Enemy Guide

Here is all the data scraped up about the various regular enemies you can enocounter, and where you can find them if you're looking for that certain chip. Note: All damage scores are done for how much damage is done to you naturally. All these numbers are cut in half if you're wearing armour, unless it's the stronger elemental, in which case you'll receive the same amount of damage as if you weren't wearing any armour. Locations mostly refer to where the enemy is first encountered, and not necessarily where it is most convenient.

Mettool
HP=40
dmg=10
location=first enemy you fight in the game, you can encounter them for chips in area 1 of the internet.
Red Mettool
HP=60
dmg=40
location-traffic net
Blue Mettool
HP=100
dmg=100
location=traffic net
Description of family= Mettools can move along adjacent panels in a single column. They attack with shockwaves which travel along the ground and can be stoppedby missing panels. The higher in level, the faster they move, the faster the wave travels, and the stronger they are in attack and defence. When mettools appear in groups, they take turns attacking, and red and blue mettools have the ability to guard themselves while waiting for the other mettools to attack. High busting levels will get you the Shockwave, Soniwave, and Dynawave chips respectively. Busting levels from 5-7 can get you Metguard as well.

Canodumb
HP=50
dmg=10
location=area 1 of internet
Blue Canodumb
HP=80
dmg=40
location-Power Plant net
Red Canodumb
HP=100
dmg=100
location=Traffic Net
Description of family= Canodumbs are stationary, so they're not much of a threat if you just don't stand in front of them. Sometimes you get stuck in a battle with a cannon in each row though, so you have to work fast. But Canodumbs all have relatively low HP and can be taken out quickly. The higher in level, the faster they can lockon to you.

Kiorushin
HP=80
dmg=30
location=Area 1, very common in Yai's Portrait
Birdraft
HP=150
dmg=150, embers do 30, Fire Elemental
location-Area 5
Description of family= These things are quick, they mostly float back and forth in their column, and they fly so missing panels won't impede them, though other obstacles can. If they line up with you, they dash straight forward and then re-appear in the panel they attacked from and starts floating back and forth again. Firebirds are annoying because they leave embers of fire where they dash over, these don't do as much damage as the dash itself, but it can still take away from your buster levels and are hard to avoid, especially when there are two Firebirds. Regular swords are good for Fishy and AquaAword works great for Fishy2, but it requires some good timing.


Workergear
HP=80
dmg=15, Fire elemental
location=The Oven Network, common in the soda machine in Sci-lab lounge
Wortergear
HP=120
dmg=50, Water elemental
location-Traffic Net, and the soda machine
Description of family= These guys are annoying because they teleport to another random panel if you line up with them. They're pretty fast with this but not too fast, so you can use some attacks if you're quick. Otherwise, you'll have to wait until they attack, they remain still while doing it. The towers have some slight homing ability, so the line of fire (or water) bends toward you, so keep on your toes to dodge. Use attacks that activate quickly (Like swords, but not cannons) elemental attacks work well too.

Ghostler
HP=50
dmg=15
location=School net
Red Ghostler
HP=100
dmg=60
location-waterworks
White Ghostler HP=120
dmg=120
location- Deep Undernet
Description of family= Like Tower-Throwers, Ghosts will randomly teleport if you occupy the same row as the, Ghosts are slightly faster though. They occasionally disappear and shortly reappear right in front of you to give you a little jab with some sort of stick. There's no good time to attack them, so you have to be fast. (Or use attacks they can't avoid) Red and white ghosts are capable of using a recov chip when their HP is low, fortunately they can only do it once though. Furthermore, they usually all work as a team, so if you were to get one out of three ghost's HP low, all three would donate the recov chip, even though one suffices in returning them to max HP :P High scores get you an Invis chip, but you can also win Recov chips with moderate scores.

