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There are two true secret areas and then there's Ura Internet Zero. I've mentioned
elsewhere in this guide that Forte is in Ura Zero. But he's only available via the
back entrance in Green Area 2. As I've said, head to the forest and investigate
the back of the largest tree to access Forte's area of Ura Zero. After maneuvering
around the path, you'll reach an obelisk. Forte will break free, not happy that
someone's disturbed his slumber. Get ready.
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Shooting Buster Forte will rise up and strike multiple panels with his twin busters. The panels shot at alternate in unpredictable patterns, making this attack hard to dodge. |
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Hell's Rolling Forte will charge up and then send two wheels down the top and bottom rows. The wheels will close in on Rockman and cross at a targetted panel. This attack can easily be avoided by moving foward inbetween the two wheels. The wheels cannot cross over broken panels.
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Dream Sword Forte will use the an attack identical to the Dreamsword Program Advance.
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Golem Arm Forte will use a much more powerful version of the Golem Arm battle chip to smash an entire column with a rocky arm.
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Sensha Hou Forte will use the battle chip Sensha Hou and pull out a large tank cannon. The shot will either force Rockman to the back if it strikes Rockman directly or if the shot misses and goes off screen, the entire back column will explode and Rockman will take damage if hit. This is only used by the SP version and higher.
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Summon Beast Forte will either:
1) Pull out Greiga's head and use an attack identical to Burning Breath for heat damage or... This attack is only used by the Beast Cross version of higher. The attack used depends on the version being played. If you are playing EXE6 Dennoujuu Falzer then Forte will use Burning Breath with Greiga's head. If it is the other version, Forte will use Sonic Wave with Falzer's head.
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You need some kind of barrier. Seriously. Forte doesn't have an aura this time around, but then, he doesn't really need one. For the most part, he'll use his Shooting Buster or Hell's Rolling. Sometimes he'll come up and use a sword that has a two column range. Other times he'll use a Golem Punch. He didn't bust out anything other than this when I fought him. |
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He'll vanish in a flash of light when you when, leaving behind the [Bat Key] You should get an e-mail from a NO NAME. It'll contain the {Gigant Hook H} chip! (Note that I fought him in the quest for a Timpani chip in the help board missions, and thus my e-mail came between the mails from the board. I only got it after beating Forte, though). So what does this Bat Key open? One thing at a time. First, let's go and enter Ura Zero properly. You may have wondered where that purple gates in Ura 1 and 2 do. Ura 1's is past that Rush Road. The password to that one is 729. The password to Ura 2's gate (lower area, past the conveyors) is 012. Each area has its own stuff. But I'll be treating both halves as a whole. Only Forte's back door area got its own part above.
___________________ Via Ura 1's entrance, go and look at the map to see what's going on with Ura Zero. Split right down the center, isn't it? On the Ura 2 side, Otenko-sama lies behind a gate we can't open yet. You may also notice a bloody load of elemental gates here. Annoying, aren't they? On the right side, at the top of the ramp, is an orange Navi willing to give you the "Soul Folder" as your Extra Folder. It's not really that great, but none of the extra folders really are. Nearby is a reddish punk Navi. For 3000z, he'll sell you the [WWW ID]. Very nice, yes? Here's a list of all the WWW Gates' goods.
Central Area 1: 5000z (We just got our investment back + 2000!) There really isn't a whole lot here, to be perfectly honest. Until we can free Otenko-sama, anyway. Speaking of Bokura no Taiyou, we've got a date with the Count. Head to Underground 2. There's a purple gate in the northeast. If you've beaten Forte, you'll have attained the Bat Key. That key opens this gate. Continue forward and into...
_______________ This is pretty much what the Graveyard looks like, too. Kinda gnarly, huh? First of all, the area is gigantic. Map's on the eastern side of the 'center,' which is marked with some conveyor paths. Cut right and start making your way towards the northeast back part of the area. When you get to the large, back platform, you'll get a cutscene. A dark hole, like the one that gives access to Forte's area of Ura Zero, blocks the path. The ground shakes, Rock hunches over, and out comes the Count! You've got no chance to prepare - it's time to fight! | |
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Attack 1 Hakushaku lobs some fireballs over at your panels. If the fireballs strike your panels, they will catch fire and burn for a bit. |
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Bloody Spire A group of bloody stalagmites will burst out of the ground multiple times and rise up to attack.
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Attack 3 Hakushaku will attack by forming electricity in a cross shape.
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Attack 4 Hakushaku will raise his arms and summon a rain of blood from the sky onto a 3x3 area.
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You cannot win. No, really. Nothing you do can damage him. Your goal here is simply to stay alive for a set amount of time. Strangely enough, you can actually get a counter hit on him. The battle will end after awhile and another cutscene will occur. |
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The Count will raise his arms in preperation to strike you down... when in rides
Django, dealing severe damage to the Count and sending him running! Django will
mention Otenko-sama being imprisoned somewhere by the Count. You'll get the
[Solar Key] from him. Now go back to Ura Zero (from Ura 2) and open the gate keeping Otenko-sama captive. Go up and talk to him. He'll rush off to join Django, and that's exactly what we should do. Head back to the Immortal Area! Once there, get back to the large platform we fought the Count on. Looks like even with their combined power, Django and Otenko-sama can't beat him! Rock runs in at that point. Django starts to initiate the Piledriver on the Count and tells Rock to weaken him. Now it's time to fight. The same strategy as above applies here, except your attacks WILL hurt him now. He's pretty easy, so just unload on him. After you beat him, the Count once more raises his arms. Then Django appears on the field. Rock unloads with his Buster as Django fires the Gun Del Sol at the Count. This does the trick - The Count is destroyed. After this, Otenko-sama and Django say their goodbyes and walk through the still-open portal. It closes behind them, leaving the {Hakushaku H} chip behind. Now you can continue on around. Head across the one-way tile in the back of the area and walk all the way around the long path. Take the warp portal to get spit into the center of the area. Grab {Sanctuary Z} from the BMD and head out. We're done here. Now then, there's only one thing left to do - enter the Graveyard. How? Go to Uranet 3. Where's that? Well, you need to go to the skull in Ura 2 and hang a left. The purple gate up there will only open if you have a Machine Sword chip.
