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Seeing as how the grey-haired guy answers with "...Kochira Kein da ga." I'm gonna
say his name is Cane/Cain/Kane/Kain. I like Cain. Lotta shady bidness goin' on.
Meanwhile, Rock's on TV! And people cheer Netto's name! And Rock is still
embarassed. We then get a call. But whoever it is isn't showing. But then Meiru pops up! Seems she saw the commercial thing, too! Everyone misses each other. Netto says that the sound of Meiru's voice makes him think of Akihara. Aww. So he's gonna go home for a visit! The next day, you get a pair of E-mails. Yup. Two new teachers. Press-sensei and Morisugi-sensei. Now you have four options for the Linear Bus.
Seaside | Green Town Yup. We can go home now! But first, we're getting ourselves some more power. Now head down and into the office next to Shuuko's to speak with Horisugi Dotarou, Groundman's operator. As usual, answer yes to both questions and you'll start Groundman's mission. Inspect the PC behind him to gain control over the massive tank Navi. We need to head for Central Area 2, but first grab the {Fumikomizan B} in the PMD. Groundman's special chip is the RC Breaker. And his charged shot fires bits of himself a la Plok at the enemy. Whatever he does, he does it slooowlyyyy. So adjust you Netbattling to properly control him. Let the RC Breaker crash into the back of the enemy's area to properly use it. We'll start out from Ura 1, which isn't a very good place for such a slow-moving Navi. Once you arrive in Central 2, you'll get a cutscene. Groundman will jump up, hover briefly, and when he comes down, boulders start falling! Your goal here is to break 35 boulders before the dynamite counter gets to 0. How? Line up with the boulders and hit A. A gauge will appear. Hit A again when it's in the red for the strongest drill forward. You'll also need to rescue the Programs you trapped. But uh...don't drill into them. They won't like that. Fail and you have to start all over again. After you get the area cleared, head to Central 1 to repeat the process. There are 40 here, 5 more than in Central 2. Don't forget to get the two off on the other side of the warp portal or the two next to the skull gate! You'll now plug-out and be ready to fight. | |
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Type: Break HP: 800 (v1), (EX), (SP), |
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Attack 1 Groundman will disappear as a panel flashes. Two drills will then break the panel and attack from below. |
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Attack 2 Groundman fires three drills along all three rows.
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Rock Crush Breaker Groundman will start glowing and will shoot across your area. If he hits you, then you take damage as normal but if he collides with the back of your area, rubble rains down in pairs of two.
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Groundman's actually a fairly difficult opponent if you aren't prepared. He'll go for attack #1 at all the worst times, like when you're stuck in letting go a charged shot a split second too late, or you've just used a chip that stalls you. There's always a gap to slip between to get through attack 2. And attack three is extremely easy to avoid. To make things easier on yourself, I recommend equipping the FloatShoes NCP before battling and/or using Tengu Cross so the cracked/broken panels don't matter much. | |
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You'll get {Groundman G} and the ability to use him as a Link Navi! Your charged shot in Ground Cross becomes some mutant combo of Step Sword and Drill Arm. There's a pretty sizable delay between the time you let go of the charge button and when Rock hits the target. Breaking-type chips will get a pithy boost, too. And you'll have a Super Armor effect when using it. Now then, to get our last Cross. Head to the aquarium and go into the second room. Next to the vending machines is Mister Press. Talk to him to accept his Link Navi mission. Now inspect the white vending machine to take control over Dustman. Head for Uranet 2. Thankfully, it's right out the portal! Dustman's special chip is Dust Break. His charged shot sends some trash ghost thing flying out. Head up onto the skull. There's a reddish punk Navi near the PMD spot on the forehead. Talk to him to get into a minigame. Hit A to suck in garbage and hit B to smash bombs. Like with Tomahawkman's minigame, your Custom Gauge will show your progress. Now head down off the skull and go to the lower southwest side. It leads up to the warp portal we started at. Another reddish punk Navi is standing next to the ramp. Talk to him and get into round two. Things are faster this time, naturally. We've taken care of Ura 2's trash. Now head for Ura 1. Another one of them punks is located en route to that Dennoujuu statue that Rock was nearly sacrificed in front of. Things are faster again and this time, missiles are firing at you as well as the bombs. B-button smash 'em. Plug-out time! Talk to Mister Press to fight! | |
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Type: Break HP: 900 (v1), (EX), (SP), |
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Scrap Reborn Dustman will send a flying recycled robot foward, which will target a highlighted panel and crack it with a punch. |
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Attack 2 Dustman will absorb and fire off up to three panels in a row.
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Dust Break Dustman will pull Rockman foward using Suikomi before trying to crush him with his large spiked arms.
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Dustman moves slowly and all of his moves are predictable. I'd like to once more recommend Tengu Cross or Float Shoes to deal with the panel destruction you'll be facing. At this point in the game, Dustman should pose to real problem to you. | |
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After you win, you'll get {Dustman D} and your final Link Navi! Dust Cross lets you inhale objects on the field. Go on, lay down a Stone Cube and suck it up using Back+B. Then you shoot it back out for some mean damage. Your charged shot becomes the same as Dustman's - the flying trash monster. Where's Oscar when you need him? Stupid grouch. Also, you may notice a little garbage chomper next to the Beast Button. Once per turn, you can move chips you don't need at the moment down to it. They'll be recycled back into the rest of your mix. Alright, folks. Ready to enter the final part of the game? You've got the power at your command. You should have a decent folder together at this point. Now let's see if we can shut down the WWW once and for all this time.
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