Kabutank
HP=80
dmg=15
location=school net
Blue Bomber (XD)
HP=120
dmg=80
location-area 3
Grey Kabutank HP=150
dmg=140
location-Undernet
Description of family= Kabutanks move back and forth along their column, there is a substantial amount of time when the battle starts and after they launch a bomb when they just sit still, they also move slowly, making easy targets. They launch bombs onto whichever panel you're standing on. The red ones produce an explosion that hits adjacent panels on either side in the column, so to avoid, just move to another column. Blue ones hit in a cross pattern, so just move two panels in any direction. Grey ones hit with a one-panel radius, so move two panels in any straight direction, and NEVER stand in the middle of the area or the attack will be un-avoidable.

Powald
HP=60
dmg=20
location=School net
Red Powald
HP=120
dmg=60
location-Traffic net
Gold Powald HP=150
dmg=100
location-Area 4
Description of family= These guys randomly bounce around, the higher in level, the less time they spend standing still, gold versions are nearly impossible to hit until they attack. When they decide to attack, they appear right above you and attempt to crush you, the panel where they land becomes cracked. Red and Gold versions can also make crossbomb-like explosions where they land, so you have to move a bit more to dodge. They can all be pretty annoying, the gold ones particularly. Use strong attacks and wait until they land an attach to hit them.

Handies
HP=80
dmg=30
location=School net
Handied
HP=200
dmg=100
location-Area 4
Handinam HP=300
dmg=200
location-Skull Castle
Description of family= These guys mostly stay still, and attack by placing a bomb in your area, which explodes after three secconds and makes an explosion which can't be avoided. All the bombs, for each level only has 10 HP, so there's no problem destroying the things. The worst part about these guys is trying to hit them as they run away from the bom-placing, their movement tends to be pretty tricky, so make sure you don't try to attack until they get back to the back row, and they can still make one more ove up or down when they get there, so look out.

Swordin
HP=90
dmg=60
location=area 2
Swordra
HP=120
dmg=60, fire elemental
location-area 2
Sworter HP=200
dmg=80, water elemental
location-Waterworks
Description of family= These guys move straight towards you and hit you with a couple of sword techniques. If you're standing in the column right in front of them, they hit you with a widesword, if you stand in another column, they attempt to line up with you and hit you with a longsword (longer than longsword, actually, range 3) If you manage to dodge this enough, they make it harder by using Steal, so finish this battle quickly. High scores get you the longsword or an elemental widesword of whichever they were using. You can also win Sword and WideSwrd chips t lower scores.

Jira
HP=100
dmg=100
location=area 2
Green Jira
HP=120
dmg=180
location-area 7
Blue Jira HP=140
dmg=300
location-area 8
Description of family= They remain motionless mostly, but every once in a while lay a mine in a random spot in your area. You have to watch carefully to spot where it lands. Higher levels can also use steal if they think you're not moving around enough to be able to trip over the mine. The strongest mine can do 300 damage, that's the second strongest attack in the game. (Only Gold Gaia can top it)

HardHead
HP=60
dmg=30
location=area 2, most common in the recycled PET in restaurant (best place to win Howitzer H from battle)
Description of family= There are other levels of HardHeads, but only as bosses, and I don't have information on them except for the ones you encounter before the undernet (check the guide) The basic pattern is they remain still and invincible for a few seconds and then fire a bomb straight at you, leaving themselves vulnerable for the attack. Higher levels attack more frequently. If the bomb misses you, the panel where it lands is deleted.

Arbalboy
HP=100
dmg=50
location=Waterworks
Red Arbalboy
HP=150
dmg=70
location-Undernet
Blue Arbalboy HP=200
dmg=120
location-area 7
Description of family= They move by teleporting to adjacent panels in a column, but in no pattern, so if it's in the middle panel, there's no telling whether it'll move to the top one or the bottom one. They send crosshairs straight forward and if it hits you, all fish present fire an arrow. This can be trouble if there's a fish in each row. They're water elemental (though they don't attack with it) So electricity finishes them off quickly.

