------------------

KUSANAGI CITY
-------------

This is where the game starts.  You're standing in a a plaza waiting for your
friends Tedddy and Ivy when an announcement about the A.o.A. comes on the big
TV.  After the announcement Teddy and Ivy will come out and there will be some
dialogue.  The three of you will automatically walk to the Digimon Center.


KUSANAGI CITY - DIGIMON CENTER
------------------------------

Now for the fun part.  After some more dialogue and some indecisiveness on
Junior's part you'll input your name and pick one of the three starting Digimon
packs.  Then it's off to the Digital World!


ASUKA CITY - MAIN LOBBY
-----------------------

This is where you enter the Digital World.  Grab your Digimon at the main desk,
talk to Teddy and Ivy, and head on out into the world.


ASUKA CITY
----------

First off, talk to everbody.  Always.  Unless I tell you not to.  Every time
you get to a new place, start up conversations with everyone in sight.  You'll
get a lot of good info, and sometimes it's the only way to advance the plot.
Anyway, after fighting the guy by the door (he only has a Kuwagamon) and
talking to everyone outside on this level go to the Inn.  Take the ladder down
and talk with the woman dusting.  Then exit by the door next to the ladder.

Follow the tunnel to the left of the screen and you'll come out on the lower
level of Asuka City.  Again, poke all forms of sentient life and then hit the
yellow building.  Inside talk to Divermon at the desk and you'll get a Folder
Bag and three folders, one of which already has a deck of cards in it.  From
here you can find out about the rules, or you can battle any of the people
around the table by talking to them twice.  Go back outside and try the blue
building.  You may or may not be able to get in, most likely based on the
Charisma of your digimon.  If you can, then feel free to poke around and talk
to everyone, the guy at the counter several times.  Then head back outside.

Go back into the tunnel, but this time follow it all the way to it's other end.
Climb down the ladder and exit, and you'll find yourself in the sewer.  Here
you want to raid the chest for 300 bits, then leave and go back to the upper
city.

Now that you've got some cash it's time to hit the Armory.  Equip your Digimon,
finish talking to the people inside the buildings (like the Lamb Chop) and then
leave town for some leveling.


CENTRAL PARK
------------

There are more people to talk to here, and a girl to digi-battle if   you talk
to her twice.  Leomon's Gym is also here.  The random digimon are rather weak,
so it's a good place to start leveling.  I recommend at least level 5 for all
partners so that you'll have your Champion forms.  When you feel that you might
be ready for some harder digimon to fight, exit the northwest corner of the
screen (by following the path uphill past the gym).


PLUG CAPE
---------

Here the digimon are a bit tougher (Betamon and Vegimon), so be careful.  Don't
wander around by the water--you most likely can;t take a Coelamon at this
point.  Go down and talk to the boy kicking the tree to find out about the
missing card.  Then either putz around here gaining levels or go back to
Central Park.


CENTRAL PARK
------------

Just passing through--take the south entrance this time.


SHELL BEACH
-----------

Talk to the old man fishing on the beach.  He'll  tell you to bring him a rod,
line, and a hook and he'll make a fishing pole for you.  THis is a good thing.
It will make leveling much, much less teious.  But for now go back to Asuka
City, unless you feel like fighting the Vegimon, Betamon, and Gizamon here.


ASUKA CITY
----------

You may want to rest and save at the Inn.  Talk to the girl dusting, then
search the shelves at the other end twice for a card and some cash.  Take the
card to the kicking kid to find out about the Tree Boots.  Then poke the
waitress at the Lamb Chop to find out about Veemon.  Also, make sure you're
equipment is as up to date as you can afford, and make sure you buy a Bamboo
Spear.  Power Charges are also nice, especially if you didn''t pick a starting
pack with Patamon in it.  If you can't afford the spear now, don't worry.
You'll be back before you need it for anything.  After setting your affairs in
order and notifying your next of kin, it's time to get this show on the road.
Leave the city and don't look back.  At least, not for another five minutes.


CENTRAL PARK
------------

Digi-battle the girl if you haven't already, then take the east exit.


WIRE FOREST
-----------

Just keep following this thing to the east, digi-battling as you find
opponents.  Towards the end you'll find an Inn where you can rest and save.
After getting throught he forest you'll get to Divermon's Lake.


DIVERMON'S LAKE
---------------

Take the ladder that's next to the bridge and talk to the Divermon at the end
by the dock.  You'll get a Red Snapper.  Rather important.  Then go back up the
ladder, across the bridge, and wind your way out of the area.


WIND PRARIE
-----------

Go all the way to the far end of the prarie and you'll run into Veemon by the
eastern exit.  He'll want to play hide-and-seek in the Kicking Forest for the
Tree Boots.  After a conversation and a math test you'll follow him into the
forest.


KICKING FOREST
--------------

Find Veemon by searching around the clump of trees by the place you just came
in.  Run around hitting X, since he's pretty hard to see.  Don't leave the
forest until you find him.  Once you do find him he'll give you the Kicking
Boots.  Time to head back to the Wire Forest.


WIRE FOREST
-----------

On the first screen from this direction head to the north immediately.  You'll
see a ramp up and a guy that you hopefully digi-battled earlier.  Exit to the
north and you'll be in the Protocol Forest.


PROTOCOL FOREST
---------------

The only reason to be here right now is to fight Dokugumon until you get a
Spider Web.  After getting the Spider Web, return to the fishing guy.


SHELL BEACH
-----------

Talk to the old guy fishing and he;ll make you you're rod...out of the snapper,
web, and spear.  Now you can fish wherever the icon pops up above your head by
pressing X.  When the bar pops up, stopping the cursor in the blue gets you
nothing.  Stopping int he green gets you into a battle with the sea digimon of
the area.  For a while that's Coelamon (40 xp).  Stopping in the yellow gets
you into a fight with Cardmon (60 xp).  Fishing is the quickest way to get into
fights, and also the most lucrative (both in bits and experience) for some time
to come.  Plus you can win some nifty stuff--boosters from Cardmon and Water
Chips from Coelamon.  Anyway, now that the rod's taken care of rest up and save
at the Inn in Asuka City if necessary, then go back to the Windy Prarie.