________________ Ura 3 is a slightly confusing area because of all the invisible paths. Now, we need to get to the central platform - the one with the eerie, swirling vortex on it. You'll need 100 Standard chips to open the portal, so you need to have that many, at least, for the portal to appear. Go through it to enter...
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NetDealer Looks just like the Immortal Area, doesn't it? Except for those creepy, glowing obelisks. Those are, apparently, tombstones for all of the fallen Navis we've beaten over the past 5 1/2 games. Each one stands for one EXE game's Navi cast. This area's a giant zigzag, tagged with lots of elemental gates. Yes, you'll have to drag Link Navis into this creepy place to open them. Have fun with that, by the way. And yes, you really can buy Delta Ray Edge/Cross Divide. To continue to the next area, you need the 'Mark of M' - Or every Mega chip in the game. For those of you counting, that's 45 chips. Here's your checklist:
01: Roll Basically, you have to nuke every Navi in the game. So where do we get all of these? Well...
Roll: All versions attained from Meiru in some form or another.
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Diveman:
Circusman:
Judgeman:
Elementman:
Colonel:
Hakushaku: Pretty hefty task, I know. But what would an EXE game be without something to bring our forward momentum to a screeching halt? Crossover Battling will help get the Django and Hakushaku chips, apparently. There's some kinda trader that'll churn those kinda things out, it seems. In any case, when you're ready, head on through.
_____________ Okay, now things are getting kinda creepy. Those three tombstones? Heatman's, Slashman's, Elecman's. In fact, all of EXE 6's Navis are apparently buried here. You're going to need all of the Standard Class Chips to continue past a certain point in here. Fun, I know. Abuse the chip traders, that's all I can recommend. And, as I'm sure you've noticed, there are a friggin' lot of elemental gates in here! You may have noticed a large ramp over there on the northern part of the area. I wouldn't go up it if I were you. ...You really want to? You like slopes? Well, alright... It's your funeral. Why? Because, after you rudely disrupted his sleep, Forte went off to find a new place to bed down for the night. And you've run in on him again. |
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Why 2700? Why not 2800? Odd number. Anyway... Forte's basically the same as last time, only a LOT faster. He does bust out with a Tank Cannon now and again, but if that's all you're worried about, you're far better at dodging than I. |
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Forte can sense the beastly power lurking within you. And that isn't a good
thing, folks. That is NOT a good thing. You don't want Forte to be scheming things
that involve your body. In any case, Forte leaves behind the {Forte F} chip. Head southeast and make your way around to the other exit. Where does it lead? Back to Graveyard 1, of course! Follow the path around and hit the warp portal. Before heading down the ramp, head NW to reach the Bug Beast Trader. It's basically a BF Trader. For 10BFs a pop, you too can get random crap! Down the ramp is a giant tombstone dedicated to Navis in offshoot games. Turboman, Ring, Starman, Brightman, Needleman, Swordman, Gravityman, and Zero. So what now? You've fought Forte twice, you've had to collect pretty much everything in the game. Is there anything left? Yes. Yes there is. And it's going to brutally kick your ass. You know where Colonel's ghost data was located in Underground 2? Head back there. For the love of all that is unholy, save or something before you head up that ramp. Because you're in for something that will make Forte SP look like Blastman. When you get up to the top, Rock will say that he can feel the Dennoujuu's power. The screen will flash... and Juuka-Rock will be standing before you. A strange voice will fill the air, the screen will flash again, and Forte will arrive behind Juuka-Rock. Prepare yourself! |
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Yes, it's Rockman vs Juuka-Rockman! Not only that, it's his SP form! Most of his attacks are the same as the first time. And, in reality, it's not that tough when you actually can use Rock to his full potential. |
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| But see...the problem isn't fighting G-Beast/F-Beast SP. The problem is that Forte has absorbed what remained of Falzer/Greiga! | |
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Forte BX is blazingly fast. His attacks are relentless and equally sped-up. Almost of his attacks are the same as the previous versions. The only new attack is the one I've listed. Forte enjoys absorbing giant monstrosities, doesn't he? His pattern is pretty much Shooting Buster -> Hell's Rolling -> Summon Beast. He'll still use his other attacks, of course. It's just that this seems to be his favorite pattern. Fortunately, the fact that he does fall into patterns so easily means one thing - you only have to worry about his Shooting Buster once your reflexes get used to his speed. |
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After you win - IF you win - go up and collect what's probably going to be the
final chip you get - {Colonel Force Q}. Congratulations. Now you can truly say you've beaten the game. Which isn't to say there isn't stuff still left - it's just that it's pretty much all ass-kickery.
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