Puffy
HP=100, Bubbles have HP of 40
dmg=30, Fire elemental or Water elemental
location=Soda Machine in Waterworks lobby
Description of family= Both of these guys are exactly the same in stats, only one is fire elemental, the other is water. They remain motionless during the battle and send bouncing bubbles after you which can explode with a one-panel radius when they hit something. When attacking, make sure it's in a way that doesn't have the bubble blocking your fire. Remember that when the bubble bounces high in the air, you and your attacks can move underneath it.

Cloudy
HP=120
dmg=30, water elemental
location=waterworks
Cloudier
HP=140
dmg=80, water
location-Skull castle
Cloudiest HP=160
dmg=120
location-area 10
Description of family= These guys stay in one panel, but they make themselves unreachable by constantly shooting upwards and floating slowly back down. Sometimes they even attack when they get up there, they spit a cloud onto one of your columns and it starts raining up and down. They also have a nasty habit of jumping up at the exact instant you always try to attack. These guys are irritating because they're hard to hit and hard to avoid their attacks, but they're also relatively weak, so just concentrate and finish it quickly, and try to atack as it floats back down.

Jelly
HP=120
dmg=200, water elemental
location=traffic net
Jelly Heat
HP=150
dmg=200, Fire elemental
location-traffic net
Jelly Earth HP=200
dmg=300, water elemental
location-Skull Castle
Description of family= They're slow and don't attack very often. They occasionally shift from one panel in their column to another, and spend most the time charging. The object is to kill it quickly before it has a chance to use its powerful wave attack. The wave does incredible damage and can't be avoided without barriers or missing panels.

Ammonicule
HP=60, Bubble Wrap has 10
dmg=80, water elemental
location=traffic net
Purple Ammonicule
HP=90, Bbl wrap=20
dmg=120, water
location-area 6
Black Ammonicule HP=150, Bbl Wrap=40
dmg=160, water
location-Skull Castle
Description of family= These stay within the column and attempt to line up with you and send Aqua Towers that don't track your position. The Bubble has to be burst before damage can be done, and then before it regenerates. The higher the level, the faster the regeneration. The bubbles are water elemental though, so elec attacks go right through it.


Ratty
HP=60, missile=20
dmg=70
location=Power Plant
Blue Ratty
HP=80, Missile=40?
dmg=85
location-Area 6
Grey Ratty HP=100, Missile=40?
dmg=100
location-area 12
Description of family= Rattons move randomly from panel to panel, and they do it quickly. The higher the level, the faster they move. This makes it harder to target them. They occasionally stop to throw missiles which can turn once to close in on you. I'm not sure about the HP of some of the missiles because it's hard to count shots when they move so fast. :P One helpful hint is that if you are standing in a column directly adjacent a ratton, then the missile can't turn when it's fired. Try to attack with one-hit kills too, 'cause when they get week, they get angry, and faster.

Biri
HP=100
dmg=100, elec elemental
location=Power Plant
Biriz
HP=150
dmg=140, elec
location- Skull Castle
Birinik HP=200
dmg=180, elec
location-area 10
Description of family= Aren't they reminiscent of miniature SparkMans? Anyway, they advance on you, sorta like knights, except in a different movement pattern that I can't quite explain, nor is it important, I just know it's there :P. When they get as close as they can to you, they shoot slow, homing thunderballs, their element makes it so you lose 10 HP with every step too, so above all, avoid the attack, and if you do get hit, try to finish the battle without moving.

Infected Prog
HP=150
dmg=100, elec
location=Power Plant
Blue Prog
HP=200
dmg=100, elec
location-Power Plant
Red Prog HP=250
dmg=100, elec
location-Power Plant, they're ALL in the Power Plant
Description of family= These poor saps advance panels one-by-one, stopping each time to do the ringzap. They all have the same ttack power, the only difference is speed and defence, the higher they go, the quicker they'll advance on you. They also have the ability to Steal, making outrunning them increasingly difficult. Just throw whatever you can at them, and do it quick. They help you out a bit in that they seem to have some poisoning that loses them 5 HP every few seconds too.