-----------------------------------------------------------------------
2.  Enter the Dragon
-----------------------------------------------------------------------

WINDY PRARIE
------------

Battle the kid here if you haven't already.  Then take the north exit to get to
Seiryu City.


SEIRYU CITY
-----------

Talking to all the people here yields the information that the Seiryu leader is
training in the Protocol Ruins.  So, after resting and saving exit the city and
return to the Protocol Forest.


PROTOCOL FOREST
---------------

This is annoying.  Really, really annoying.  You have to go right into the
trees and wind your way up to the ruins' entrance.  The problem: You can't see
the path through the trees.  Once you're int he trees, start off by going as
far west as you can, then start winding north.  You'll leave the trees at a
stone area.  Go north bast the obelisk and enter the ruins.


PROTOCOL RUINS
--------------

This place may look big, but it's really pretty simple.  Just take the path to
the right and follow it unil you reach some stairs.  Go up the first flight.
Now you have a choice.  You can either continue up and fight Pharomon for the
Old Wand, or you can go right and jump off the ledge to go to the Seiryu
leader.  If you think you're strong enough go after Pharomon, otherwise you can
come for him later.  WHen you're ready, jump off the ledge and follow the path
back and around to get to the Seiryu leader.  Unfortunately, when you talk to
him you are informed that you must first prove your strength before he'll
battle you.  To do this you have to beat MasterTyrannomon in Tyranno Valley.
*sigh*  Another errand to run.  Well, nothing to be done about it, really, so
leave the ruins and go to the Kicking Forest.


KICKING FOREST
--------------

The exit to Tyranno Valley is to the north, after climbing a couple of ladders.


TYRANNO VALLEY
--------------

Take the ladder to the right, then follow the path winding up the mountain.
Hopefully you'll get a TNT Ball from the Triceramon here.  Once you get to the
top of the mountain, you'll have to fight Master Tyrannomon.  Defeat him and
it's back to Seiryu City.


SEIRYU CITY
-----------

Climb Seiryu Tower and go out the door at the top to find the leader.  Beat him
for the Seiryu Badge.  He also tells you that to get to SOuth Sector you can
use the gondola at East Station.  One down and 3 to go!


-----------------------------------------------------------------------
3.  Go South, Young Man
-----------------------------------------------------------------------

Now that the Seiryu Leader is out of the way, you have access to Agumon's and
Guilmon's DRI agents.  If you want to get those partners, see the Side Quests
section.  Otherwise it's time to head to the Kicking Forest.


KICKING FOREST
--------------

Go south and east and cross the bridge.  Follow the dirt trail as it curves
back west.  You'll cross another bridge and arrive at East Station.


EAST STATION
------------

Battle the girl and then examine the computer terminal.  It'll tell you that
you need a Blue Card to register an account and use the gondola.  You are told
that Digimon that come from a Blue Card carry a Blue Card, and that Guilmon
meets these criteria.  So head back to Seiryu City.


SEIRYU CITY
-----------

Here we want to talk with Agumon, who seems to know everything, and yet has
nothing to do with any of this, for more information.  It turns out that yes,
Guilmon has the card, and that he was last seen at Asuka City.  Oi.  Time for
another lovely cross-country trek.  Kinda makes you wish Bandai put some kind
of teleportation system in this game.  Anyway, back to Asuka City we go.


ASUKA CITY
----------

Talking to Guilmon at the Inn reveals that his cousin has the card, and is on a
trip back to Seiryu City (we couldn't just have waited for him because why?),
but he gets tired easily and may stop to rest on the way.  Whatever.  Just go
all the way back to Seiryu City.


SEIRYU CITY
-----------

Talk to the Tricky Guilmon in the Inn to get the 'Blue Card.'  Take it back to
the computer at East Station.


EAST STATION
------------

When you examine the computer terminal, you get an access denied message.  It
turns out that the Guilmon gave you the '8lue Card' instead of the 'Blue Card.'
Time to go back to Seiryu City for some answers.


SEIRYU CITY
-----------

Talk to the Guilmon here to find out that the Tricky Guilmon (who gave you the
phony card) skipped town.  He also, tells you, however, that the Tricky Guilmon
likes dark or scary places, so you'll likely find him hiding underground.
Given that there are only two places that we can go underground right now, it
shouldn't be too hard to find the trickster.  Go to the Inn in the Wire Forest.


WIRE FOREST INN
---------------

Go to the basement of the Inn (by first going upstairs, then taking the ladder
at the other end of the second floor).  Then follow the path all the way until
its end, and you'll find the Tricky Guilmon.  This time he gives you the real
card.  So let's hit the East Station again and go to the South Sector for real.


EAST STATION
------------

Once again poke the computer terminal.  You'll hop on the gondola and start
travelling when a rockslide halts your progress.  Then you'll be attacked by
Bulbmon.  Beat him down far enough and he'll run away.  You cannot reduce him
to 0 health.  I tried.  Then the ride continues on, and we end up in South
Sector.  Finally!


-----------------------------------------------------------------------
4.  In Search of the Phoenix
-----------------------------------------------------------------------


SOUTH STATION
-------------

Not much to be done here.  Exit the building.


BULK SWAMP
---------

Thee are a few good digibattles here, but other than that there's not much to
do at the moment.  MetalGreymon is here if you need his DDNA for Agumon's DRI
agent.  Otherwise go west to Bulk Bridge.


BULK BRIDGE
-----------

There are four exits from this area: back east to the Bulk Swamp, north to the
Tranquil Swamp, west to the Jungle Grave, and south to the Bios Swamp.  You
want to go north for the moment.