Fanker
HP=100
dmg=80
location=Power Plant
Blue Fanker
HP=140
dmg=120
location-area 8
Grey Fanker HP=200
dmg=160
location-Skull Castle
Description of family= The fans are stationary, but their storms can track in on you. There's a limited range for the twisters though, both the red and grey versions can only move it 3 panels. Oddly enough, it's the middle level, the blue ones that have the farther range, around 8 I think.

Parala & Remokogoro
HP=80
dmg=100, elec
location=Power Plant
Blue Parala
HP=100
dmg=150, elec
location-Skull Castle
Purple Parala HP=120
dmg=100, elec
location-area 10
Description of family= The remotes remain stationary as they send their remo-bits after you. The slow-moving bit zaps every panel with lightning one-by-one, deleting them, systematically making you run out of places to run. They're mostly weak in defence though and are generally easy to handle. Oddly, the highest level seems to have lower attack power, that could be a mistake on my part though, I went through each battle personally and recorded the amount of damamge done, you'd think with nearly a hundred enemies I'm bound to make SOME mistakes, aren't I?

Poitton
HP=100
dmg=200
location=Area 4
Green Poitton
HP=250
dmg=200
location-area 8
Black Poitton HP=300
dmg=200
location-Summer School Blackboard
Description of family= I don't know why their weapons are called Dynamite, they look like grenades and act sorta like trip-mines. Anyway, despite their appearance, they're very mobile, moving randomly to adjacent panels, with a general aim towards the boundary into your area, where they try to fill every panel in your coulmn with a randomly chosen Dynamyt attack. Laser detection can go horizontally, diagonally or vertically, you mostly have to rely on luck, but the blasts can be dodged if you're quick. It seems in my rush, I forgot to count the HP of the actual Dynamyt, sorry.

Gaiant
HP=150
dmg=200
location=Undernet
Gaiandra
HP=200
dmg=300
location-area 8
Gaianban HP=300
dmg=400
location-area 12
Description of family= These are tough SOBs. They start off in IronBody form, every hit you deal will do 1 dmg. Only when they're about to attack (When they move as far forward as they can) do they reveal their true form, and then let the Hammer fall, creating a wave of explosions that moves accross your whole area. The attack can actually be avoided by stepping into a column just as the explosion dies, but before the explosion hits the column you're already standing in. The timing gets a bit of getting used to, but you'll get the hang of it. One thing that works great against these guys is X-panel right where they want to hit with the hammer. High scores gets you Gaia chips, medium scores gets you IronBody.

Chiqurito
HP=200
dmg=50
location=Undernet, Miyu's looking glass
Blue Chiqurito
HP=200
dmg=100
location-area 7
Gold Chiqurito HP=200
dmg=200
location-area 11
Description of family= They move a lot like Dash birds, only they spend a lot of time motionless as the battle begins and after they attack. They all have the same HP, the only difference is amount of drain and speed. Reds have moderate dashing speed, Blues are fairly quick, you'll have to look out for them, and the golds, well, oddly enough, they're impossibly slow. The Gold ones dash slower than they move back and forth in their column. O_o Must be to make it easier since one hit can recover all their HP. One thing you should remember about mosquitos, wearing armour doesn't affect how much energy they gain. You still get half damage, but they get the whole healing.

Minogoromon
HP=100
dmg=100, wood elemental
location=Undernet
Leaf Minogoromon
HP=250
dmg=140, wood
location-area 11
Dropdown Minogoromon HP=120
dmg=180
location-area 11
Description of family= They stay in one coumn and move randomly between attacks, when they're out of sight, you track them by their shadow, but they're not vulnerable until they drop down to attack with a quick, traking wood tower. The higher in level, the faster they are. The reason Dropdown has lower HP is because he heals after every hit, so you have to deal a one-hit kill with him. I've never seen the leaf shield one actually ever use leaf shield, it just has high-HP.