TRANQUIL SWAMP
--------------

Here there is SHaman House, a guy scared to death of the thing, and an Inn.  Go
ahead and go inside Shaman House. After a minute you'll automatically leave
again.  Don't worry about it.  Go to the Inn and rest if you feel you need to,
then go back to the Bulk Bridge, and from there to the Jungle Grave.


JUNGLE GRAVE
------------

Enemies:  DemiDevimon
          Bakemon
          Musyamon

Follow the path around to the left and up and you'll eventually run into
Zanbamon, who won't let you pass.  You'll get into a fight with him, and after
one hit from him you're digimon will run away.  Looks like this way's right
out...or is it?  Go back to the Tranquil Swamp for answers.


TRANQUIL SWAMP
--------------

Talk to the Gatoman in front of the desk in the inn to find out about Sepikmon.
Then go to Shaman House.  You find out from Sepikmon that he lost his mask,
and refuses to come out without it.  He mentions traveling with Baronmon was
when he last had it.  Go back to SOuth Station.


SOUTH STATION
-------------

On the way you'll meet Kail, who will give you a little more info on Baronmon.
Now go talk to our wonderful friend, the Agumon in Seiryu City.


SEIRYU CITY
-----------

Agumon gladly talks to you about Baronmon and sends you off to the Protocol
Ruins.


PROTOCOL RUINS
--------------

Go all the way to the left and climb the tower.  Baronmon is at the top.
Talking to him yields that the mask should be in Asuka City.  Time to continue
the road trip.


ASUKA CITY
----------

Talk to everyone here and you'll find them angry with Sepikmon for messing with
them.  Then go to back outside the gates to the bridge.  To the right of it
is...Sepikmon!  Complete with mask, too.  Talking with him you will quickly
realize that you're not getting anything to help against Zanbamon.  So go back
into the city where the two old people were talking by the tree.  An Etemon
will be there.  Talk to him and then it's off to Divermon Lake.


DIVERMON LAKE
-------------

Across the bridge and around the lake there's a trail with a bunch of kicking
trees in front of it.  At the end is a guy who mentions that his shield was
stolen by Etemon.  Hmm...now everything is starting to make sense.  Back to
Asuka City for a talk with Etemon.


ASUKA CITY
----------

Go talk to Etemon again and he'll disappear into the Underground Tunnel.
Follow him in and take the tunnel to the Sewer.  There he'll be.  He confesses
and gives you the mask.  Time to deliver it back to Sepikmon.


TRANQUIL SWAMP
--------------

Go to Shaman House.  You'll give the mask back and after a kind of funny scene
he'll give you the Smelly Herb with which to deal with Sepikmon.  Time to go
deal with that sword-wielding ruffian.


JUNGLE GRAVE
------------

Walk up to Zanbamon and, after a short scene, he'll run off leaving the path
clear.  Follow it to the end and you'll arive at Phoenix Bay.


PHOENIX BAY
-----------

Find your way over the bridges to the opposite bank, then curve around to the
east and take the bridge edged with lanterns to Suzaku City.


SUZAKU CITY
-----------

This being a full-fledged city, it has everything, at least shop-wise.  The
Suzaku Leader is int he building in the back, the Inn is the building to the
west, and pretty much everyone else is scattered along the docks to the east.
WHen you're ready go in the building and up the ladder and talk to the Leader
to digibattle for the Suzaku Badge.  You'll receive the badge upon victory,
along with advice on how to get to the West Sector.  Time for another treasure
hunt, almost.  But first we have to go back to South Station.


-----------------------------------------------------------------------
5.  I Wanna Be a Digimon!
-----------------------------------------------------------------------

BULK SWAMP
----------

Kail will meet you and take you back to Asuka City.


ASUKA CITY
----------

At first we will talk.  A lot.  Finally, though, we'll be able to chat witht he
Agumon in the corner of the Admin Center who mentions that only Digimon who
have no trainers can enter further.  Take that little tidbit back to Kail, then
go talk to the old people who wanted to be digimon, down by the tree.  You'll
find a pair of Agumon.  It turns out that someone is selling digimon suits.  Go
back into the sewers and talk to the man there.  Then go back to Kail.  She'll
berate like the fool you are and tell you to go talk to the guy again.  DO so
and you'll get your suits.  Awwww, isn't that cuuuute!  Anyway, talk to the
pink Agumon when you have a chance.  It's Kail.  Then wind your way through the
Admin Center.  You'll find her again and a long scene will go from there.
Eventually you'll be given control again.  When you are, it's time to hike all
the way back to Phoenix Bay for a clue about the DigiEgg necessary to continue
your quest.


-----------------------------------------------------------------------
6.  The Journey West
-----------------------------------------------------------------------

PHOENIX BAY
-----------

In Phoenix Bay is a girl standing on one of the platforms off the main drag.
She mentions a crest behind a house in the Bios Swamp.  That's now our next
destination.


BIOS SWAMP
----------

Search the wall behind the house (the one at the top of the screen) and sure
enough you'll find the crest!  And a comment that Sepikmon might know how to
proceed from here.  Time to pay him a visit.


TRANQUIL SWAMP
--------------

Sepikmon will tell you to get a TNT Chip.  Baronmon makes those, so we'll need
to run back to the Protocol Ruins.


PROTOCOL RUINS
--------------

Baronmon's right where we left him.  You'll need a TNT Ball to get the chip
fromhim, so hopefully you got it from a Triceramon.  if not, now's the time.
They're in Tyranno Valley and at Plug Cape up the ladder.  Talk to him after
you have the TNT Ball (if you have the ball when you first go to him, talk to
him twice) and he'll make you a TNT Chip.  Mmmm...high explosives....I like
this guy!  Anyway, all that aside, go back to Bios Swamp and put you're
oversized firework to good use.


BIOS SWAMP
----------

Walk to the back of the house again and you'll set off the chip.  Then go
inside and climb down to get the DigiEgg.  Sweet!  Now to use this sucker.
Back to Suzaku City.


SUZAKU CITY
-----------

Go back to the Leader's house and take the path upstairs past the Renamon.
Follow it down to the dock.  You'll get an exclamation point above your head.
Press X to use the DigiEgg to call Submarimon for your trip west.


UNDERGROUND
-----------

Just follow the path (there are no turns) and you'll end up in a rather arid
place.  Welcome to West Sector.


-----------------------------------------------------------------------
7.  Tiger of the Wind
-----------------------------------------------------------------------

SOUTH BADLANDS
--------------

There's not much do do here.  The exit is to the north up a bunch of ramps.


NOISE DESERT
------------

Enemies:  Dokugumon (Red)   105 EXP   210 BIT

Go north.  When you see a ramp going east take it.  Follow that route to get to
the Pelche Oasis, where you can rest, save, and fish.  WHen you're all set
return to the Noise Desert.  Then go all the way north until you see a green
Numemon.  He'll warn you off from Byakko City.  Ignore him fort he moment and
continue on, taking the bridge.


BYAKKO CITY
-----------

Talking to everyone here reveals that hey are all a bunch of stuck-up bastards.
You can't really do anything at any of the shops, the Inn, or any place else,
really, except fight the leader.  Also note the distinct lack of digimon of any
kind.  Gee, I wonder if thet Numemon was really right after all?  Anyway, go
through the city and battle the leader.  He'll ask you to go into the room
behind him to get the badge.  Do so and you'll find it empty.  The door will
close and the floor will drop out.  You'll find yourself in a dungeon of sorts.
The guard won't let you out of course, so go find the hole in the wall, and
the Numemon will let you out.


BULLET VALLEY
-------------

This is where Numemon drops you off.  Going south takes you back to Pelche
Oasis.


PELCHE OASIS
------------

You can talk to Lisa if you so desire, otherwise exit to the Noise Desert.


NOISE DESERT
------------

Take the west exit from this desert to arrive in the S. Noise Desert.


S. NOISE DESERT
---------------

FOllow the path, talking to Guilmon and Agumon along the way.  You're told to
just go north if you get lost.  North is to the right once you enter the
desert.  At the end of the path you'll enterm The Lost Wood...err...Mobius
Desert.  Sorry, wrong game.


MOBIUS DESERT
-------------

On the first screen is Kotemon's DRI Agent.  Going to the Lower Left, then
upper left takes you to Kumamon's DRI Agent. Continuing that pattern two more
times takes you to the screen with Monmon's DRI Agent.  Anyway, we're looking
for Mirage Tower.  From the first screen of Mobius Desert go to the upper left,
then lower left, then upper left, and keep on following this pattern until you
get there.


MIRAGE TOWER
------------

In the tower there is a Gatomon, a Gargomon, and a Guardromon, each offering
their regular services.  After using any of them that you see fit, climb all
the way to the top of the tower and enter the room for a battle with the real
Byakko Leader.  After a short conversation you'll fight him, then after you win
you'll be givent he Byakko Badge and instructed to head to Bullet Valley.


-------------------------------------------------------------------------------
8.  The Secret Under the Stairs
-------------------------------------------------------------------------------

BULLET VALLEY
-------------

Enemies:  Goburimon (Red)   112 EXP   220 BIT

Here you need to wind your way north and west.  You'll go up a ramp and a set
of metal stairs before reaching a metal road.  Follow the road to get to the
factory.


DUM DUM FACTORY
---------------

Enemies:  Thundermon   115 EXP   235 BIT   Pulse Guard
          Clockmon     123 EXP   250 BIT
          Andromon     120 EXP   200 BIT   Machinegun
          Hagurumon    117 EXP   230 BIT
          Mamemon      125 EXP   250 BIT

Upon walking a little ways into the factory you'll see Numemon again, but he'll
run away.  There are a lot of catwalks and ladders to explore, but you can't do
anything with them for now.  Instead you should just chase down Numemon by
going towards the back and then down the ladder you saw when he left the room.
Then just go through the door (duh).


DUCT ROOM 01
------------

When you get into the room you'll find it empty except for a chest.  So where'd
that Numemon go?  Oh, well.  Take the HP Chip from the chest and leave the
room.


DUM DUM FACTORY
---------------

Climb the ladder by the door and go to the back until you see a flight of
stairs.  Go up the stairs and into the control room, where you'll see a
HiAndromon who will try and warn you off.  Yeah, like that's gonna happen.
Take the southmost exit from the room, then take the stairs up.  Jump of the
ledge and go a few steps to find Numemon coming out of Duct Room 04.  He tells
you once again to give up and runs back to the room.


DUCT ROOM 04
------------

Once again, he's not here.  Great.  Now this game's turned into an
overglorified version of hide-and-seek.  Anyway, pick up the Mind Chip from the
chest and leave the room.


DUM DUM FACTORY
---------------

Go back and wind around to the right, past the big silver gears and to the
intersection on the right side of the box.  You'll see Numemon go into Duct
Room 02.  Go back and around the box, then take the ladder down to the platform
Numemon was on.


DUCT ROOM 02
------------

Gone again.  Yes, I know it shocks you.  Well, nothing to do but grab the MP
Chip from the chest and get back to hunting.  Hey, just think of all the free
stuff you're getting.


DUM DUM FACTORY
---------------

Go back up the ladder and head toward the stairs to the Operations Room.
YOu'll see Numemon slink into Duct Room 3.


DUCT ROOM 03
------------

You know the drill.  No Numemon, but there's a Power Chip in the chest.


DUM DUM FACTORY
---------------

Whew.  This next event is a pain in the rear to start.  Between Duct Rooms 03
and 04 there is a platform on the level above that jus out.  In front of that
platform is a black and yellow gate with flashing red lights and a box.  Go to
the intersection of catwalks that is on the opposite side of the box than the
outcropping.  You'll see Numemon going into the Operations Room.