Candevil
HP=160, candle HP=20
dmg=100, fire elemental
location=Miyu's Looking Glass
Yellow Candevil
HP=200, Candle=50
dmg=150, fire
location-Skull Castle
Purple Candevil HP=300, Candle=10
dmg=200, fire
location-Miyu's Vase
Description of family= These frightful foes slide up and down the column to match your position and breath fire at you, they're quicker to the draw than they look, so watch out. The candles recover their HP gradually, faster for higher levels. I have no idea why the highest level candle is the easiest destroyed. (Another recording error? Hope not)

Froshell
HP=120, Shield HP=40
dmg=40
location=Skull Castle
Description of family= Like the other HardHeads, they only appear as bosses, so I just have the data on the weak one. These big things stand still and launch bombs while hiding behind the shield. The shield can be momentarily raised (Raised as in OUT of the way) by hitting it enough, but I prefer to use attacks that go right over the shield, like Quake, or right through the shield, like Hero Sword.

Daijan
HP=200, Hatchling=30
dmg=200, wood elemental
location=Skull Castle, area 10
Daijan Bolt
HP=250, hatchling=40
dmg=200, elec
location-Skull Castle, area 10
Daijan Meraru HP=300, hatchling=25
dmg=200, embers=100, fire elemental
location-Skull Castle
Description of family= They slither around randomly, the tail is invincible and can often block your attacks. They occasionally stop to spit a soniwave, thunderball, or fire stream at you, depending on the element. They can also summon a snake egg, which atches and a miniature snake randomly squirms around your area to runs into you. The Fire version even leaves some embers where the egg hatches.

ColdBear
HP=200
dmg=100, water elemental
location=area 9
Description of family= The stronger versions, once again, appear as bosses, so no info until I go through the game again. But they all basically slide slowly around in their column, matching your row and throwing an Ice Cube at you, if the cube misses it stops in the far column, and if another one is thrown at it, both break. These guys aren't terribly hard.

Satella
HP=200
dmg=60
location=Skull Castle
Green Satella
HP=240
dmg=100
location-area 6
Purple Satella HP=300
dmg=160
location-area 12
Description of family= They remain stationary, but send out a quick crosshairs which sweeps accross your area looking for you. If you master the pattern with which it sweeps, avoiding it is easy, the tough part is when there's other hard to avoid enemies like Gaia to join the party. If the thing does manage to lockon to you, it shoots you several times and it's hard to avoid, though if you're really quick it is possible. The higher the level, the faster the crosshairs move.

Rush
HP=10
dmg=nope
location=areas 9 to 11
Description of family=This special little guy is a little whack-a-mole. He pops up with three other holes, wiggles his nose a bit, then goes back down and ecapes from battle, wasting your precious time. What you want to to is hit him ten times, (All attacks do 1 dmg) and you win the valuable popup chip. With each hit, he makes briefer appearances when popping up, so it gets harder. Stay in the nearest column, middle row, and get ready to release the trigger. Even the quick reflexed need a bit of luck. Although you could always do it the easy way and use Anubis. ^_^

Megalian A
HP=200, aura threshold=10
dmg=100
location=area 5
Megalian H
HP=250, threshold=40
dmg=160
location-area 11
Megalian W HP=300, threshold=80
dmg=240
location-area 12
Description of family= Toughest enemies there are. They start the battle by teleporting right in front of you and launching ther head piece, they then randomly teleport to another panel, and then right in front of you again, and then repeat the cycle. Aquas can dash up to three panels before boomeranging back, Fire auras can cross four panels, and Wood Auras can cross the whole board no matter where they attack from. The viruses themselves don't actually have the element of their aura, so though a Bubbler will cut right through a Fire Aura and damage the Virus, he will only get the 50 damage, not 100. I'm not sure if they attack with the elements yet though. One useful trick is to use Large Swords like HeroSword, and attack just as the head leaves its base. Both the head and the base take damage separately, so you can remove an aura and do damage without the help of elementals, or if the aura is already gone, you can do double damage on the guys, just make sure you have good timing.

Affiliates

Blyka's Door
E-Can Factory
MMAyla
MM BN Chrono X
MM PC Website
Protodude's RM Corner
Reploid Research Lavatory
RM AMV Station
RM EXE Online
RM EXE Zone
RM:Perfect Memories
Sprites INC