OPERATIONS ROOM
---------------

Enemies:  HiAndromon (Boss)   325 EXP   500 Bit

Go up both flights of stairs.  Then poke HiAndromon to start a conversation.
After the conversation you're launched into a boss fight.  After beating down
HiAndromon, he'll respect you're strength and tell you where Numemon is.  He'll
unlock a door for you and give you the Rusty Rifle.  After a quick scene of you
seeing where Numemon is going, follow him.  Go down both ladders and into the
Secret Stairs.


SECRET STAIRS
-------------

Enemies:  Mamemon

This place is easy to find your way through, just head left at the T-junction.
The Secret Stairs take you to the Sewers.


SEWERS
------

Enemies:  Sukamon                129 EXP   190 BIT
          WaruMonzaemon (Boss)   320 EXP   740 BIT

After crossing the ladders, keep going left ont he catwalk.  Go up the ladder
at the end to the next level and follow the path to the right.  At the split,
go to the center.  Across the ladders you'll stop, but Numemon won't be around.
THen you'll hear a cry for help.  You'll see a WaruMonzaemon making unwelcome
advances on Lisa.  Junior, the Boy Scout that he is, can't stand seeing this so
he moves to help out Lisa.  Of course, this means another boss fight.

After the battle you converse with Lisa and find out that you're both here to
talk with Numemon, or should I say Lucky Mouse!  Lucky Mouse was just wearing a
Numemon disguise, kin of like the Agumon suits you and Kail wore back in Asuka
City.  He takes you to his hideout.


SECRET ROOM
-----------

You get bombarded by bombshells aplenty in the conversation that follows your
arrival.  Among them are the whereabouts of Teddy, the identity of Lucky Mouse,
who the A.o.A. really is, and what exactly their plans are.  The A.o.A.
arrives, with Kail in tow, and more events follow, culminating in yet another
boss digibattle.  Luckily your digimon have been restored to full health by
this point.  After the battle you say your goodbyes and it's back to the sewer.
next stop: Asuka City!


-------------------------------------------------------------------------------
9.  Liberation
-------------------------------------------------------------------------------

SEWERS
------

Enemies:  Numemon (Green)   124 EXP   300 BIT

If you go back to where Lisa and WaruMozaemon were you'll find that he's sorry.
Good for him.  Otherwise there's nothing really to do but make the long, long
trip to Asuka City.  Well, you can always curse Bandai for not giving us a
faster way between towns while you're traveling.  You'll certainly have enough
time.


ASUKA CITY
----------

When you get to the city, you find the gates locked tight.  Not to worry,
though.   Remember the dock to the right of the bridge?  Well, it was there.
So go to the rhight and down all the stairs and you'll reach a dock where you
can call Submarimon.


SEABED
------

Enemies:  Gesomon   136 EXP   240 BIT   Runner Sandals

Here there are (for once) two ways to go.  Just to the left of you is another
way up to the surface.  Taking it nets you a pair of Iron Gloves.  After
getting the gloves submerge again and take the path to the next screen.  At the
end is another emergence point.


ASUKA SEWERS
------------

Enemies:  Cyclonemon   134 EXP   270 BIT
          Raremon      135 EXP   270 BIT

Go up the steps and take the left path at the split.  Go up the ladder to find
a chest with a Crimson Blade.  Now go back to the right and follow the long
path until it splits.  Take it to the right and go through the door.


CONTROL ROOM
------------

Enemies:  Datamon (Boss)   340 RXP   1000 BIT   Recover Crest

Wow.  Pretty snazzy set up they've got here.  Anyway, up by the main terminal
you'll find Datamon and get into a fight.  After you whoop him he gives you the
Rusty Gloves and tells you that the rusty weapons are secrets to ancient
weapons of the Digital World, and that you should find armor digivolved digimon
who know the secrets.  Talk to him again and he tells you that he'll open the
gate tot he basement if you have a DO Staff Pass.  Now, who do we know who
should have one of those?  Time to have a talk with Kurt.  So it's all the way
back to his secret room under Dum Dum Factory....


SECRET ROOM
-----------

When you get back here you find out that Kurt should indeed have a Staff Pass,
but the room is so messy it can't be found.  Lisa sends you off to find her
friends Keith and Nick, whom she last heard were in SOuth Sector, to help clean
the place up.  That means it's time to hit the biggest hot spot in South
Sector: Suzaku City.


SUZAKU CITY
-----------

Just like Seiryu City has a know-it-all Agumon, this place seems to have a
know-it-all Renamon.  Talk to Renamon in the SUzaku Leader's place to find out
that some strange-looking men just 'went inside.'  That rather ambiguous
warning means you need to go down to the dock and call Submarimon.


SEABED
------

Enemies:  Dolphmon   98 EXP   200 BIT

SInce you can only go one way, this isn't too tough.  Two screens and you're
there.


SUZAKU UG LAKE
--------------

Climb to the second level and go all the way to the left.  You'll see two guys
standing there.  Approach them and you'll catch a bit of their conversation.
The whole thing is automatic, and at the end of it you'll be whisked back to
the Secret Room.


SECRET ROOM
-----------

Lisa will take command of Nick and Keith.  The room will get cleaned, alright,
but no Staff Pass will be found.  So Lisa, the taskmistress that she is, sends
the two back to work.  Nick finally finds it by the computer.  After that you
find yourself outside in the sewers.  Head all the way back to the Control
Room.


CONTROL ROOM
------------

Talk to Datamon again.  This time, you'll flash your Staff Pass and Datamon
will be more than happy to open the gate for you.  Which gate, you say?  Why,
the big honkin' metal door you pass in the sewers on your way to the control
room.  Didn't catch it?  Will, just head out of the Control Room and turn
right.  Follow the path around the turn and you'll see a handy opening in the
wall.  THAT's the gate he was talking about.  Go through and you'll be in the
Admin Center.


ADMIN CENTER B1F
----------------

Digibattles:  (x5) Raremon, Cyclonemon   289 EXP   580 BIT

Talk to the guard blocking your path for a digibattle against a Raremon and a
Cyclonemon.  After you win he's gone.  Grab the Power Charge from the chest and
poke the next set of guards for more good digiwhooping times.  Beat them and
there's another guy farther down the bridge.  At the end of the bridge is a
Recovery Disk in a chest.  Take it and go back and climb up the ladder.

Digibattle the A.o.A. guy up the stairs and to the left, grabbing the 100 bits
from the chest farther down after defeating him.  Then go upstairs and tackle
the trooper in the hall, then exit this area.


BASEMENT STAIRS
---------------

Digibattles:  (x3) Guardromon, Tankmon   299 EXP   590 BIT

Poking the trooper instigates yet another digibattle, with much the same
babbling on the part of the trooper.  Going out the door nets you 1000 bits
from a chest.  After that go upstairs to confront yet another trooper, and
another one after that just arounf the corner.  Go through the door and you'll
be in the Admin Center 1F.


ADMIN CENTER 1F
---------------

Digibattles:  (x3) Guardromon, Tankmon   299 EXP   590 BIT

The doorway after the trooper leads to the Main Lobby, filled with some rather
nervous individuals.  There's nothing really to do, though, so go back into the
Admin Center and beat on the troopers guarding the stairs.  There's another
trooper to dispose up upstairs, and past him and around the corner is a Metal
Horn.  After getting it go through the door.


ADMIN CENTER 2F
---------------

Enemies:  Vemmon   144 EXP   0 BIT

Digibattles:  (x3) Guardromon, Tankmon      299 EXP   590 BIT
              (x3) Guardromon, Tankmon x2   451 EXP   890 BIT

Off to the left is a chest with a Power Charge.  Get it then fight the trooper
on the bridge.  You might as well battle the trooper on the bridge between
flights of stairs for the experience, otherwise go up the next flight and
battle the guys up there.  The first one is a trooper, but the next ones are
soldiers, and pack an extra digimon.  After beating the first soldier, walking
forward a step or two triggers an event that launches you into another
digibattle, this time with the guard at the door.

After beating him, a strange purple digimon comes out of the room, looking
confused.  Junior will try talking to it, but it justs wants to eat digimon and
get stronger, so you'll have to fight it.  After the battle the Vemmon goes
back into the room.


MASTER ROOM
-----------

Inside this room are a series of paintings, each with a letter that looks like
a sensor.  Examine them in the order M, O, N, S, T, E, R to open a secret door
that Junior will automatically enter.


A.o.A. HEADQUARTERS
-------------------

Digibattles:  Maildramon                                   160 EXP   325 BIT
              Minotarumon (Blue), Gargoylemon, Persiamon   718 EXP   1490 BIT

Tadaa!   You've found the Game Master, and Vemmon.  But first you have to deal
with the guards.  That was pretty easy.  Now on to the Game Master herself.
When you approach her you'll hear her rambling on with someone on a viewscreen
about some sort of fusion experiment and Operation Sigma.  After she sends
Vemmon away you'll battle her set of three digimon, the most dangerous of which
is Persiamon.

After defeating her Lisa and Teddy show up, as does Nick (who, it turns out,
works for the Internation al Police, S.A.P.--along with Lisa and Keith).


MASTER ROOM
-----------

During the interrogation, Game Master hints at a bigger plan that's already in
motion.  The Optical Network is being taken over, and through that Vemmon will
destroy the world.  At least, that's the plan.  Lisa and Nick don't intend to
let it happen, though.  They take Game Master and go to look for a hidden
control chamber in North Sector.  After a short scene in Kusanagi City in the
Real World, you'll find youself talking with Teddy in the Main Lobby of Asuka
City.


MAIN LOBBY
----------

Junior is intent on getting to North Sector, but Teddy says that he can't get
there by road or Submarimon. This leads to Teddy mentioning Digmon, and the end
result is a quest to Amaterasu Server for the Digi-Egg of Knowledge.  But
first, we must hit Byakko City to find a way to get to Amaterasu Server.


-------------------------------------------------------------------------------
10. A Bug's Life
-------------------------------------------------------------------------------

BYAKKO CITY
-----------

Hey, the Digimon are back!  Which also means the shops and everything are open.
The weapons and armor are still not up to par with the Heavy Armory in Asuka
City, so there's no real reason to buy anything.  What you want to do is head
upstairs and into the Byakko Dome.


BYAKKO DOME
-----------

Keith is there when you walk in, as are four people gathered around a table.
Talking to them yields that Lisa and company helped liberate Byakko City.
Byakko Leader is upstairs.  Go talk to him.  He tells you to go to the
Underground Cave and talk to the people from Amaterasu.  So go down a ladder
and jump off a ledge and you'll find the doorway to the Underground Cave.


UNDERGROUND CAVE
----------------

Go down the ladder (or jump off the ledge) and talk to the A.o.A. members
below.  One of them is the general, whom you need to speak to.  he tells you
that Bulbmon (remember that thing?) was the transportation the A.o.A. used to
get between servers.  He also says that he has no idea where it is now, but
Junior's got a sneaking suspicion he's seen it somewhere before, and he's
right.  Bulbmon was that thing that attacked you on the gondola coming from
East Sector.  So it's back to one of the Gondola stations.  South is actually
where you want to go, so take Submarimon from South Badland to the dock at
South Cape and go to the Bulk Swamp Station via that route.


BULK SWAMP
----------

On your way here you probably ran into a few digimon that weren't running
around before (like Tortomon).  Interesting, ne?  Talk to the balding guy by
South Station and you'll find out about an earthquake, and that he hopes Suzaku
City is alright.  Maybe we should just go check on it ourselves.


PHOENIX BAY
-----------

As you approach the bridge to Suzaku City you'll feel tremors.  After they
subside Junior will be a little confused, but none the worse for wear.
Continue on to the city.


SUZAKU CITY
-----------

Talk to Patamon in Suzaku Hall to find out that Leader went somewhere, possibly
to the Jungle to check out a weird sound.  Well, what are you waiting for?  Go
to the Ether Jungle!


ETHER JUNGLE
------------

Make your way north and east toward the Jungle Shrine, and you'll run into a
girl who will tell you that Leader went into the catacombs.  Hey, at least
there's a trail to follow.


JUNGLE SHRINE
-------------

Enemies:  Nuememon (Blue)   222 EXP   660 BIT   Dance Feather

Head all the way back and around to the next area, the catacombs.


CATACOMB
--------

Enemies:  Musyamon   155 EXP   330 BIT

Go back toward where Zanbamon is.  If you talk to him he'll say that he feels
an evil presence from that hole.  Continuing on, you'll see Suzaku Leader.
Approach her and she'll turn and tell you that you can't go past.  She'll show
you a gaping hole, which she says is a security hole (a hole in the net).  Then
a strangely familiar growl wafts up from the depths.  Junior finally manages to
convince Leader that he should go through the hole to Amaterasu Server.

He also asks where the emergency Matrix Chamber in North Sector is.  She tells
him it's in the basement of Kulon Mine, but you need the four leader badges to
use it.  Looks like your quest took on an entirely new meaning.


BUG MAZE
--------

Enemies:  Musyamon (Green)      160 EXP   330 BIT   MP Proxy
          Numemon (Blue)        222 EXP   660 BIT
          Kurisarimon
          Minotarumon (Green)   167 EXP   350 BIT   Metal Power 2

Follow the red path.  The first branch is a circular thing, so take either
path.  At the second fork, stay left for a chest with a Rubber Suit.  Then go
back to the fork and down the ramp.  Take the bottom path next, then go right
and down for 1600 Bits.  Back at the intersection go up and then right this
time, and keep on following it as it curves down and to the right.  This will
take you to the Bug Maze Pit.


BUG MAZE PIT
------------

Go straight down the path to find the trooper.  He'll mention invisible
ladders, and the fact that he's lost.  Rather amusing, and some good info, but
we're in the wrong place.  Head back to the beginning of the Bug Maze.


BUG MAZE
--------

From the entrance, go down the ramp and up into the little cul-de-sac.  You
should get a ladder icon by the wall around the top of it.  Take the ladder up
to the next level.  Go south at the first fork and follow the big circle around
to get a chest containing a Power Charge.  Then continue south, winding around
until you are in the Bug Maze Pit.


BUG MAZE PIT
------------

Follow the trail back to pick up the Digitama Mail from the chest.  Then go
back to the initial branch on the second level of the Bug Maze.


BUG MAZE
--------

This time go up and follow it around, eventually ending up at the BUG MAZE PIT
once again.


BUG MAZE PIT
------------

Enemies:  Bulbmon (boss)  440 EXP   800 BIT

Here you get a nice shiny ramp up to the next level.  Taking it starts another
event--an earthquake in this case.  It also launches you into another battle
with Bulbmon.  Junior takes the hole Bulbmon left, hoping it leads to Amaterasu
Server.


BUG MAZE
--------

When the path first branches, the lower path takes you to a ledge you can jump
off of as a shortcut back to the beginning of the maze.  To keep going toward
Amaterasy you want to take the top route.  This path will take you straight to
the next area, the Forest Inn.


-------------------------------------------------------------------------------
11. Brave New World
-------------------------------------------------------------------------------

FOREST INN
----------

Interesting decor in here.  Very pit-like.  Anyway, decorating tastes aside,
this is your first view of Amaterasu Server.  Go upstairs and you'll
automatically start talking with a boy.  He has no idea where the Digi-Egg is,
but he does tell you about the resistance to the A.o.A. and the fate of most of
the tamers ont he server.  He also gives you the Crony ID, which will make the
none-too-bright A.o.A. think you're one of them.  Cool, huh?

Anyway, follow Kenny (the boy) upstairs and you'll find a setup not unlike the
Forest Inn in Asuka Server.  Gatomon's service are expensive, but most likely
necessary, and there's a much-needed Guardromon waiting to save your game.
When you're ready to progress step outside into a new East Wire Forest.


EAST WIRE FOREST
----------------

Enemies:  Blossomon       168 EXP   340 BIT
          Flymon (Pink)   165 EXP   330 BIT   Glasses

As you walk aorund here you'll notice that all the humans have been turned into
Oinkmon.  At any rate there's nothing to do here, but the sign says Amaterasu
City is to the west and Qing Long City to the east.  Now, you can do one of two
things.  You can either be really dumb like I was and go to Amaterasu City,
where you will be summarily killed by Knightmon who think you're a virus, or
you can be intelligent and head to Qing Long City.  Since I'm guessing you like
to keep your digimon alive, let's make the smart decision and make for Qing
Long.  The monsters on this server are quite a bit tougher than those on Asuka
Server, so be careful.


DIVERMON'S LAKE
---------------

Enemies:  Ebidramon   170 EXP   340 BIT

Cross the bridge and follow the lake around to the south, then go through the
kicking trees to the path where you saw Nick on Asuka Server during the whole
Sepikmon's Mask thing.  There's a chest with a Knight Shield.  There's nothing
else here to find, so exit east to the Wind Prairie.


WIND PRAIRIE
------------

Enemies:  Blossomon   168 EXP   340 BIT

Digibattles:  Dolphmon, Monzaemon   342 EXP   725 BIT

There aren't any treasure chests here for you to grab, but there is an A.o.A.
trooper at the eastern end of the prairie who will Digimon Battle you.  He
comes packing a Dolphmon and a Monzaemon.  After beating the pants off of him
(figuratively speaking, of course) head up the ramp and into Qing Long City.


QING LONG CITY
--------------

Digibattles:  *Deltamon, Triceramon (Red), Kimeramon   627 EXP   1220 BIT

Because you have the Crony ID you can relax here, at least that's what the
A.o.A. trooper by the entrance says.  So wander around.  The Armory on here is
on par with the Heavy Armory in Asuka City (finally!), so anything you wanted
to get from there that you already haven't feel free to pick up.  The Inn is 60
Bit (blasted inflation), and nothings really all that interesting in the Item
Shop.

After you're done looking around and shopping, go to Qing Long Tower and poke
the Guardromon to save.  After that go upstairs to where you battled the Seiryu
Leader.  Approach the guy in armor and a dialogue starts.  When Junior asks
about the Digi-Egg of Knowledge, the Qing Long Chief realizes he's not A.o.A.
and starts a fight, intending to capture you.

After kicking his tin-plated butt back to the stone age, he'll be gone but
there will be something on the ground where he was standing.  Junior will pick
up the Blue ID Pass.


KUSANAGI CITY - STREET CORNER
-----------------------------

Meanwhile, in the Real World, the traffic lights are going crazy and everyone
is a mite bit testy.  And now back to our regularly scheduled program.


QING LONG CITY
--------------

Resting and saving would not be bad ideas right about now.  Run over to Zephyr
Tower and stay at Gatoman's Inn, then save with the Guardromon in Qing Long
Tower.  That done, we now have the question of what to do with the Blue ID
Pass.  This one, however, has nothing to do with the Gondola.  We do need to go
to South Sector, though, so it's time to hit the dock at Shell Beach.


WEST WIRE FOREST
----------------

Enemies:  Cherrymon   189 EXP   380 BIT   Recover Crest

Digibattles:  Dokugumon (Black, Red), Sukamon   638 EXP   1145 BIT
              Triceramon, Tuskmon, Tyrannomon   641 EXP   1220 BIT

Heading along the path you'll run into an A.o.A. trooper who wants to Digimon
Battle you.  He's got Dokugumon (both Black and Red varieties) and Sukamon.
After beating him continue on and you'll run into another A.o.A. trooper
itching for a fight.  He's got a Triceramon, a Tuskmon, and a Tyrannomon.  Beat
him and exit west to the next screen.


WIRE FOREST ENTRANCE
--------------------

Enemies:  H-Kabuterimon   222 EXP   610 BIT

Nothing much to do here except poke the Oinkmon.  Just exit west to Central
Park.


CENTRAL PARK
------------

Enemies:  Antylamon       220 EXP   450 BIT
          H-Kabuterimon   222 EXP   610 BIT

The A.o.A. trooper near where you came in will card battle you, if you'd like.
He's got a decent deck, though.  There's a Super Charge in a chest by the dock,
too.  After nabbing that, head south to Shell Beach.  And whatever you do,
don't try going to Amaterasu City.  The Knightmon there will make you go
squick.


SHELL BEACH
-----------

More Oinkmon.  Just go to the dock and call Submarimon.


SEABED
------

Enemies:  MarineDevimon   185 EXP   370 BIT

Given the red water up top, it's surprisingly clear down here.  Huh.  Anyway,
this is a one-way path, so it's kinda hard to get lost.  A couple of screens
later you'll see a way to the surface.  Take it and you'll be at Phoenix Bay.


PHOENIX BAY
-----------

Enemies:  Blossomon    179 EXP   360 BIT
          Brachiomon   180 EXP   360 EXP

There isn't any treasure here, nor are there people to digibattle, so just walk
toward what was known on Asuka Server as Suzaku City.  You'll have to talk to a
trooper to gain access, and he'll end up thinking you the Chief of Qing Long
City.  Baka baka.  But at least his stupidity helps your cause.  Now you can
enter Zhu Que City.


ZHU QUE CITY
------------

Digibattles:   Gesomon, Octomon                          361 EXP    680 BIT
               Brachiomon, Tyrannomon, MetalTyrannomon   544 EXP   1110 BIT
              *Cherrymon (Red), Scorpiomon, Snimon       649 EXP   1335 BIT

The trooper at the bridge will Digimon Battle you with a Gesomon and an
Octomon.  The trooper on the east side of the main square has a Brachiomon,
Tyrannomon, and MetalTyrannomon.  The Gatomon at the Inn wants a whopping 72
Bits per Digimon for her services. Whether you use them or not is up to you,
but at least save at the Guardromon.  Now go to Zhu Que Hall, climb the ladder,
and do battle with the Zhu Que Chief, after he tells you something of the
A.o.A.'s diabolical plans of course.  He's got a Cherrymon (Red) that can suck
HP, a Scorpiomon, and a Snimon.  After winning the battle the Chief will be
gone and in hi splace will be a Red ID Pass, which Junior will pick up, and
then you'll be outside the Hall.  Go back inside and past the Oinkmon upstairs
to the dock, and take Submarimon to the UG Lake.


SEABED
------

Enemies:  MarineDevimon   185 EXP   370 BIT

Again, a straight shot. The exit's at the end of the next sceen.


ZHU QUE UG LAKE
---------------

Enemies:  ShogunGekomon   184 EXP   370 BIT

Go down the stairs, then up the ladder, up the next set of stairs, and up the
ladder at the top.  Then follow the stairs until you see a ladder.  Climb the
ladder to get an Evil Fang from the platform, then go back down and take the
stairs all the way to the top, where you'll find the Digi-Egg of Knowledge
sitting and spinning.  Junior will pick it up and you'll be transported back to
the dock in Zhu Que City.  Now it's time to put the new Digi-Egg to work.
Well, we will shortly, at least.  First, we need to get back to Asuka Server.
WHich means, I believe, we need to go back to the Forest Inn another trip
through the Bug Maze (although this time you can just hop off the platform and
be out in under a minute, discounting fights).  Good luck.  I'll see you ont he
other side!


-------------------------------------------------------------------------------
12. The Final Badge
--------------------------------
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